Patch Notes v0.8.10
Community QoL, Pacing & Gold Vault Update
Quality of Life – “The UI has been politely slapped until it explains itself.”
Because mystery is good for loot drops, not for figuring out what the button does.
- Improved SoulMon clarity.
- Locked SoulMons will now show shard progress as 0/3, 1/3, 2/3.
- Once unlocked, Rank 1 SoulMons will clearly show progress towards Rank 2 as x/10.
- SoulMon cards now use clearer wording:
- Locked: Unlock: x/3 shards
- Unlocked: Rank 1 – x/10 to Rank 2
Translation:You should now know whether your SoulMon is almost yours, barely yours, or judging you from the collectible void.
Secret Hunts & Bestiary – “The hunt is secret. The UI no longer is.”
We removed the tiny window of suffering and replaced it with something resembling civilisation.
- Removed the current six-row cap from Secret Hunts.
- Secret Hunts tab is now scrollable.
- Secret Hunts are grouped by waypoint area.
- Each hunt row now shows:
- Monster
- Route
- Area
- Kill progress
- SoulMon state: Missing, Unlocked, or Equipped
- Bestiary rows now sort by first route appearance instead of level/name.
- Bestiary ordering now follows:
- Area order
- Stage order
- Monster order
- Added lightweight Bestiary metadata so creatures appear in a more natural progression order.
Translation: The Bestiary should now feel like a proper adventure log instead of a filing cabinet possessed by a goblin accountant.
Gold Vault – “Finally, somewhere to hide money from death.”
Death may take your dignity, your buffs, and occasionally your face. It does not get the savings account.
- Added a limited Gold Vault to Storage.
- Gold Vault appears as a small panel inside Storage.
- Vault tracks:
- Stored gold
- Lifetime deposited
- Lifetime withdrawn
- Vault capacity:
- 500g base
- +250g per Storage Keeper level
- +100g per storage slots AP rank
- Hard capped at 5000g
- Deposits and withdrawals can only be done in town.
- Deposits charge a 5% gold sink fee, rounded up.
- Vault gold survives:
- Vault gold cannot directly pay for:
- Merchants
- Forge costs
- Mine costs
- Salvage costs
- Players must withdraw gold first before spending it.
- Any old stored mine gold will be migrated into the new Gold Vault once.
- Resource Mine will remain essence-only afterwards.
Translation: You now have a little emergency goblin-proof gold box. It is not infinite. Behave.
First Clear Bonuses – “Doing things for the first time now feels less emotionally unrewarding.”
Congratulations, you cleared the route. Please accept this bribe to keep going.
- First-time normal route clears still keep their existing rewards.
- Added a visible First Clear Bonus:
- +25% XP
- +10% gold
- Extra final-wave chest roll chance
- Extra chest roll chance:
- 10% on normal final-wave routes
- 25% on boss routes
- Maximum of one bonus item
Translation: First clears now have more sparkle, more loot temptation, and slightly more “go on then, one more route” energy.
Repeat Clear Rewards – “Yes, farming can have snacks.”
Because sometimes you are not progressing. Sometimes you are choosing violence in a familiar location.
- Added repeat route completion rewards for already-cleared normal routes.
- On repeat final-wave completion, players receive:
- 35% of that route’s first-clear XP
- 15% of that route’s first-clear gold
- Secret Hunts are excluded from repeat-clear stipends.
- Secret Hunts remain focused on:
- Shards
- Superior gear
- Targeted farming
- Repeat rewards scale down if the route max level is more than 5 below the player level.
- Repeat reward scaling has a 10% floor.
- Repeat rewards grant:
- No LP
- No AP
- No first-clear tracking changes
Translation: You can farm old routes without feeling completely robbed by time itself, but no, you cannot abuse baby zones forever. The system has eyes.
Something Else Has Stirred – “The system remembers.”
Some achievements are obvious. Some are not. Some things are better discovered by accident, violence, stubbornness, or deeply unhealthy farming habits.
- A new hidden progression layer has been added.
- Certain major deeds may now awaken mysterious account progression rewards.
- These discoveries are intentionally not listed in full.
- Some rewards may evolve over time.
- Some may interact with your class lineage.
- Some may only reveal themselves after you have done something noteworthy enough for the system to notice.
- When something awakens, you will know.
Translation: There are now secrets in the walls. Do suspicious things. Clear things. Collect things. Kill things. Survive things. The system may or may not be watching. Mostly may.
UI Changes – “More buttons, but the good kind.”
The interface has learned new tricks. Some of them are even useful.
- Added new progression UI support in the Lineage Shrine.
- Character panel now supports displaying newly awakened progression markers.
- Storage panel now includes Gold Vault deposit/withdraw controls.
- Route completion logs now clearly distinguish:
- First Clear Bonus
- Repeat Clear Reward
- Bonus progression effects, where applicable
- Newly awakened progression rows use hidden/revealed styling to keep discovery mysterious rather than checklist-like.
Translation: The UI now tells you more of what happened, less of what it refuses to explain, and just enough to make you chase suspicious unlocks at 2am.