v1.33: Sabi Wetin Be Your Role
Sabi your role, and read the fight. Two big things dey run through 1.33. First, Raids: dem don rebuild the five Raid Roles so each one lead with the clear benefit wey e bring to the party, Raid Keys fit now sell for Marketplace, and plenty changes make the mode easier to read and faster to set up. Second, Combat: counters na real attacks now wey fit crit and combo, Melee and Ranged Damage don become dem own stats wey you fit build around, S-tier abilities don get competitive boost, and plenty clarity work mean the fight don finally dey show you wetin dey happen β from Guard versus Deflect to dodges wey actually miss. On top of that: new Tower floors and Adventure chapters, automatic succession for inactive guild leaders, Rivals Hall of Fame for Elders, and long list of fixes.
At a Glance
πβ¨ Feature Updates πβ¨
- Raid Roles, dem rebuild am. Guard, Hunter, Healer, Alchemist, and Wizard each one now lead with the concrete benefit wey e bring to the party, so picking a role na real decision.
- Raid healing dey honest now. Raid healing skills don clearly state say dem dey heal allies when Healer role dey active.
- Raid Keys for Marketplace. Raid Keys fit now listed and sold to other players.
- See your raiders before you start. You fit view selected raid member profiles from the top list before Guild Raid begin.
- Counters na real attacks now. Counters na melee-only, dem show COUNTER callout, and dem fit land critical hits and combos.
- Melee and Ranged Damage na dem own stats. Two new damage stats wey you fit build (or debuff) around. Hunter VIII talent give +20% Melee Damage.
- S-tier abilities don boost. Top-end Legendary and Mythic abilities (outside raid gear) dey hit harder now.
- Winter and sustain tuning. Sparkfrost Burst dey scale better for high levels, Subzero Field fit now freeze or force miss before the hit land, and Mending Might (Overheal) don cap to your max HP and dey scale higher per level.
- The fight dey honest now. Guard and Deflect don clearly separate, Guardian Spirit show bigger blue callout, high-Dodge heroes dey make enemies visibly whiff, and the round counter dey animate for the final rounds.
- Pyropod no longer be the win button. Dem don rebalance the Pyropod death explosion, and plenty Tower levels no longer need am to win.
- New floors and chapters. Tower and Adventure content don expand.
- Guilds Keep Running. Inactive Guild leader go automatically get replaced by vice leader after three days, and Guild discovery make active Guilds easier to find and join.
- Rivals Hall of Fame go dey available soon.
- Quality of life. Equip entire raid gear set with one tap, quest reward screens don combine into one, Challenge results screens show more, Scrap grid dey hide locked Relics, Relic primary stats dey sort to the top, username flow dey smoother, and push notifications dey deep-link straight to the right screen.
π Bug Fixes π
- Early Expertise picks now dey show callout for bonus points and dey update correct value in real time.
- AFK now dey show correct stored time after you close and reopen the app.
- Lifesteal no longer dey display raw "Lifesteal " text.
- Pyropod speed no longer dey cause odd attack ordering.
- Stale streak notice: the 60-day streak message no longer dey appear when no more 60-day chapters remain.
- Fast Pass and VIP buttons now dey update correctly after you claim.
- Tower Challenge no longer dey throw error modal for some players wey dey try to start am.
- Guardian Spirit no longer dey trigger while mounted on a non-lethal death blow.
- Monster Hunt crashes don reduce further.
- The Scrap badge don hide for new players wey never unlock Relics yet.
- Relic percentage stats now dey match the values wey dey show for the stat panel.
- Plague poison-spread now dey roll im spread factor correctly on death transfer.
- Shiba now dey play defeat animation correctly after reaching 0 health for Tower Challenges.
- Expertise icons no longer tiny on some screens, with several more clarity improvements to how Expertise progression dey show.
- The chat box no longer dey cover by keyboard suggestions.
- Talent text no longer dey shrink when you upgrade Talent level, and Russian button text now dey resize properly.
