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v1.28: Pass One Hundred

Pass One Hundred. This patch na for players wey don finish all the mountain to climb. Chapter 100 and Tower 200 used to be the ceiling; now dem be the door. We add 20 new chapters (101 to 120) and 20 new tower floors (201 to 220) so the top of the ladder get somewhere to go. Around that, three big changes wey affect everybody: Global Chat Lobby so the world go feel alive outside your guild, Raid Scoring wey finally give reward for losses (tough fight suppose pay something), and Inventory Caps with auto-dust so the bag management problem go stop be problem. Combat also get real fairness fix: Dodge now answer Magic attacks and Area attacks, the way e suppose dey from day one. And for the background: one release wey we no ready to name yet wey go change how you tackle the game hardest content from the root. See On the Horizon for the hint.


Quick Look

πŸ•βœ¨ Feature Updates πŸ•βœ¨

🐞 Bug Fixes 🐞

  • Hitching and stuttering during combat on older devices don smooth out.
  • Guild roster lockup. The game no go freeze again after you fast-scroll the Guild roster and choose Raid role.
  • Poison damage. Shiba poison numbers now show correct when e get hit by poison attack.
  • Chapter 100 completion. The cluster of bugs around finishing Ch100 in Adventure Mode don all fix.
  • Gold on Results screen now match what you really earn during the run.
  • Skyward title now unlock correct after you complete Tower 30-10.
  • Stats screen display correct when you view Expertise information.
  • Equipment red badge no show again when nothing new dey there.
  • Keyboard no go cover chat text while you dey type.
  • Multilingual layout pass. Overlapping and misaligned text fix across multiple non-English languages.
  • Twilight Trader now reachable in every supported language (the button dey push off-screen in some locales before).
  • Raid party VFX. Visual effects for your Raid Party members now play correct.
  • Mini-Game visual performance don improve.

🐾 Known Issues 🐾

  • Multiple formatting issues fit happen for text when you use Discord to chat.
  • Error fit happen when you try to link account to Discord.
  • Some Frames from the Attire page fit get issues unlocking.
  • Guild chat history fit reset.

Designer Deep Dive

Two threads dey inside this patch. The first one na room to grow: chapters 101 to 120 and tower floors 201 to 220 give the top of the ladder somewhere to climb, and the inventory and chat systems mature so they fit keep pace with the rest of the game. The second one na fairness in combat: Dodge finally answer the two attack patterns wey e suppose answer all along (magic and area), and Raid Scoring stop treating hard-fought loss like no-show. Skip to any section by tapping any link in the summary above.


Pass Chapter 100: The Endgame Extends

For long time for this game life, Chapter 100 and Tower 200 be the visible ceiling. Players wey reach there no get obvious place to go next. Dem be the high water mark by definition, and the game dey quietly tell them "you don finish." That na wrong message. The competitors at the top of the ladder be some of the most engaged players we get, and dem suppose get new ground to break. v1.28 ship 40 new climbing content: 20 new Adventure chapters past 100, and 20 new tower floors past 200.

20 New Chapters: 101 to 120

  • Chapters 101 to 120 now playable in Adventure Mode for players wey don clear 100.
  • These ones tune for late-game roster: full-strength sets, mature Expertise progression, and the difficulty curve wey the top competitors been asking for.
  • The aim na more mountain, not victory lap. Expect each chapter to demand same level of build refinement like 91 to 100 did, with fresh adventures and biome rotations layered in.

20 New Tower Floors: 201 to 220

  • Tower floors 201 to 220 dey live for players wey don clear 200.
  • These na the new benchmark for the Tower leaderboards. The competition above 200 don cap against itself; now e get room to differentiate.
  • The Tower 30-10 "Skyward" title fix wey we mention below na part of the same pass. We audit the title-unlock chain for the new floors at the same time.

Two flags for the player community: this na Phase 1 of the endgame extension. We go keep adding floors and chapters past these as the competitive frontier move; we prefer to ship 20 new tiers every release than dump hundred at once and lose the rhythm. And the new content na gated behind clearing 100 / 200. The door na real. If you never reach the door yet, the rest of the patch still full of reasons to log in.


Global Chat Lobby

Until now, the only chat surface for the game na your guild. That dey intimate, but e fit also be tiny world. If your guild dey quiet, the game go feel quiet. The Global Chat Lobby na public room wey dey next to guild chat: place to ask question, brag about build, find guild, or just hear the world humming in the background. Localized like the rest of our chat surfaces, so question for Spanish land legible for player wey dey read English.

