v1.29 Addendum: Two New Raids + Scoring V2
Na v1.29 addendum be this. Two things dey here, both of dem dey enter your Raid roster this week. Two completely new Guild Raid floors (XXI and XXII), each one get brand-new enemy lineup. Redesigned scoring system wey go give you real partial credit when you no clear, go scale every floor steady as you climb, and go add guaranteed bonus on top when you finish the fight clean.
Read the full v1.29 "Mount Up" release notes.
Quick Look
πβ¨ Wetin New πβ¨
- Two new Raid floors - the Sealed Grove (Raid XXI) and the Storm Veil (Raid XXII), each one go run for one full week.
- Brand-new enemy lineup - five Hooded Mage variants and two new bosses, including the G.O.L.E.M. mech-boss wey anchor Raid XXII.
- Scoring V2, for every floor - the new formula don replace old scoring across all 22 Raid floors, not just the new ones. Every day wey you survive inside a floor go give you partial credit on a curve wey dey steep, the floor below you na your starting point, and if you finish clean you go get grade-scaled bonus on top so finishing always better than stalling on the last day.
Designer Deep Dive
This na v1.29 addendum, not full release. Two areas dey get real upgrade this week and dem deserve their own page. When you finish here, tap the link go back to the full v1.29 "Mount Up" patch notes.
Two New Guild Raids
Raid don dey one of the most-played areas for the game for a while now, and the guilds wey dey highest floor don dey camp floor XX for several rotations. v1.29 don open the gate for two new floors above that, each one get im own theme, im own enemy roster, and im own week on the schedule. Both of dem go run the full 8-day Raid cycle with the new opener and the curse-and-blessing flow wey you sabi from XVII to XX.
Raid XXI: The Sealed Grove
- Earthly magic, hooded and dangerous. Raid XXI na the first floor wey get no "normal" monsters at all: every group na coven of hooded mages, each one dey use different earthly school. Crimson flame. Frost binding. Verdant root.
- Boss: the Blight Mage. One masked Blight Mage dey anchor the floor late-day battlegroups, stepping forward behind paired wards of fire and frost (or fire and root, or frost and root, depending on the wave wey you draw).
- Pattern, not chaos. The hooded coven build around three- and four-mage formations, so the order wey you burn down each ward go change how the fight feel. If you go for fire mage first, you go finish the rest for cold and creeping root; if you go for frost first, you go dey cook under flame and chasing damage-over-time.
Raid XXII: The Storm Veil
- Celestial magic, and one mech-boss. Raid XXII don swap earthly schools for celestial ones: Storm and Eclipse. The hooded coven don come back with new variants, and the G.O.L.E.M. dey anchor the back half of the floor as the main boss.
- Boss: G.O.L.E.M. Na the same mech-boss wey you don fight for story before, but this time e dey wrapped inside coven of paired Storm and Eclipse wards. If you strip the wards first you go open the fight; if you push the G.O.L.E.M. first you go dey fight against clock with storm and void pressure on top of you.
- Curse rates don flatten. XXII curse rolls don flatten to 50/50 split. The grove go still cost you; but the cost no longer dey one-sided.
The New Enemy Lineup
The seven new enemies for this addendum break down into five hooded mage variants and two anchor bosses. Each mage carry one elemental school and one damage pattern. Read the colours, plan the focus order.
The Hooded Coven (Raid XXI: earthly)
- Crimson Pyromancer - fire damage plus burning damage-over-time. Na the most pure-DPS of the three.
- Frostbinder - cold damage plus slow wey go turn to freeze if you dey put sustained pressure. E no dey burst, but e go stress you.
- Verdant Druid - nature damage and creeping-root damage-over-time. Na the closest thing the coven get to a sustain mage.
The Hooded Coven (Raid XXII: celestial)
- Storm Thunderer - lightning damage with rolling thunder pulses across the formation. Pressure go scale with how many Storm mages still dey alive at once.
- Eclipse Voidshaper - void damage with debuff pressure. Na the first hooded mage wey go push back on your buffs as part of im kit.
The Anchor Bosses
- Blight Mage (Raid XXI) - na the masked mage of the Sealed Grove. E always go show up flanked by hooded wards, never alone.
- G.O.L.E.M. (Raid XXII) - na the mech-boss of the Storm Veil. E always anchor a paired coven of Storm and Eclipse mages, never alone.
Dem don tune the hooded mages around focus order, not raw stats. Dem dey tougher than normal monster for the same floor, but each one get obvious soft answer for your kit. Burning the right one first na the play.
New bag of tricks
Heads-up: this coven don start to play by some of your rules now.
