Version 1.1.6
Ten new effects for the secret arts and demonic beasts you commission, relics and monster specials with looks of their own, and a Skip button for arena duels. Set a max bid on any auction lot and let the house bid for you while you're away, star up your Treasure Vault relics in one press, and line up a Plan of chambers and a hunt. Clone tabs say what each clone is really doing, you can buy back a vendor sale you regret, and every tooltip, window and drag now follows your UI scale.
Highlights
New Legacy: Cultivation Techniques — found your own for the Divine Offering pool in the Blessing Shop, and every technique's two modifiers and signature effect now work in combat Ten new art effects — for secret arts and demonic beasts, and they reach the fighters themselves: portraits freeze, shatter and lose their soul, and get knocked back Arena Skip — run the rest of a Nine Star Arena duel at once, and every duel now starts at full Qi Enchant scrolls that grow with your gear — Vitality, Fortification and Warding scrolls add a share of the item's own stat, up to 50%, instead of a flat amount Obsidian bleeds and poisons hit much harder — the sect's Bleed and Venom bonus (up to +500%) now reaches every damage tick More balance — Mirror's Standing Wave deals spiritual damage, Martial Power follows your weapon, tonics stack up to 10 doses, and Low and Mid ruin guardians are softer Auction auto-bid — escrow, pick a lot, set your max: the minimum raise is bid for you up to that, even while you're away. Or type an exact bid Treasure Vault Auto Apply — tick the relic kinds you want and star them up in one press; relics now take Echoes of their own grade, and duplicates give Relic Dust too Plans — a chamber until a stat hits your goal, then the next, then a hunt, worked through in order Buy back — undo any of your last 10 vendor sales for 24 hours, stats and all Clone tabs that tell the truth — what each clone is doing, the time it has left, and when it finished or ended early UI scale fixed everywhere — tooltips, windows, drags and drawings all follow your scale and stay sharp 63 new · 42 changes · 126 fixes — 231 notes across 22 systems
Ten New Art Effects
- New — Ten new effects to choose from when you Receive a secret art or Summon a demonic beast (Blessing Shop → Legacy), each with a live preview in the picker. A melee art or beast chooses from the first seven, a ranged one from the last three. Everyone in the fight sees them.
- New — These effects reach the fighters themselves: the target's portrait turns grey and holds still, breaks into shards or has its soul pulled out, portraits are knocked back and squashed, and the screen shakes when the hit is on you or from you.
- New — Sky-Covering Palm: a colossal palm gathers overhead, slams down and leaves its print in the ground. At Heavenly grade: five pillars of light.
- New — One-Stroke Slay: a brush writes the character for "slay" over the target, it flares, and a cut splits it apart. At Heavenly grade: a red seal stamps down.
- New — Frozen Moment: a clock locks on, the target turns grey and stops moving, then every hit lands at once. At Heavenly grade: a second, counter-turning dial.
- New — Shattered Heavens: cracks race out and the target's own image breaks into shards over a starlit void. At Heavenly grade: more shards and a starlit rift.
- New — Tidal Crash: a wave rises behind the target, curls over and crashes: spray, foam and runoff. At Heavenly grade: a second wave and a whirlpool.
- New — Rampage Charge: the caster charges down the lane on speed lines: a horn flash, knockback and dust. At Heavenly grade: an ascended aura.
- New — Taiji Reversal: a yin-yang spins up over the target, inverts what is under it, and flings apart. At Heavenly grade: the eight trigrams circle it.
- New — Soul Rip (ranged): threads hook the target and drag a ghost of it out, then it snaps back into the body. At Heavenly grade: a second ghost and chained threads.
- New — Silk Snare (ranged): a silk ball bursts into a web that wraps the target and pins it to the ground. At Heavenly grade: a denser web.
- New — Lion's Roar (ranged): a cone of sound rings out, the air inside it really ripples and the target shudders. At Heavenly grade: three roars at once.
Arts and beasts that already exist keep the effect they were made with.
Relic Abilities
- Fix — Every Relic Forge ability played the same plain double slash. Each one now plays its own effect: Executioner's Strike a guillotine drop, Tempest Flurry a cross slash, Meteor Strike a meteor that splits the ground where it lands, Ironbreaker Blow a hammer smash, Soulfire Bolt a karmic pyre, Thunderchime Storm a storm cloud over a thunder field, Mindrend Ray a beam lance and Abyssal Siphon a void bite.
- Fix — The protective relic abilities, and Cloud arts, slashed their own caster, floated a "0" over them and logged "0 dmg". A relic ward now plays its own effect on you: Aegis Ward a ward shell, Stoneheart Bulwark a heartbeat, Thornshell Bristle wrapping vines, Azure Veil a flowing river, Purity Rite descending light, Stillwater Flow spring rain and Nine Heavens Reflection a bell toll. A Cloud art draws no slash.
- Fix — In a party, a teammate's ward or Cloud art was drawn on your portrait. It plays on theirs now.
- Fix — Ancestral Bastion showed nothing when it saved you from a killing blow. A jade light now draws your soul back into you as it does.
Relics you already own play their new effects too; nothing needs to be forged again.
Monsters
- Change — A High or Peak monster's special attack drew the same gold claw on every beast. It now looks like the beast that throws it: apes and bears bring a sky-covering palm down on you, wraiths and specters rip at your soul, spirit foxes, deer and phantoms freeze the moment, serpents, wyrms and drakes crash a wave over you, spiders snare you in silk while other insects fire homing needles, golems, boars, tortoises and other armoured beasts charge you down, wolves, tigers and other predators roar, thunder beasts call down a storm cloud, and birds and bats cut with the wind.