  • Global Chat Lobby don add as new chat tab. Anybody for your region fit read and post.
  • Real-time translation dey on by default (carried over from the v1.26 guild-chat work). Type your language; readers see am for their own.
  • Guild chat no change: same room, same rules. The lobby na addition.

Raid Scoring: Losses Pay Now

The old Raid Scoring model dey reward the win and ignore everything else. If you step into fight wey you no fit close, your guild score see nothing for the attempt. That na incentive to skip hard fights, which na the opposite of wetin we want. Raids suppose reward effort, not just outcomes. v1.28 rebuild the scoring so competitive loss still post points. The harder the fight, the more those losses worth.

  • All Raid Scoring don rebuild. The win bonus still dey the headline, but losses now give points too, scaled to the difficulty of the fight you take on.
  • Guild wey take on harder content and fall short go usually outscore guild wey only ever pick the safe fight. That be the design intent from day one; the old math just no dey reflect am.
  • Why this matter with the v1.27 raid pass: The smarter Party recommendations and POI redesign for v1.27 make every raid feel more deliberate. v1.28 close the loop by paying for the hard runs you take based on those recommendations.

Relic Filtering by Set

Relic inventories don grow long enough wey finding four pieces of specific set mean you dey scroll and squint at icons. The filter now read set membership directly.

  • Filter Relics by Set. For the Relic inventory, the filter dropdown now include set selector. Pick set, see only relics from that set.
  • Stack with the existing rarity and slot filters. Use dem together to pull "all 4-piece candidates for the Hunter set" in two taps.

Dodge Expansion: Magic & Area Now Answer

Dodge don be one-trick stat for long time: e dey answer physical melee and missile attacks, and e dey shrug at everything else. That work when the game combat was 80% physical, but e don be fairness gap ever since the Wizard set, the elemental spells, and the AoE-heavy late chapters arrive. Striker wey build around Dodge go feel correctly slippery against bow, then eat full Magic Missile to the face. v1.28 extend Dodge to cover both gaps. Not at full strength, because that go invalidate Magic Resistance, but at meaningful strength.

Dodge vs Magic attacks

  • Magic attacks now fit dodge at half your Dodge chance. Hero with 40% Dodge dey roll 20% to dodge incoming Fire Bolt, Ice Spike, or Bolt strike.
  • True damage still unevadable, same as before. Dodge na Physical/Magical answer; True still dey ignore am.
  • Stunned or frozen hero still no fit dodge. Crowd control beat Dodge, as e suppose be.

Dodge vs Area attacks

  • Successful Dodge roll on Area attack now leak half damage instead of full hit.
  • Single-target Dodges still grant full immunity to the hit. Nothing change there.
  • This mean high-Dodge hero no longer be the worst position when Area land. You go feel the difference for fights against bosses wey mix big single-target hits with line-clear sweeps.
  • On-hit effects from Area attacks still trigger on half-leaked dodge. The half damage flow through the same hit pipeline, so Poison, Burning, and the rest still get their chance to apply. We dey tune the damage down to half, not the interaction off entirely.

Why these numbers

  • Half on Magic keep Magic Resistance the primary answer to spell damage. Dodge contribute, but Tank wey build for Magical Resistance still tank better than Striker wey build for Dodge against Wizard boss.
  • Half on Area preserve the value of single-target focus while removing the "Dodge useless against this boss" pattern. Area-heavy fights now na Dodge build worse matchup, not broken one.
  • Both numbers come out of the same testing loop we run for set bonuses: thousands of runs, distribution reads, then tuning pass against the runaway tail. We go keep watching dem for live data.

Enemy Tuning: Toxic Aura

The Enemy Toxic Aura ability (wey some enemies carry, notably some Gorgonessas and the Calamity Cactus) been dey produce perverse outcome: the more powerful your hero, the more dem get penalized. Every additional attack against Toxic Aura enemy na another roll for poison, so fast-hitting Hunter or multi-cast Wizard dey eat stacks at rate wey slower hero never would. The aura design intent na "this enemy dey dangerous to engage," not "the better your build, the worse the matchup." We tighten the rule.