- "VIP Skip" text no longer dey overlap im icon for Hunt Over screen for Portuguese.
- Marketplace listings no longer dey fail with "Listing No Longer Available" error.
- Winter's Dominion: Ultimate Cryomancer transformation no longer dey trigger incorrectly with Legendary or Mythic Winter's Dominion ring.
- 2-player Guild Raid parties fit now start battles correctly.
- The Friends List now dey show guild members' last-seen status correctly.
- 7-Day Carnival progress no longer dey double-count on some tasks.
- Raid party stat cards now dey update correctly during combat.
- Marketplace purchases dey process faster.
πΎ Known Issues πΎ
- Guild Activity messages fit not always appear with the correct text.
- Player fit get stuck on loading screen if network disable during Guild Raid. Restarting the game go let you resume the Raid.
- Visual wahala fit happen when Shiba dey counter for Guild Raid 23.
- Shiba fit appear too high on the screen and cover up points of interest for Adventure Mode and Guild Raids.
Designer Deep Dive
The rest of this page na the long version: the why behind each change, and how to get the most out of the new systems. Skip to a section by tapping any link for the summary above.
The Raid Update: Roles, Keys, and Clarity
Raids na where the guild dey play as team, so this patch we go after the part wey dey decide how a team build: the Roles. The old roles dey work, but wetin each one actually do for the party was muddy, so players dey pick by habit instead of by plan. The goal of 1.33 na to make every role a real, legible decision, and to smooth out friction around getting into a raid in the first place.
Roles don rebuild around wetin dem give the party
- Guard, Hunter, Healer, Alchemist, and Wizard all don rework to be benefit-first. Each role now lead with the concrete thing e bring to the party, so choosing a role na deliberate call about wetin your team need rather than coin flip.
- Healing now dey say wetin e do. When Healer role dey active, raid healing skills clearly state say dem dey heal allies, so the value of bringing Healer no longer hide behind unclear wording.
Getting into raid don smooth out
- See who you dey bring. You fit now view selected raid member's profile from the top list before Guild Raid start, so you fit size up the party before you commit.
- Two-player parties dey work. Guild Raids with only two players for the party now dey start their battles correctly.
- Live stat cards. Raid party stat cards now dey update correctly during combat, so wetin you see dey match wetin dey happen.
Raid Keys dey tradeable
- Raid Keys fit now listed and sold on the Marketplace. If you get more keys than you need, you fit put them up for other players; if you short, you fit buy your way in. This na the next step in opening the player economy wey launch for 1.32.
One-tap gear sets
- Equip whole raid gear set with one tap from the set details, instead of slotting each piece by hand. E be one of our favorite small wins this patch; there be more on am for Quality of Life below.
Combat: Big Balance and Clarity Pass
This na the other headline of 1.33. We do two things to the fight at once: we change wetin some pieces do, and we make the fight show you wetin e dey do. The balance side dey open new builds; the clarity side mean you fit finally see those builds working. Both dey pull in the same direction, which na making combat something wey you fit read and respond to instead of black box wey dey spit out number.
Counters na real attacks now
Counters used to be quiet, second-class hit. Now dem na proper part of the fight.
- Counters na melee-only. Counter dey fire when you get struck for melee range, which make melee builds and counter setups read consistently.
- Dem dey show COUNTER callout so you fit actually see when one land.
- Dem fit crit and combo like any other attack, so counter no longer na flat, predictable poke. E fit swing a round.
Melee and Ranged Damage na dem own stats
Until now, "damage" was one undifferentiated bucket. Splitting am let us, and you, build around how your hero actually dey fight.
- Melee Damage and Ranged Damage na now distinct stats. Gear, talents, and abilities fit boost one without the other, and lower one without the other too, which dey open real specialization and some interesting counter-play wey never possible before. Enemy wey dey punish melee but dey shrug off ranged na now thing we fit build.
- Hunter VIII talent dey grant +20% Melee Damage, concrete payoff for leaning into melee Hunter build. (This na the Hunter talent at rank VIII, not the raid role.)