- Change — The special's colour follows the beast's element: a lava drake's wave burns like embers, a frost wolf's roar is ice-blue and a shadow serpent's wave is dark.
- Fix — A monster's debuffs on you merged by kind: Corrosive Blood kept a Withering Hex or Sunder Guard alive and hid its own build-up. Each one runs on its own now.
- Fix — A monster archer's Ranging In could climb about 1.4× past its cap after a pet's attack-lowering debuff wore off. It goes back to its cap now.
- Fix — The legacy beast "The Red Orge" is now "The Red Ogre". Pets already caught keep the name they were caught with.
Market, Auction & Trade
- New — The Player Market has a Tools filter for gathering tools, split by the vocation each one serves: Mining, Herbology, Rune Harvesting and Divine Blood.
- New — Beast listings in the market show the beast's MP and, when a nickname hides it, its real species — on the listing row, the Recent grid and the hover card.
- New — Heavenly pills and enchant scrolls can now be consigned to the auction, a whole stack (or part of one) as a single lot. A stack that's turned down, withdrawn or unsold goes back into your stack, and a won stack joins your own.
- New — Spirit beast listings on the market show the beast's MP, and the listing and its hover card name its skills.
- New — Money boxes show thousands separators as you type, in your language's own style: the Player Market listing price, Send Stones, a trade's stones, and the auction deposit and top-up.
- New — Buy back: the last 10 items you sold to a vendor can be bought back for 24 hours, with every stat, refine and enchant they had. Open it from Buy back beside Lock Items in your Spatial Ring.
- New — The Huayun Vendor's shelf has a quantity box beside ×1 / ×10 / All on every row that sells more than one: type how many and press Buy or Enter.
- New — Type your bid in the live auction: under the raise buttons, enter any amount from the lowest allowed bid up, and press Bid or Enter.
- New — Auto-bid: once you've escrowed for a sale, select any lot — in the lobby before the sale or on the floor — and set the most you'll pay. Whenever someone else takes the lead, the minimum raise is bid for you, up to your max and never past your escrow, even while you're away. Change or Stop it any time, and anyone can still outbid it while the clock runs.
- Change — Ticking a stack in a trade or in the courier's Send tab, to a clone too, now starts at the whole stack instead of 1. The stepper can still lower it, and a whole stack is still one parcel.
- Change — The Huayun Player Market's buy box is bigger and easier to type into: a click selects the number, you can clear it and type a new one, Max fills the stack, and the item's hover card no longer sits over the Buy button. The Artisan Bazaar's box types the same way.
- Change — Items won at the auction are no longer bound to the winner: trade, list or gift them like anything else, and a won stack joins your own. Pieces won before this update have been unbound too.
- Change — Items that are normally untradeable — stat fruits, Dao Shards, Wills, Inheritances and rare treasures — can be traded once you win them at the auction, and stay tradeable after. They keep a stack of their own beside copies you got any other way, which stay locked.
- Fix — The market's armour filter offered only Robe, Plate and Garb, so a listed Veil could only be found by searching its name. Veil has its own filter now.
- Fix — Relist only worked from the character that made the listing. It now works from any character on your account: the listing stays the original character's, posted in the market of the city you're in.
- Fix — Your player auction list said some declined pieces were lost, though they had come back to your bag before you reincarnated. They read as returned now.
Treasure Vault & Mansion
- New — The City Lord's Mansion Treasure Shop has a Max button under the quantity box of Relic Dust, Dao Ember, Heavenly Dao Echo and the stone exchange, filling in the most you can buy.
- New — A Starfall Vault duplicate now also gives Relic Dust of the pull's tier, as much as its Echoes (1 for Low up to 30 for Heavenly), on top of the Echoes. The duplicate's card shows the dust.
- New — Auto Apply in the Treasure Vault: tick the relic kinds you want (ATK, DEF, VIT, SPD, SPR, SF, SG), press Auto Apply, and it keeps buying the cheapest next star among those relics until you can't afford another. The button shows how many stars a press will buy, and your choice of kinds is remembered.
- New — Every City Contribution purchase — the Treasure Shop, the Recipe Pavilion, the Enlightenment Tower, gear-slot unlocks and Spirit Grove fruit — now asks you to confirm first, showing what this city's Reincarnation Altar needs from you to reincarnate and what you'd have left. If you'd fall short, the button turns red (Buy anyway), but it never stops you.
- Change — Treasure Vault relics now upgrade with Echoes of their own grade from the third star: a Heavenly relic takes Heavenly Echoes, a Peak relic Peak Echoes, and so on (it used to be the grade below). Every echo grade now has a use, Heavenly Echoes included, and relics you've already upgraded keep their stars.
- Change — Relic Dust can now be bought only up to what the relics you own at that tier still need: with no relic at that tier there's none to buy, and a larger buy is refused.
Cultivation & Stats
- New — Hover a row in a fight's XP log to see its XP per second over the last minute. Works in training halls and every room with an XP log.
- New — On the Qi Extractor, each gem's label bubble now opens the same upgrade screen as the gem itself.
- New — The Cultivation page now shows the Cultivation Qi every heavenstage still ahead of you needs, not only the current one.
- New — When you hold enough Qi Shards for a Dantian Capacity upgrade, a lit Qi Shards badge guides you step by step: Cultivate in the sidebar, the Qi Extractor, Dantian Capacity, then its Upgrade button, which raises your cultivation speed. From the second time on you can choose Don't show again.
