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Version 0.34.2-PB - Bug Fix

  • Fixed an issue where “skills” EXP effects were incorrectly applied to raids, causing twice as much EXP to be granted when both skill and combat effects were active.

Version 0.34.0-PB - Seasonal Community Goal

Seasonal Community Goal

  • In every seasonal campaign, there’s a community goal. Players must work together to hit a target by contributing campaign points. When the goal is reached, everyone is eligible for boost. The boost last for the remainder of the campaign. Once the campaign wraps up, the boost expire.

  • For a character to receive a boost, they must contribute at least once to the community goal. Contributions only unlock the boost for the currently active tier and do not automatically apply to any future boosts if the community goal changes. As a result, if the goal changes, players will need to contribute again to access the new boost.

  • For example, if the community goal reaches tier 1 and you haven’t yet received any boost, you’ll need to contribute at least one point to unlock the tier 1 boost. Later, if the community goal advances to tier 2, you’ll need to contribute again to receive the tier 2 boost. If you don’t, your character will retain the tier 1 boost until it expires.

  • Unlike boosts provided by the shrine, the boosts from the community goal are not stackable on each other. Any new boost from the community goal will replace the previous one, rather than adding to it.

Basically, this is similar to the shrine except for a few differences:

  • It's only available during seasonal campaigns.
  • You must contribute campaign points, not gold.
  • The effects last for the entirety of the campaign.
  • The effect's don't stack upon each other. Meaning T2 effects will overwrite T1 effects.
  • To update or apply the effects on your character, you must donate at least one point.

To get started, simply head to the campaign page.

Since this is a new feature, our current target estimates are based on rough projections. To avoid making the targets too easy to achieve due to underestimating them, we have intentionally set them high - especially for the later tiers. This approach allows us to gather data and make more informed adjustments for future seasonal campaigns. It’s worth noting that reaching the 10th tier may not be achievable, and this is by design. It's probably best to just think of this phase as a trial to fine-tune the system for later campaigns.

More Changes

  • Added a “Global Power Hunting” setting, which allows enemies during a power hunt to appear on all pages, not just the battle page. You can enable this feature by navigating to Settings -> Character.
  • Added level to the equipped pet on the character page.
  • Added coloured quality backgrounds to battle loot.
  • We have reduced the threshold for chances of loot shown from "<1%" to "<0.1%".
  • Reduced the size of the pet on the profile page.
  • Fixed a type when trying to throw too many snowballs to the same character.

Version 0.33.2-PB - Bug Fixes

  • Fixed a bug that caused pet battles to break due to some enemies not having any loot.
  • Updated the badge on the pet battle screen to display “Approx. Loot” to better reflect scenarios where pets may not receive all intended loot. This can occur under certain conditions, such as when not all enemies guarantee a loot drop. For the most part, your pet should be finding the amount of loot displayed on the badge.

Version 0.33.1-PB - Bug Fixes

  • Fixed an issue that caused the trade mechanic to not work.
  • Fixed a bug that sometimes caused the game to crash when sending pets to battles.
  • Just a quick heads-up! We’re planning some last-minute balancing adjustments to the “Yule Mastery” skill, particularly the “Build a Snowman” skill. This skill was carried over from last year when we had fewer players and, naturally, less loot flooding the market. Plus, it’s tied to the old battling system. Given these factors, you can expect some tweaks to the skill requirements soon.

Version 0.33.0-PB - Yule Fest

❄️ Yule Fest is here!

Craft snowballs, join snowball fights, and earn exclusive rewards in our festive Yule Fest seasonal campaign.

More Changes

  • Added snow effect to the character page.
  • You can now throw snowballs at other players. It requires the Snowball item.
  • We've increased the maximum idle time for main characters by 20 minutes. This rounds it nicely to 3 or 2 hours depending on membership status.

Version 0.32.1-PB - Bug Fix

  • We’ve fixed an issue where pets with low health were sometimes bringing back more loot than they should have. Players noticed a mismatch between the “X Pieces of Loot” badge and the actual loot received - it was higher than expected. This has now been resolved, and the loot you get will match what’s shown on the badge.

Version 0.32.0-PB - Pet Battle Improvements + More

Pet Loot

  • Pet's can now obtain loot when returning from battles. We've intentionally set the loot rate to be fairly low as to not render battling useless. It's intended to be supplemental and to give pets more utility.
  • The chance of loot per enemy is entirely dependent on your Pet Mastery level. The higher your pet mastery level, the chance of obtaining loot increases. It currently scales from 2.5% to 10%.
  • When a pet has finished battling, you will get an in-game notification with a breakdown of experience and loot.

Pet Battle Lengths

  • We've made some adjustments to the length of pet battles to make them more "idle friendly". However, because of this change, you may notice some differences between sending your pet at a lower level area rather than a higher one.
  • Higher-level locations might lead to shorter battles compared to lower-level locations as your pet won't be able to keep up at the same rate, which means you’ll need to check in on your pet more often. You’ll need to weigh the trade-offs whether its worth the extra effort of a more “hands-on” experience in higher-level areas for faster EXP gains, or sending your pets to a lower-level area for a more relaxed approach.
  • Because the "idle time" is now longer for pet battles, we've changed EXP/s target range from to 0.3 to 2.5 (from 1 -> 3) depending on the location.
  • Depending on the pets stats, and where it is battling, is it theoretically possible for a pet to battle for longer than the idle cap allows (currently 160 minutes). This is because the cap is applied only applied to the character itself.

More Pet Changes

  • We've increased the maximum amount of pet happiness per pat 45 to 120. This means, at level 100 Pet Mastery, a pet will gain 120 happiness every time you pat instead of 45.
  • Added some lil heart effects when patting a pet.
  • General UI improvements on the pet inventory page.
  • Added a delay when patting a pet to stop the "You are doing this too quickly" error which quickly became annoying.
  • Hidden the "Release" button when a pet is in a battle.
  • Disabled patting a pet when it is in a battle.
  • Added a "Unhealthy" badge to the pet if the pet is below 90% health as it significantly affects battling.
  • Added a few helper boxes to help new players understand some of the pet mechanics.

More

  • Added 5% magic find to tier 2 shrine and 10% magic find to T3 shrine.
  • Enemy scaling will be a permanent feature. Because of this, we have removed the membership requirement for scaling enemies.
  • Small UI changes.

Version 0.31.4-PB - Performance Improvements

  • Significant performance improvements (particularly when starting a new action)