Devblog 11 – Formula Reworks, Dungeon Polish, and Preparing for a Big Content Push

Devblog 11 – Formula Reworks, Dungeon Polish, and Preparing for a Big Content Push

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.

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