- New — Plans: line up to three steps — a training chamber until a stat reaches the level you set, then the next chamber, then a hunt on a hex — and your character works through them in order, even while you're away. Stop the plan any time; it tells you when it finishes or why it stopped. It's marked Experimental while it's new.
- New — A Plan step's goal can be any stat its room trains, Qi Control and Spirit in the Wind Walking Chamber included, and shows your real current level. From floor 3, a Body Forging step picks the Body Forging Hall or the Divine Sense Hall, and the plan takes you to the hall you chose.
- New — While a Plan runs, its chamber shows a Plan card under the logs: the step you're on and its goal, a progress bar, an estimate of the time left, the credit left (with a warning if it runs out first) and the steps still to come.
- New — Every cultivation technique now has effects that work in combat: two modifiers and one signature effect, rolled from its path's pool. Their percentages grow as you master the technique, and its window shows what is Applying now.
- New — Found a cultivation technique in the Blessing Shop's Legacy tab: choose its path, split its 100 stat points, name its six Forms and watch a live preview, or corrupt it to push one stat past its cap, which cripples a random other stat to −90% and makes it take 1.5× the XP to master. When it is founded, the heavens roll its two modifiers and its signature effect. It does not give you the technique: once approved, it joins the Divine Offering pool, where anyone, you included, can pull it at the same odds.
- New — A limited-time Founder's Pack is in the Blessing Shop until 8 November 00:00 ET: Celestial Jade, a Technique Founding voucher that pays for one technique founding, and the title Heaven's True Successor. Its card has an Open the technique creator button.
- Change — Martial Power now follows your weapon: with a Fan or Bell equipped it counts your Soul Force, otherwise your Weapon Force. It used to take whichever was higher, so your MP may drop if your off-weapon stat was the bigger one. The Daoist Path MP hover explains which one counts.
- Change — The Wind Walking Chamber's floor 2 gave little more SPD XP than floor 1 before a big jump at floor 3. Floor 2 now gives about 300 SPD XP a minute, double what it did, at every realm.
- Change — The Dao Insight Crystal is gone: nothing ever gave one and it had no use. The Qi Extractor's Heavenly Insight now says what it really does: a chance of +1 extra Dao Insight per fruit fed (+0.5% a level).
- Change — Six Stele milestones that granted nothing — Moments of Clarity I–III and Inheritance I–III — are gone from the Dao Comprehension rail.
- Change — A technique's progress now shows as six Form bars instead of rows of little heavenstage boxes: each bar shows how many of that Form's heavenstages you've broken, and any your realm or your manual still seals are marked with what holds them. It reads the same on the Cultivation Techniques page, the comprehend window, the chamber panel and the Cultivate page.
- Fix — The breakthrough button could light up on the Cultivate page, then answer "Insufficient XP" and lock itself for 30 seconds. A breakthrough now counts the XP you have that moment.
- Fix — The Iron Body card's Treasure Vault and Gear Affix rows now show the block each one is worth, instead of only levels, and the Armor DEF row lists the bonuses behind its multiplier.
- Fix — The Daoist Path's Attack, Spiritual Attack and HP cards listed your weapon and chest armour at their raw stats, leaving out Dao of Artifacts, so a 134 Soul Force fan read 134 while combat used 201. Those rows show the numbers combat uses now, with a "Dao of Artifacts +N%" note.
- Fix — A small Dao Insight % bonus vanished from the Daoist Path stat card when it added less than one level. The row stays now, and small figures keep their digits (+0.03%, not +0.0%).
- Fix — Leaving a Training, Cultivation or Wind Walking chamber didn't update the stat levels you'd earned until you switched characters. They refresh as the session ends now.
- Fix — Upgrading the Qi Extractor left "Current cultivation rate" at the old number until you switched characters, although the upgrade was working. The rate now changes at once to the number the preview promised.
- Fix — The Daoist Path's Qi breakdown left out Qi Control's share of your max Qi, so its rows didn't add up to the total and the % rows looked bigger than they were. It now shows a Qi Control row, and every row adds up to your max Qi.
- Fix — A penetration scroll on your weapon worked in combat but never showed on the Daoist Path. The Penetration row now includes it, with an Enchantment line showing the scroll's share.
- Fix — The Cultivate page's technique row counted only the heavenstages your realm seals, not the ones your manual seals, and coloured its rank chip its own way, so a Divine technique read purple. It counts both now and uses the same rank colours as everywhere else.
- Fix — A Dao Forge inscription's % raised your whole character's stat, so a +60% weapon inscription could add tens of thousands of Weapon Force. An inscription now boosts only the piece it's on: a +60% ATK inscription makes that weapon's ATK 1.6×, and a chest piece's raises its own HP, DEF, Spirit, Speed or Soul Guard. The affixes on your eight affix slots still apply to your whole character, as designed.
Nine Star Arena
- New — Skip: in a Nine Star Arena duel, the challenger has a Skip » button beside the duel clock that runs the rest of the duel at once. The result is the same as watching it. One press a duel.
- Change — A duel ended on two cards: VICTORY or DEFEAT, then a second card with the duel's time. It ends on one now: the VICTORY or DEFEAT card shows the time, and its Continue takes you out of the fight.
- Fix — Trump cards raised your max Qi as the duel began but left your Qi where it was, so Secret Arts could wait many seconds for their first cast. Both fighters now start at full HP and Qi once the trump cards land.