S-tier abilities, boosted
- Top-end Legendary and Mythic abilities outside of raid gear don push up. Some of the strongest non-raid abilities had fallen behind, so leaning into them felt underwhelming at high levels. Dem now dey hit harder and na more rewarding pick for builds outside raid gear.
Winter and sustain tuning
Cluster of tuning aimed at the Wizard set, the Sparkfrost line, and overheal sustain.
- Sparkfrost Burst dey scale better for high levels. Im Burst output was falling off where e should have stayed relevant, so we scale am up. We dey keep the exact number quiet on purpose. Feel am for play.
- Subzero Field (Wizard 4-piece) now dey trigger before the hit land. E dey fire on the incoming attack rather than after, which mean Frozen or Slow fit influence that attack: the enemy fit miss, or get frozen, before im damage resolve. E na defensive tool now, not just after-the-fact debuff.
- Mending Might (Overheal) don cap to your max HP. Excess healing still dey convert into bonus ATK, but that conversion now get ceiling tied to your maximum HP instead of running away, and e dey scale higher per level. The result na overheal wey dey reward investment without becoming runaway snowball.
The fight dey read honestly now
Several changes wey no alter the math but dey fix wetin you see, because fight wey you no fit read na fight wey you no fit get better at.
- Guard and Deflect don clearly distinguish for combat text, so you fit tell ally interception apart from Tank deflect at a glance.
- Guardian Spirit dey show bigger callout for defensive blue when e trigger, so the save dey unmistakable. E also no longer dey trigger while mounted on non-lethal death blow, so e only fire when e actually matter.
- High-Dodge heroes now dey make enemies whiff visibly. Enemies dey lunge and miss instead of just standing there, so dodge build dey look like dodge build.
- The round counter dey animate for the final rounds, adding little tension when fight dey come down to the wire.
Pyropod: Win by Death?
This one na genuine "wait, that was not supposed to happen." The Pyropod's death explosion had turn into the win condition for the upper Tower, and not in any way we ever design. We dig into am, find the mechanic wey dey do something e never meant to, and rebuild the affected floors around the fix.
Wetin actually dey happen
- The death explosion was paying your damage back at you. The more damage Pyropod soak up before e die, the bigger im blast, so the longer fight run, the larger the payload e had banked to dump on you at the end. Drawn-out battle na exactly wetin dey feed am: two attacking enemies and hero sustaining through the fight on small heal would keep Pyropod alive long enough to store enormous return, and then the explosion fit land for more than the entire fight's worth of damage and wipe your party on the way out, undoing battle wey you had effectively already won. That was never the intention. Death rattle supposed to be threat you play around, not reset button wey dey erase the whole fight.
- E had quietly become the only way to win up top. When we zeroed out just the death explosion and re-run the Tower, the lower floors did not care at all: everything through the low 100s still cleared on normal damage. But e fell off a cliff after that. Around the 150s, nearly half of all clears were depending on the explosion. By the 180s e was almost every clear, and from the 190s up into the 220s there were effectively zero floors wey fit win without am. Boss mechanic had hardened into mandatory exploit.
The fix
- The death explosion don rebalance so e na hazard to respect, not damage-return button wey dey win the floor for you.
- The affected Tower levels don retune alongside am, so dem na real fights wey you fit clear with the build wey you want to bring instead of single required trick.
- Separately, Pyropod speed bug wey cause odd attack ordering don fix.
Guess wetin? Our automation never flag this one. To sim, clear na clear, and the explosion was happily clearing away, so every win looked perfectly legit. And let's be honest: who, with actual schedule, dey sit and watch full Tower battle play out? You tap in, you skip, you collect the rewards. We too. This only surface because somebody finally do the unthinkable and watch high Tower floor grind all the way to the end without skipping, and catch the win landing from completely the wrong place. Sims tell us wetin happen. Sometimes you just have to sit on your hands and watch the whole thing.
New Floors and Chapters
More to climb and more to explore.
- The Tower get new floors to push through.