- Tricks wey used to be only yours. Some of these hooded mages carry abilities wey the game don reserve only for your heroes until now. You go feel am the first time one clean-looking burst window miss im target, or a wave wey you think you go punch through go eat more of your damage than the numbers say.
- No spoilers for patch notes. We no go name which mage do wetin here. Read the colours, watch the wave, and you go spot the new behaviours fast enough. The hint we go drop: the soft answer wey your heroes use against these tricks na the same soft answer the mages dey use against you. Build accordingly.
- Dem dey telegraph am, not random. Every new behaviour get tell - one animation, one wind-up, one VFX cue. Nothing dey fire from clear stance. The first run go teach you the cues; the second run na where you go act on them.
Scoring V2: 1000 Per Floor, Real Partial Credit, Grade Bonus
Raid scoring used to lean heavy on "did you clear it." Push the boss to 95% and lose? You go score almost the same as the guildmate wey never open the fight. That was always wrong incentive. Scoring V2 don fix that: the deeper you push inside a floor, the more you score, and finishing the fight clean always better than falling on the final day.
The new formula, for plain talk
Think of your score for each floor like three pieces wey dey stack on top of each other.
- Piece 1: the floor below you na your starting line. When you open new floor, the score wey that floor start at na the full credit wey you earn for the floor below. Stepping up to harder floor never go cost you points. The ladder only dey go up.
- Piece 2: partial credit, on a steepening curve. As you complete days inside the floor, your score dey climb from that starting line toward the floor partial-credit ceiling on a steepening curve (exponent 2.5). Early days dey move you small small, the last few days dey move you plenty. If you survive every day of a floor without clearing it you go land at the partial-credit ceiling for that floor.
- Piece 3: clean win go drop sweetener on top. If you actually finish the floor, one grade-scaled bonus go land on top of the partial-credit ceiling: S > A > B, with the exact percentages left for you to feel am for play. The bonus na only for wins. That mean clean win always go score higher than the deepest possible push wey die on the final day - and na exactly the incentive we want.
Two things worth calling out:
- The "cap" wey you sometimes hear people talk about for guild chat na the partial-credit ceiling (Piece 2). Na where a push wey never clear go top out for the floor. The actual high-water mark for the floor na ceiling + sweetener, and only clean S-grade win go get you there.
- Higher floors dey worth more, by design. Each floor ceiling dey scale with how high up the ladder e sit, so pushing into harder floors always na the move wey go add the most points β the harder the floor, the more the math go lean in your favour for partial credit and for the sweetener.
Why we ship am
- Trying dey matter now. Pushing into a new floor used to be guild-points punishment if you no clear am. Now na guild-points opportunity: every day wey you survive inside the new floor na real points for the board.
- The ladder finally dey readable. Old scoring was easy to misread at a glance: "how I dey do, for this floor, against the rest of my guild?" The three-piece model (starting line, partial credit, sweetener) na the answer to that question without calculator.
- The clean win still dey pay. We no want to flatten the difference between 95%-push loss and full clear. The grade sweetener keep the clean-win incentive alive without making partial pushes feel pointless.
Wetin you go feel for play
- One scoring system across every floor. Scoring V2 don replace the old math on all 22 Raid floors at once, not just the new ones. The same starting-line rule, the same partial-credit curve, and the same grade sweetener apply whether you dey push into floor 22 or grinding floor 7.
- Your guild leaderboard go read differently everywhere. Expect the spread between guildmates to look more like "how far each person actually push," because that na wetin the math dey reward now on every floor.
- Grades on the result screen now dey do real work. S, A, and B no be just decoration; dem dey translate directly to points. Aim higher.
We dey watch this one closely. If the curve, the floor multiplier, or the grade sweetener need small adjustment, you go see follow-up addendum land on this same page. Tell us wetin feel wrong for your guild chat and we go read am.
How We Balance Now
We dey carry this section forward because na evergreen explanation of how patches like this dey come together. Thorough testing and player telemetry, with the community in the loop.
- Thousands of test runs per change. Before Scoring V2 ship, we run the new curve against historical Raid attempts from real guilds and read the distributions, not single points: how the partial-credit floor land for mid-guild, how the curve treat a near-clear, how the grade sweetener compare to old scoring at the top.
- Telemetry on real player choices. The hooded mage formations for Raid XXI and XXII don tune around focus order. Which mage you burn first na something we fit see for the data, and we dey watch whether the intended soft answers actually show up for play.
- Days, not months. Both floors and Scoring V2 move from design to live inside a single patch cycle.
- Thank you. The "trying a higher floor no suppose punish you" feedback come directly from guild chat across multiple shards over the last few months. You break the old formula for creative ways, you find the seams, you tell us where e hurt. Please keep doing am.