- Fix — In sudden death, a pet's Healing Aura — and lifesteal, siphon, soul drain, heal-on-kill, pills and regen — kept healing after every heal should have faded to nothing. They fade with it now.
- Fix — Iron Ward and reflect talismans fired in duels, used a charge and did nothing. They stay greyed in duels now: "Doesn't work in duels".
- Fix — A duel ended as a forfeit win the moment the defending player happened to go offline. It plays out now.
- Fix — In Nine Star Arena duels the HP and Qi card, duel clock and Skip button covered the opponent. The duel view now sits below them, so you can see who you're fighting.
- Fix — Talismans below your opponent's tier still worked on them in Nine Star Arena duels, like a T1 slow on a T2 player. A slow, corruption or blood burst below the opponent's realm tier now shatters on them and on their pet, as it does on a monster.
- Fix — A cultivator who broke through, or reincarnated, stayed defending on their old realm's arena ladder at their new strength, and drew that ladder's weekly Sigils. They now leave it right away and join their new realm's ladder the next time they open the arena.
Shields & Stacking
- Change — Iron Ward talismans now work only at your own realm tier, like Qi Surge: a T1 ward no longer shields a Qi Condensation cultivator in R2 hexes or the T2 tide. The card says "own tier".
- Fix — Iron Ward shields stacked without limit: each cast added its share of your max HP, so recasting built a shield many times your health. A cast now refills the shield to the ward's own amount and never adds, and a ward won't fire into a shield that's already full ("Shield is already full").
- Fix — Ancestral Bastion's cheat-death shield added onto itself, and an expired leftover came back at the next trigger, so a few shells gave several times your max HP of shield. It tops your shield up to its own amount now.
- Fix — Sanctified Ground auras multiplied across every cultivator in range who had one, strangers and duel opponents included: ten of them cut damage by about 80%. Only your own party's strongest aura counts now.
- Fix — A weak overheal shield restarted a stronger shield's timer and wiped its damage reduction, so the Nine-Revolution Golden Pill's or Warding Herbs' reduction lasted only until the next overheal. A weaker shield no longer touches a stronger one.
- Fix — Golden Core's Standing Ground opened a new 60-second field on every area cast, so a pack could sit under 20 or more. You have one field now: a recast moves it and refreshes its 60 seconds.
- Fix — The War Wheel could hold the same relic more than once, each copy with its own cooldown. A relic or art fills one slot now, in wheels saved before this too.
Combat
- New — Level-ups in a fight are announced: the combat log writes "★ Level up! Attack → Lv 152" (for any stat) and a banner rises over your character.
- New — The Hex Cleared — Advancing card now shows This run with the whole auto-explore run's XP and hex count, from the second hex on.
- New — The Talisman Slots picker groups talismans by type under a heading for each, in the market's order.
- New — A filter button in the combat log header cycles All → Me → Me + pet → Party. System lines like waves and loot always show, and switching back to All shows the whole fight.
- Change — Mountain Body heavy blows (Stone Ox Monastery) missed a flat 50% that speed and accuracy never touched. The miss now comes off your hit roll: at equal speed a First Form blow lands half as often as a plain swing, and from about 2.8× the target's speed it never misses (3.1× Second Form, 3.5× Final Form), sooner with weapon accuracy or Divine Sense. Slaying arts no longer carry Mountain Body; only your attacks do.
- Change — Drinking a buff tonic of the same strength while one is running now adds its time to what's left, up to 10 doses' worth, from the bag or the combat bar. A stronger tonic still replaces it and a weaker one is still refused.
- Change — The Mirror sect's Standing Wave splash now deals spiritual damage on every weapon: each target in reach takes your Soul Force and Spirit against its own Spirit, so armour no longer blunts it, in the arena too. It trains Soul Force instead of Attack, and the forms read "for N% spiritual damage".
- Change — The Qi Spend at most slider is now a share of the art's own full Qi cost, capped by your max Qi when the art costs more than your whole bar. Cheap arts used to ignore it because even the lowest notch was more than they cost; now every notch changes them. The War Wheel caption and the "Qi per cast" readout say so.
- Change — Obsidian bleeds and poisons hit much harder: the sect's Bleed and Venom damage bonus (up to +500%) used to reach only Rupture's detonation, and now every damage-over-time tick gets it too.
- Change — Corruption talismans now wear off a training dummy 30 seconds after the last stack, instead of staying for the whole session. Regular monsters still keep them until they die, and bosses lose them after 60 seconds as before.
- Change — When your pet lands a kill, you now walk on to the next monster straight away instead of standing still; your own kills still pause you for 2 seconds.
- Change — Stone Ox Monastery's flat bonus damage no longer trains Attack: the part of a blow that Mountain Body adds, and the part of Mountain Hammer that comes from your body HP, still hit as hard but give no XP, splash included.
- Change — Sect effects, talismans, relic wards and pet abilities no longer work against monsters above your realm: reflects like Mirror Shell, sect splashes and damage over time, Iron Ward, relic shields and pet skills do nothing to them, and an attack talisman refuses with "Target is above your realm" without using a charge. Your own attacks and arts still land as before.
- Change — Crit chance past 100% is no longer wasted: every 1% of crit chance over 100% from your sect, Dao Insight and cultivation technique adds +10% crit damage.
- Fix — Reflected damage (Mirror Shield, Mirror Shell and Thornshell Bristle) grew with the target's armour instead of being cut by it, so one reflected hit could take a whole boss: a Peak Ironhide Warden fell in seconds. Reflects go through armour like every other hit now.
