This week was busy behind the scenes, but the devblog itself will be on the shorter side. My main focus right now is setting the stage for next week’s goals: pushing out a huge wave of new recipes and aligning equipment stats with the updated diminishing return (DR) curves. If all goes well, I’m hoping to get a few hundred recipes implemented, something I know many of you have been waiting for.
Before the weekend hits, I’m aiming to finish balancing monsters so I can finally move forward with world events and world bosses. I’d also love to spend a couple of days polishing pets, which will help set up next month’s big push into guilds, social systems, and quest content. I may even put together a community event to gather quest ideas from all of you.
General Fixes & Improvements
- Health regen no longer refreshes the page
- Equipment page soft caps fixed
- Health now updates properly on the sidebar when increasing CON
- Health updates correctly when equipping or unequipping items
- DR scaling has been updated (twice this week)
- Equipment stats adjusted to better fit the new DR model
Battlepass Updates
- System now checks user levels before assigning challenges
- Challenges can now target specific skills, items, categories, and subcategories
- Added new challenges for more skills (previously weighted toward mining, smelting, and woodcutting)
- Added a Claim All button
- Claiming rewards no longer refreshes the page
- Rerolling challenges no longer refreshes the page
Formula Changes
- Replaced bracket-based DR with a logarithmic curve, stats never cap, always scale
- STR multiplier: ×2.0 → ×1.2 (melee damage)
- DEX multiplier: ×2.0 → ×1.2 (ranged damage)
- INT multiplier: ×2.5 → ×1.5 (magic damage)
- Secondary cross-stat multipliers: ×0.5 → ×0.3 (STR & DEX)
- DEF multiplier: ×2.0 → ×1.2 (physical defense)
- CON HP scaling: +10 → +15 per point
- Crit, evasion, and speed now use a soft exponential curve capping at 75
- Accuracy DR reworked into a soft curve
Combat Engine Updates
- Monster defense multiplier: ×0.5 → ×0.4
- Monster damage to players now subtracts flat armor before applying percentage reduction
Stat Point Adjustments
- Points per level: 3 → 2
Monster Updates
- Monsters now have levels (used for backend balancing)
- All monsters now have baseline accuracy, evasion, and crit chance based on level
Bug Fixes
- Monsters page: defense multiplier corrected from 0.7 → 0.4 to match dungeon calculations
Dungeon Fixes & Updates
- Max group size increased to 5
- Party leaders can now “unready” properly
- Potions panel now shows each member’s potions/food
- Group members can now select potions/food
- Potions give proper feedback; players must select items before clicking Ready Up
- Dungeon auto-starts for all members once the leader begins
Monster Attack Styles
- Cleave: 70% damage to all players
- Strike: 100% damage to a random player
- Focus: 100% damage to the highest DPS player
- Chain: 100% → 50% → 25% to three random players
Updated Dungeon Scaling
- Solo: 1.0× HP, 1.0× damage
- Duo: 1.1× HP, 1.1× damage
- Trio: 1.2× HP, 1.2× damage
- Quad: 1.3× HP, 1.3× damage
- 5-man: 1.4× HP, 1.4× damage
Guild Hall Updates
- Guild upgrade materials adjusted (temporary fix)
- Guild max members bug fixed, no longer resets to 15 after Tier 3
- Guild Hall max now supports 40 members
That wraps up this week’s progress. Hope you all had a great week yourselves. I’m excited to finally move past combat soon and dive into the next wave of content.