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v1.29: Mount Up

Mount Up. Two things dey run through this patch. The first one na mounts as real progression axis: your Riding skill now dey control how many mounts you fit equip and deploy for one battle, mount passive skills dey improve for every star-up level (not only the milestone tiers), and Nibbles don finally fit star-up join the rest of the roster. The second one na chat layer wey dey talk back: Chat Announcements dey broadcast the things wey worth broadcasting (equipment merges, milestones), flag emojis dey supported, and guild chat don get notification badge wey dey auto-open the panel when guildmates dey talk. Underneath, a Chapter 1 and 2 audit dey smooth the first hour of the game, Bogmaw don join the Chapter 1 lineup, and small batch of VFX and UI polish don land across the rest of the game.

πŸ“£ Update since this patch: Two new Guild Raid floors (Raid XXI: Sealed Grove + Raid XXII: Storm Veil) and one redesigned Raid scoring system don land since v1.29 ship. The new scoring dey pay partial credit for deep pushes and dey add grade-scaled clean-win bonus on top. Read the v1.29 addendum.


At a Glance

πŸ•βœ¨ Feature Updates πŸ•βœ¨

🐞 Bug Fixes 🐞

  • Locked equipment for the equip screen no dey dimmed again. The full inventory now dey readable at a glance, locked or not.
  • Defeat animations now dey play consistently across all enemies, and enemies wey don defeat no dey linger for screen at zero HP.
  • Guild Raid 20x rewards screen now dey show the correct rarity items.
  • Cryomancer Specialization now dey display correctly for Adventure logs.
  • Targeting-on-enemy skill bugs don resolve.
  • Character switching no dey leave visuals for bad state again.
  • Guild chat gesture emojis with skin tones dey render correctly.
  • Hero's Path reward amounts no dey blurry again.

🐾 Known Issues 🐾

  • Di Friends screen fit no load after you tap di icon.
  • Debug text fit appear for Global Chat announcements after you merge equipment to new rarity.
  • The last Tower Challenge level fit show disabled ticket button.
  • Guild invite links fit direct players go App Store instead of the game.
  • The Rewards pop-up fit no close when you tap anywhere on the screen.
  • The Stats screen for Monster Hunt Expertise menu fit appear blank.
  • Menu button text fit appear small for some non-English languages.

Designer Deep Dive

Two things dey for this patch. The first na mounts as real progression axis: equip more than one for fight, every star dey upgrade the passive, and Nibbles don enter the star-up roster. The second na chat layer wey dey talk back: announcements, flags, and guild experience wey dey tell you when guildmates dey talk. Around those, early-game polish pass dey smooth the first hour of the game and Bogmaw don join Chapter 1. Tap any link for the summary up there to skip to one section.


Multiple Mounts for Battle

For most of the game life, your mount na one-at-a-time decision: pick the rider, ride go the fight, hope say you pick the right one. The plumbing for multi-mount deployment don dey inside the simulation layer for a while; the player surface no dey there. v1.29 don connect the two. Your Riding skill now dey decide how many mounts you fit equip and deploy for one battle. New player dey ride one. Long-time player wey get high Riding skill dey ride whole queue: lead mount dey on the field, the rest dey wait their turn, and the passive skills of every mount for the queue dey stay active as long as one of them still alive. Order dey matter now.

How e dey work

  • Riding skill dey drive mount count. As your Riding skill dey level up, the cap on mounts wey you fit equip and deploy for one battle dey rise with am.
  • One mount dey on the field, the rest dey queued. Your lead mount dey ride go combat; when e fall, the next mount for your queue take im place. The fight only end for your mount line when the last one for the queue go down.
  • Passives dey stack while any mount dey alive. As long as at least one of your queued mounts still dey up, the passive skills of every mount for your queue dey active on you. The stack only dey thin as the mounts for the queue actually die.

Why deployment order dey matter

  • Pick lead, then pick backline. Your lead mount na the one wey dey take the hits, so durability and front-line presence dey matter more for that slot. Your backline mounts mostly dey there for their passives, so optimize those slots for the buffs wey you want active longest.
  • Order na real lever. Glass-cannon mount for the lead dey burn out fast and drop im passive early; the same mount for the back dey keep contributing for the whole fight. The reverse dey true for tanky mounts: brick for front dey hold your passive stack alive longer than brick wey park for the back.
  • The Riding skill now dey load-bearing. E used to sit for the back of the progression list; e now be gate on major combat axis. Higher Riding mean more mounts for the queue, which mean longer-lived passive stack and more room for strategic ordering.