- Fix — Whirlwind and Cleave splash missed a monster standing under the drawn arc when its centre was just outside it. The arc now counts the whole body, as the reach does, for every cone-shaped area hit.
- Fix — A talisman picked into an empty slot didn't appear in the bottom bar until you set Auto-use to None and back. Picking a talisman into an empty slot now turns Auto-use on, so it shows straight away.
- Fix — When a Venom or Bleed enchant hit a monster before your Obsidian sect form was on, the sect's poison or bleed stacks added nothing, so the pair ticked for the enchant alone. They add up in either order now.
- Fix — Echo Wave's ring was drawn well short of what it hit, hidden under the pack. Echo Wave, its echo and Prismatic Shatter now draw at their true reach, and your sect blasts, Sundering Edge and Mountain Hammer included, show a bright rim where the reach ends.
Getting Out of Fights
- Fix — After the Oct 5 update, Leave Combat could seem to do nothing: the fight had already ended, but the screen never heard. Leave now checks with the server: an ended fight closes and takes you back to the map, and a fight you're still in gets your Leave again.
- Fix — When a fight running behind another page blocked an action — buying at the pavilion, destroying an artifact, feeding a relic, refining your spirit root, learning a technique, comprehension, reincarnating and more — the refusal only told you to leave combat. It now offers Go to that fight.
- Fix — Forget Art removed the art on screen even when the server refused, and spirit root refinement flashed success on a refusal. Both wait for the server's answer now.
- Fix — Switching characters from the characters page kept the last character's "In combat" state and Demon Subjugation pill, and a trip to the Jiuli Realm could leave breakthrough and crafting saying "In combat". Both clear now.
Bosses, Parties & Hunts
- Change — Reincarnating no longer gives back the day's Rewarding Hunts. Like arena attempts, the day's count carries into your new life and resets at the daily reset.
- Change — Low and Mid ruin guardians are softer. A Low ruin's guardian now has 3× its monsters' MP and 6× their HP (it was 7× and 15×), and a Mid's 4× and 9×. High and above are unchanged, and the tutorial says the same.
- Change — The Clan Village Ancient Crypt's casket pays a Spatial Ring again, holding spirit stones and a jade slip (no relic dust). The 5-minute wait is replaced by 10 clears a day, resetting at midnight ET; a death or a flee doesn't use one.
- Fix — In a tomb, a monster that failed to appear could push the boss onto another monster's spot and mark a different monster as the boss. Every tomb monster now keeps its own place.
- Fix — Another player's Kill Order rogue could wear the silver Elite ring and fight by elite rules. Rogues are never elites now: no Elite ring, no elite Spirit boost, no self-heal and no elite loot odds.
- Fix — If you were typing in party chat when the leader started a Demon raid, the chat kept the keyboard and hotkeys like F Flash Step stayed dead. Clicking the fight, or the raid starting, now frees the keyboard.
- Fix — The Hunting Party board vanished after you switched to a clone and back, though you were still in the party. It comes back with your fight now, in hex fights, the beast tide, the herald and clan village fights.
- Fix — A hunt lobby stayed listed for minutes after its leader closed the game or switched clones. It leaves the list at once now, and if the leader isn't back within a minute it's disbanded; a member gone a minute loses their seat. A quick reload keeps everything.
- Fix — Kill Orders from a Realm 1 city could send Realm 2 rogues onto Realm 1 hexes, so your R1 pet fought them bloodline-suppressed. A Tier 1 city's rogues are Realm 1 now unless they're far too strong for it; they're as strong as before and drop Tier 1 qi shards.
- Fix — Entering the alliance boss while you were still in another fight closed the screen with no word, which looked like the alliance was locked out. It now shows "Still in a fight" with Go to that fight, and any other refusal tells you why.
- Fix — After leaving a Demon Subjugation run mid-fight and logging back in, the hunt hall's Create only said "Finish your current fight first", with no way back. It now shows "Still in a fight" with Go to that fight, which takes you back into the boss arena.
- Fix — Pressing Start on a team boss hunt while a member sat in a training room or the Wind Walking Chamber did nothing, and the hunt could seem to disband. Start now waits and names who is still in a room ("still in a training room — they must leave it first."), nobody is removed, and the hunter in the room gets Go to that fight.
- Fix — Entering a training hall or the Wind Walking Chamber while waiting in a boss hunt lobby could leave that hall showing no hunt at all. You stay with your hunt now, and joining a hunt from inside a fight tells you "Finish your current fight first." with a way back to that fight.
Beast Tide & Events
- New — The Party Finder lists open parties in a Beast Tide as "Beast Tide · <city>", with a Join button that takes you into that tide from anywhere.
- Fix — Some Beast Tide waves brought only two to four of the tide's six beasts, and a Tier 1 tide's final wave had no spirit casters at all. Every wave now draws from all six, at the same strength as before.
- Fix — In the beast tide, a party you opened on one character only offered "Invite to party" on your alt. The alt now sees it in the Party Finder as a Join that takes it into the tide and seats it in your party's room.
- Fix — Alliance and Fellow Daoist parties couldn't join each other in a Beast Tide, though they could on normal hexes. Friends entering the same tide are now seated in the same room when there's space.
- Fix — When a Beast Tide ended at midnight, an open map kept showing it — the wave card and a live Repel Tide button — until you reloaded. It now leaves every open map the moment it ends.
Pets & Soul Space
- New — The beast meadow under your pet cards can be folded away with Hide the meadow, leaving more room to compare pets. The game remembers your choice.