  • Enemy Toxic Aura now apply poison at most once per round per unique attacker. Second, third, or fourth strike from same hero for same round no longer re-roll the poison.
  • Multiple attackers still each get their own roll, so full party engaging Toxic Aura enemy (some Gorgonessas, the Calamity Cactus, etc.) still feel the threat appropriately. The cap na per-attacker, not per-fight.
  • Why the change: The old behavior been inverting the power curve. Heroes wey build for high attack speed and combo density been paying poison tax wey slower heroes no dey pay, which feel like the game dey punish investment. The fix preserve the aura deterrent effect without scaling the penalty against your own DPS.

Chapter 100 Completion Fixes

Chapter 100 be the old ceiling, and the seams been showing. Players wey push all the way through been hitting cluster of bugs at the moment of completion. The worst possible time to lose state. We go through that whole completion path and patch am end-to-end so the players wey walk through the new doorway into Chapter 101 do so cleanly.

  • Multiple Chapter 100 completion bugs fixed. The issues wey hit at the end-of-chapter transition for Ch100 for Adventure Mode don all resolve.
  • This been deliberate prerequisite for the Chapter 101 to 120 release: we no fit responsibly add 20 chapters past 100 while the doorway itself dey unstable.

Combat Display Fixes

Some of these na bookkeeping bugs wey happen to show up at moments players actually dey look: damage number after hit, stat readout when planning build. Dem feel small in isolation; dem erode trust in the numbers when dem pile up.

  • Poison damage. When Shiba get hit by poison-based attack, the damage now display the correct value. The math been right; the readout been wrong.
  • Gold on the Results screen now match what you actually earn during the run. The screen sometimes been showing stale total.
  • Stats screen, Expertise display correct. The Expertise breakdown sometimes been rendering with wrong layout.
  • Equipment red badge no show again when nothing new dey for the Equipment screen. The notification been firing on stale state.

Localization & UI Fixes

The localization team been patching the rough edges for non-English languages for a few patches running. v1.28 na notable batch: overlapping text, misaligned labels, and one outright unreachable button (the Twilight Trader) all addressed.

  • Overlapping and misaligned text don fix across multiple non-English languages.
  • Twilight Trader now reachable for every supported language. The button been push off-screen for some locales, functionally unreachable for those players. Fixed.
  • Keyboard no longer cover chat text. When typing for Chat, the on-screen keyboard no longer obscure the field you dey type into.

Performance & Stability

Two longstanding performance complaints get attention this release.

  • Older devices, combat hitching. The mid-combat stutter wey some older devices been exhibiting don smooth out. We re-profile combat on the older end of our supported device matrix and trim the worst spikes.
  • Mini-Game visual performance don improve.
  • Guild roster freeze. The game no longer lock up after fast-scrolling the Guild roster and choosing Raid role.
  • Raid party VFX. Visual effects for your raid-party members now play correct. Before dem sometimes dey silently drop.

On the Horizon

Na breadcrumb, not roadmap. We dey heads-down on release wey go be real strategic shift for how players approach the game hardest content. Not tuning pass, not new set; structural change to the toolkit you bring into fight wey you no fit close. We no ready to name am yet. Two reasons we dey flag am now: the v1.28 work (endgame extension, Dodge expansion, raid scoring rebuild) na the foundation that release dey sit on, and we want the players wey been pushing past Chapter 100 to know there dey deliberate plan for the wall dem keep meeting. Soon. Watch this space.


How We Balance Now

We dey carry this section forward each release because e na evergreen explanation of how patches like this come together. Rigorous testing and player telemetry, with the community in the loop.

  • Thousands of test runs per change. Before any number ship, we put real, fully-built loadouts through the affected content and read the distributions, not single data points: median run, worst-case run, runaway tail. The Magic Dodge half-rate and the AoE half-leak both come out of distribution reads, not hunch.
  • Telemetry on real player choices. We watch what builds you actually pick, what loadouts win past Chapter 90, what items get equipped and immediately unequipped. Patterns surface bugs faster than bug reports.
  • Days, not months. The Chapter 100 completion bug cluster don triage, fix, and verify inside single patch cycle once we see the telemetry pattern.
  • Thank you. Meaningful share of the changes for this patch trace directly back to builds you come up with wey we never imagine. The Dodge-vs-Magic gap been community talking point long before it become design item; the inventory cap conversation been driven by the players carrying the largest backpacks. You dey break the game for creative ways. You find the seams. You report the weird stuff. Please keep doing am. The loop only work because you dey inside am.