Mount Star-Ups: Every Star Don Count Now

Star-ups on mounts used to feel like checkpoints. Most stars give you stat bump and nothing else; only the milestone tiers improve how the mount actually fight. That make the in-between stars feel like grinding for the next milestone, instead of progress in their own right. We don rework the curve so every star-up dey improve the mount passive skill in way wey you fit read at the table.

Per-star passive improvements

  • Mount passive skills now dey improve at every star-up level, not only the milestone tiers. Each star wey you spend get visible effect on how the mount dey behave for battle.
  • Headline passives (the ones wey previously upgrade only at major tiers) don redistribute across the curve so the early stars dey do something interesting too.
  • Total power at max stars no change. This na redistribution of the power budget across the star-up curve, not inflation of the ceiling.

Nibbles don join the star-up roster

  • Nibbles fit star-up now. The cheekiest one for the lineup na the only mount wey remain outside the star-up system; that gap don close.
  • All Nibbles star-up tiers dey follow the new every-star-counts pattern from day one.

Chat Announcements

Some moments for your game worth telling other people. Merging equipment piece to new rarity. Hitting milestone. Things wey used to live as quiet popup on your screen and then evaporate. Chat Announcements dey lift those moments into chat as shared event. Your guildmates dey see the merge land. The lobby dey read the milestone tick over. The game good moments stop being lonely.

  • Important game events now dey post into chat as announcements. Equipment merges to new rarity, milestone reaches, and similar moments dey surface for the chat surface where e belong.
  • Distinct from regular chat messages in styling, so e no dey drown out player conversation.
  • Localized, like the rest of our chat surfaces. Milestone wey announce for Spanish dey read in English for English reader.

On the known-issue side: we know say debug text fit leak into Global Chat announcements after rarity merge for some flows. The fix dey in flight; the announcement system itself dey live.


Guild Chat Quality of Life

The chat surfaces don dey grow in importance for few patches running. Global Chat ship for v1.28; Chat Announcements dey ship now. The connective tissue around them need to keep pace, so v1.29 dey land couple of small-but-meaningful upgrades to the social layer.

Notification badge & auto-open

  • Guild chat now dey show notification badge when something new dey there to read.
  • The guild chat panel dey auto-open when fresh message arrive, so you stop missing the conversation while you dey heads-down on a run.

Flag emojis

  • Country flag emojis dey now supported for every chat surface. E dey render correctly inline, alongside the rest of your message.
  • This one dey pair with the live-translation work from previous chat patches: flag-tagged message dey read natively no matter which language you dey type in.

Early Game Polish

We don dey add to the top of the mountain for few patches: chapters 101 through 120, tower 201 through 220, multi-mount, mature progression. The bottom of the mountain no see the same attention for a while, and the early game na the part of the experience wey every brand-new player dey walk through. v1.29 dey spend real polish budget on Chapters 1 and 2 so the first hour of the game dey feel as deliberate as the hundredth.

Chapter 1 and 2 audit

  • Story beats and skill descriptions across Chapters 1 and 2 don audit and rework. Confusing text don clear. Dead lines don cut. The narrative dey read cleanly from the cold-start hello to the first real difficulty curve.
  • The aim na smoother onboarding without dumbing down the actual mechanics. New player should leave Chapter 2 with the right mental model, not watered-down one.

Bogmaw don join Chapter 1

  • Bogmaw, a new enemy, don make im debut for Chapter 1. The early-game lineup don get new face (and new shell) to fight against.
  • Part of the same audit pass: the early chapters get thinner enemy roster than the later chapters, and Bogmaw dey start closing that gap.

Visual & UI Polish

Two small art and UI touches wey round out the patch.

  • More VFX across the Expertise flow. Leveling up Expertise now get additional visual flourish, so the milestone dey read as milestone instead of quiet number tick.
  • Downgrade equipment icon don update. The icon dey clearer about wetin action e dey represent, so the wrong tap dey stop happening as often.

How We Dey Balance Now

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

  • Thousands of test runs per change. Before the new mount-passive curve ship, we put real loadouts through real chapters with the new and old curves and read the distributions, not single data points: median run, worst-case run, runaway tail. The redistribution of the power budget across the star-up curve don tune against those reads.
  • Telemetry on real player choices. Multi-mount deployment na the kind of system wey only dey prove itself for live data: which combinations players actually pick, which combinations win, which combinations get assembled and immediately torn apart. We dey watch all of it.
  • Days, not months. The Chapter 1 and 2 audit move from triage to fix to verify inside this patch cycle.
  • Thank you. Multi-mount na community ask for long stretch; the per-star mount-passive rework come from feedback say mid-tier stars dey feel like checkpoints; the early-game polish pass come directly from new-player observation work wey the community help us prioritize. You dey break the game in creative ways. You dey find the seams. You dey report the weird stuff. Please keep doing am. The loop only dey work because you dey inside am.