- New — An Auto apply buys row under "Notify me for" lets you untick the perks Auto apply should skip. It's remembered on your device.
- Change — From Qi Condensation up, a pet whose MP is above your soul space can't be set as your companion, and you're told both numbers. On R2 and higher hexes a companion above it refuses to obey and sits the fight out.
- Change — Mirror Scales reflected up to 232% of a hit at rank 12, though it says "fully". It reflects 100% at every rank now; Thorns still grows with rank.
- Change — Iron Wall no longer waits for you to drop below half HP: it fires whenever a monster comes within its reach of your pet. A ranged species stays ranged as a pet, tank tree or not.
- Change — The Bestiary no longer offers Snare research for monsters that can never be captured (tide, rift and tribulation beasts), and Auto apply never buys it.
- Fix — On R2 and higher hexes the fight measured your MP without your sect, Dao Insight and gear bonuses, so a pet the Soul Space panel said fits refused to obey. The fight uses the panel's number now.
- Fix — A pet's Withering Hex and Rallying Roar did nothing. The Hex now makes the monster take more damage from every source, and the Roar lasts 4 seconds.
- Fix — A pet's poison kill from an area or multi-hit skill paid whichever player the game processed last. It pays the pet's owner now.
- Fix — The combat minimap drew a mutated beast as a plain red dot. It now rings it in its tier colour, for everyone in the fight.
- Fix — A mutated-beast rumor for a Beast Taming inner disciple could vanish from the world map right after it arrived. It stays now.
- Fix — A pet's Iron Wall taunt never pulled monsters off you: it was spent as a plain splash, and even a real taunt left the monsters hitting you. It now locks every monster in reach onto your pet for 5 seconds, then hands them back. The Beast Taming sect's Soothing Call taunt works the same way now.
- Fix — A newly approved legacy beast or legacy art could take a long time to appear for some players, depending on which server they were on. Every server now picks up an approval within about half a minute.
- Fix — A running bloodline, martial scroll, tonic or lit soul raised your soul space while it lasted, so popping one and re-entering a map could field a pet over your limit. Soul space now counts only your trained power, everywhere, and the Soul Space panel shows that limit.
- Fix — A newly caught pet never used the active skills its talents unlock until you slotted them by hand, and Corrode, the toxic species' own active, couldn't be slotted at all. Until you save a pick of your own, a pet now fields its unlocked actives, Corrode included, up to its realm's slots; a saved pick is kept as it is, and a skill unlocked later joins it while a slot is free.
Your Bag
- Fix — Using a T2 Deepwater Bone Sinew or Deepwater Vital Essence used up a T1 one instead. It uses the one you picked now, and pills do too.
- Fix — A bag change could fold same-tier fruits of different ages — and Dao Shards of different purities, and Dao Blooms — into the first stack: a 100,000-year fruit dropped onto a 1-year stack became 1-year. Every stack keeps its own age and purity now.
- Fix — A herb stack gathered below your level merged into a normal stack of the same tier. They stay apart now.
- Fix — Crafting charged a material to every stack of it — for example the same herb gathered before and after a breakthrough — and deleted the smaller stack. A craft takes only what it needs now.
- Fix — Selling, listing, gifting, vaulting or trading a plain herb could move its T2 stack instead, and same-tier ages weren't told apart. Each action moves exactly the stack you picked now.
- Fix — Loot from an inheritance crack lost each fruit's, Dao Shard's and Dao Bloom's age, and a gathering material's tier or a technique manual's Form. It keeps them now.
- Fix — The in-fight loot chest, NEW badges and the market's owned count mixed tiers: T1 ×5 and T3 ×3 Wolf Pelts read as one "×8" stack, and one new T3 drop lit every tier's card. Each tier counts on its own now.
- Fix — City Lord's Mansion: the Divine Beast Horn, Merit Token and facility-material cards counted tiers the city won't take, so "Sell 5" sold 3 and some buttons failed. They count only what the city accepts now and say which tiers stay in your ring.
Crafting, Forging & Auction
- Change — The auction house keeps every seat and result in a record of its own now, so a packed hall can't slow bidding down.
- Change — Vitality, Fortification and Warding enchant scrolls now add a share of the item's own stat instead of a flat amount, so they keep pace as your gear grows: a heavenly-grade Heavenly scroll adds 50%, and lower scrolls and grades add less. On a chest piece they raise its HP, DEF or Soul Guard; on a helm, legs, boots, belt or amulet they raise the matching HP%, DEF% or Soul Guard% bonus, and a piece without that bonus can't take the scroll. Enchantments already on your gear keep their value.
- Change — An inscription on a stat its piece doesn't carry now does nothing: it's struck through, with No effect on this item, and new inscription rolls only offer the piece's own stats. The Daoist Path no longer lists inscriptions among your character's bonuses, and an inscription shows its % as rolled.
- Fix — A craft queued while the last batch was still being tallied sat under an idle bench until your next login. The queue starts it as soon as the bench is free now.
- Fix — Dao Forging a Low-grade weapon added no ATK on every second level, though the Dao Embers were spent. Every level adds its share now.
- Fix — A piece you'd sent to the auction before reincarnating was lost when it was turned down, while the list said "Returned to your bag". The list now says it was lost with that life, the altar's final warning lists every piece the auction house is holding for that character, and a returned piece names the character it went back to.
Gathering & Crafting
- New — Pin a recipe: every recipe card on the crafting page has a pin that puts it in the sidebar under Pinned Recipes (up to 3). Each material shows have / need from your bag, the recipe turns green when you can craft it, and ✕ unpins it.