- Adventure get new chapters of content. Combined with the chapter-length pass from earlier patches, there be more to do without the old grind.
Guilds Keep Running
Guild no suppose stall because one person go quiet.
- Inactive leaders don automatically succeed. If Guild leader go inactive for three days, the vice leader go step up automatically β no waiting, no stalled Guild.
- Guild discovery don easier. Finding and joining active Guild dey faster now, so new and returning players fit get into real community without the guesswork.
Rivals Hall of Fame
New place for the best to dey remember.
- Rivals Hall of Fame go dey enabled for near future.
Quality of Life
Smaller comforts wey dey add up.
- Equip entire raid gear set with one tap. One of our favorite small wins this patch. If you get three or more pieces of raid gear set sitting unequipped, the set details screen now dey equip the whole set at once instead of slotting each piece one by one.
- Quest reward screens don combine into one screen. The reward flow don combine for smoother claim.
- Challenge results dey show more. The Challenge defeat and victory screens now dey surface more helpful information about wetin happen.
- The Scrap grid dey hide locked Relics, so you only see wetin you fit actually scrap.
- Relic primary stats dey sort to the top of the stat list, every time.
- The username setup flow don improve, so getting started dey cleaner.
- Push notifications dey deep-link. Tapping push now open directly to the relevant in-game screen instead of dropping you on the home screen.
- Expertise clarity. Expertise icons no longer tiny on some screens, and several improvements make Expertise progression easier to follow.
How We Balance Now
We dey keep this section for every patch because we want to be honest about how the game actually dey get make. Balance used to be art with sprinkle of telemetry. E be now testing and player data first, with the community in the loop.
- Thousands of test runs per change. The Combat pass for this patch, from counters to the Melee and Ranged split to the S-tier boosts, went through real, fully built loadouts before the numbers ship. We read the whole distribution: the median run, the worst case, and the runaway tail, not single lucky clear.
- Telemetry on real player choices. We dey watch wetin you equip, wetin dey win, and wetin dey get equipped and immediately dropped. The Raid Role rework na direct response to seeing roles dey pick by habit instead of by plan.
- Days, not months. The Pyropod retune na good example: we see levels collapsing onto one required trick, and we fit diagnose and fix the affected levels for days rather than waiting out a season.
- Thank you. Real share of the fixes and tuning here trace back to things wey you report and builds wey you come up with wey we never imagined. The loop only work because you dey inside am. Please keep breaking things for creative ways and dey tell us about am.
Underlying Bug Fixes (player-visible)
The fixes wey dey change how the game actually play, not just how e look. These na the "wait, that was not supposed to happen" moments we track down this cycle.
- Plague poison-spread, corrected. The spread factor was rolling at the wrong moment when poison transfer on death. E now roll correctly on the death transfer, so plague dey spread the way e was designed to.
- Guardian Spirit no longer dey trigger while mounted on non-lethal death blow. E was firing for situation e was never meant to, and now e only save you when the hit would actually be lethal.
- Lifesteal text fix. Lifesteal no longer dey display the raw "Lifesteal " placeholder text.
- Ultimate Cryomancer transformation fix. With Legendary or Mythic Winter's Dominion ring equipped, the transformation was triggering incorrectly for some scenarios. That don fix.
- AFK time fix. After closing and reopening the app, AFK now dey show correct stored time instead of wrong value.
- Early Expertise picks fix. Bonus points from early Expertise picks now dey show callout to avoid confusion and dey update correct value in real time.
- Relic percentage stats now dey match the values wey dey show for the stat panel.
- Monster Hunt crashes don further reduce.
- Shiba now dey play defeat animation correctly after reaching 0 health for Tower Challenges.
- Tower Challenge start error wey hit some players with error modal don fix.
- The stale 60-day streak notice no longer dey appear when no more 60-day chapters.
- Fast Pass and VIP buttons now dey update correctly after you claim.
- Marketplace listings no longer dey fail with "Listing No Longer Available" error, and purchases dey process faster.