- New — The Shadow Hall's Gathering Nodes whisper lets you choose the node: Any (random), Herbology, Mining, Divine Blood or Rune Harvesting.
- New — Your inventory has a Tools tab beside Dao Artifacts for pickaxes, sickles, chisels and styluses, with its own batch sell. Send Item and the sell pickers have it too.
- Change — Every HP restore and HP heal-over-time pill needed an extra herb its Qi twin didn't. All HP and Qi pill pairs now take the same herbs in mirrored amounts.
- Change — Gather spots now last 48 hours instead of 24. Spots taken before this update keep their 24 hours.
- Fix — A gathering room's legend showed "×2", which read like double yield. It's the number of nodes, and now reads "2 nodes" / "1 node"; every node pays the same.
- Fix — An away gather that ran past your 12-hour away limit just stopped, and the next login didn't say why. The Welcome Back card now says your gathering stopped at the away limit, how long your whisper on that hex still lasts, and that a Tortoise Breath Pearl lengthens the limit.
- Fix — Artifact appraisal could show Ready while Claim was still refused, because the countdown ran on your PC's clock. It now counts on the server's clock, so Ready means you can claim.
Clones & Characters
- New — The clone tabs and the title screen name what each clone is doing and the time left, such as "Divine Sense Hall F4 · 48m left", "Closed-Door Seclusion F5", "Mining · 3h left", "Beast Tide · 1h 2m" or "Idle".
- Fix — After a clone switch the character list could come up empty, showing no characters and one slot. It keeps your last good list now.
- Fix — The welcome-back card's "N slain" counted only kills toward clearing a hex, so a night hunting an already-cleared hex read "11 slain". It counts every kill now, as do the away record, the "ended while you were away" card and the last-hunt summary.
- Fix — A clone whose chamber time ran out, whose hunt ended or that an update pushed out still looked busy on the clone tabs until you switched to it. It now shows "Finished" or "Ended early" with where it was and how long ago.
Map & Travel
- Change — Hit-and-run no longer clears a hex. A fight that ends before the hex is cleared, by fleeing, falling or leaving, now wipes that hex's explored % and kill count, and your next entry starts at 0% with fresh monsters. Kills you made still pay their loot, XP and missions.
- Fix — The sidebar opened from the fight's edge tab never said where your character was fighting. The World Map Combat line now names the hex — "World Map Combat (12, -5)" — on the world map too, and from other pages it names the hex as well as taking you there.
- Fix — A fight on a rift-siege or herald-infection hex had no Go to that fight button, and after a clone switch it could reattach behind whatever page was open. It takes you there now, like every other map fight.
- Fix — Auto-pathing in ruins could get stuck on the tip of a thin wall, for good. A cultivator who ends up inside a wall, for example after a Flash Step blink, is moved to the nearest floor and walks on.
- Fix — After an alliance escort run, entering a hex alone could still use the escort's exploration rate. It only applies to the escort's own move now; anything else uses the hex's normal rate.
- Fix — A hex left part-way through an escort could read 100% explored but never count as cleared. Such hexes now clear the next time the map loads.
- Fix — A ruin tomb that appeared on a hex you had already cleared could block travel across it, cutting off part of your explored map. You can travel through it now, and it keeps its tomb look.
- Fix — The world map's "rumors hidden" chip sat on top of the Riftwalker Invasion card, covering its title and countdown. It now sits just below the card.
Social, Sects & Courier
- New — The Fellow Daoists ⋯ menu adds Favourite and Add Note. Favourites get a ★ and lead the list, and a private note shows under the name and can be searched, so your alts are easy to tell from your friends.
- New — The sect Mission Hall has a Refresh board button beside the new-missions countdown: it rolls a fresh set of missions on the spot, and you can press it again straight away. Missions you have already accepted stay.
- New — A Celestial Council question can now ask you to type your answer instead of picking one: up to 500 characters, one answer per account. Your words are read back to you, and other players never see them.
- New — Send as a gift: buy any Celestial Jade pack or bundle in the Blessing Shop for one of your Fellow Daoists. Pick them, add an optional note of up to 140 characters and check one screen with their name and portrait before Steam's checkout; they receive it with a letter from you.
- New — A gifted bundle gives them everything in it, frame, title, clone slots and all. You can gift a bundle you already own, but not one they already have; first-purchase bonuses stay with your own purchases, and a sent gift can't be taken back.
- New — Your commissions, in the Blessing Shop's Legacy tab, follows every avatar, legacy beast, secret art, city and founded technique you've commissioned through five steps: Start, Received, Approved, Created (with the patch and date it's expected) and Live. One that's turned down shows as returned, with its refund.
- New — A letter reaches you at every step from Approved on, in your language, and again if the expected date moves. Hide a card with its ×; it comes back when that commission moves on, and what you've hidden follows your account.
- Fix — In alliance chat, one member's messages could disappear when you switched to a clone and back, and Translate refused them. Every member's lines come back with the chat now.
- Fix — Hovering an item linked in chat could show blank or zero stats: a gathering tool read "+0% gather XP", and tonics, relics and refining materials showed nothing. A linked item now shows the same card as in your bag.
- Fix — Parcels mailed to your own alt just before you reincarnated never came home if unclaimed, and they kept your account's courier full so nothing more could be sent. An unclaimed parcel now comes back to your new life after 24 hours, with its "came back to you" note, and your account can send again.
- Fix — A legacy art commission that was turned down never refunded what you paid. It now refunds it, the same as a turned-down legacy beast.
Updates & Connection
- New — When your connection route stops answering mid-session and the other one answers, the game switches to the other route on its own — at most once every 2 minutes — instead of leaving you stuck until the servers' addresses change.
- Change — Players spread more evenly across each server: when one of its game processes is full, new arrivals go to the next, and a new hex or chamber room opens on the least busy one. A hex where someone already stands still brings you to them.
- Fix — After an update, a Flowing Dao or Cultivation chamber you were in could end instead of carrying on. It resumes like a fight now.
- Fix — After an update, a gatherer could come back in another gatherer's room on the same hex, with nodes of the wrong vocation, and stop gathering. Each comes back to their own now.
Interface & Art
- New — The Primal Sigil shop shows how many Formation Hearts, Star Essences, Dao-Carving Chisels, Inscription Ink, Bodhi tea, Root-Nourishing Elixirs and Black Lotus Writs you already have, zero included.
- New — The art for 12 avatar commissions and the animated clips for 8 summoned legacy beasts are in this update.
- New — When a newer version of the game is out, a banner says "An update is available — restart the game through Steam to get it." It can be dismissed, shows once per version, and never locks you out.
- New — Settings → Interface → Show my name in fights: your name sits under your own HP and Qi bars, styled like other players' names. Off by default.
- New — The animated clips for 3 more summoned legacy beasts are in this update.
- New — First-time "NEW" badges explain what changed — tonics stacking up to 10 doses, the Spend at most slider, Buy back, the Ancient Crypt's Spatial Ring, live trades with Fellow Daoists, Auto-bid and Plans — each with a Don't show again box that counts for your whole account, on every PC.
- Change — The title screen's Settings, Connection, Exit Game, language and Cinematic Trailer buttons were hard to see. They're brighter now.
- Change — The "& below" grade dropdown beside the bulk buttons remembers your last choice instead of going back to Low on every visit.
- Change — The Daoist Path breakdown panels (Qi Control, Body Forging Dao and the other stats, professions and vocations) closed before you could reach them. They now linger as you move toward them and stay open until your mouse leaves the panel.
- Fix — Beast Tide: the fight screen could go black until you switched clones. The game now notices a fight view that stopped drawing and replaces it within 3 seconds.
- Fix — Avatar portraits on the fight tokens played at about 5 frames a second. They play smoothly now.
- Fix — Turning Monster Videos off also froze every cultivator's portrait in fights. The two settings are separate now: Avatar Videos controls cultivator portraits — yours, other players', arena opponents' and rogues' — and Monster Videos controls monsters and companions.
- Fix — Other players never saw the avatar variant you picked, only the original. They see your pick now, in fights and in the Nine Star Arena, from your next hex.
- Fix — Go To on a Black Lotus whisper, pressed from inside a city, opened the world map on your own hex instead of the whisper's. It opens on the whisper's hex now.
- Fix — The Martial Alliance steps on the Cultivation Path opened the Martial Alliance from a Tier 1 city or the open map. Outside Tier 2 and higher cities they now tell you "Martial Alliance is only available in Tier 2 cities."
- Fix — Several Cultivation Path steps could never tick: Study a Dao, Set a combat rotation (from the Secret Arts wheel), Join an alliance (by accepting an invite), Refine a sacred treasure, Enter closed-door seclusion and Train at each station, plus fragile ticks on Temper Foundation and Memorize Dao. They tick when you do them now, and most you had already done tick at your next login.
- Fix — Hover cards and some windows ignored your UI scale, so at 140% on a 1440p or 4K screen their text stayed tiny. Every tooltip and popup window now grows with the UI scale — Daoist Path breakdowns, item links, market, auction and calendar tips, the player menu, the Heavenly Fate board, Blessing drawings and more — and the world ticker no longer overlaps the title bar above 100%.
- Fix — The game window resized and re-centred itself every time you logged in or switched characters. It stays the way you left it now; the resolution buttons in Settings still apply your pick.
- Fix — On a first Xuantian Tower climb, "first time seeing this" item cards opened over the floor being fought. They now wait until the fight screen closes.
- Fix — Above 100% UI scale, monster names, bloodlines and MP on the fight map went blurry. The map now draws at your screen's real resolution, so they stay sharp.
- Fix — The loadout window that opens from the gear beside Trump Cards in a fight had its top-right Close covered by the screen's corner buttons, so it couldn't be clicked. Those buttons step aside while the loadout is open now.
- Fix — Sell all and Dismantle all in your Spatial Ring could read "none" with no reason, which looked like your items were locked. An empty button now says why, for example "Sell none · 3 higher-grade" or "· 2 locked", and its tooltip tells you to raise the grade dropdown to include them.
- Fix — The game slowed down more and more over a long session of hopping from hex to hex, until a restart. Each fight left a piece of itself behind; it no longer does, so a long auto-explore run stays smooth.
- Fix — On ultrawide screens like 32:9, the fight view zoomed out too far and everything looked tiny. A window wider than 16:9 now zooms out only halfway, and never shows more width than the map has, so no more empty sides in the tide.
- Fix — Above 100% UI scale, dragging the world map, Clan Village, the Jiuli Realm, the six sect trees and the Fellow Daoists panel ran ahead of the mouse. Every drag now follows the mouse at any scale, and a Fellow Daoists panel left off-screen comes back inside the window.
- Fix — Away from 100% UI scale, the music seek bar jumped to the wrong spot (halfway seeked to 59% at 115%), the avatar-variation tray could hang off the window edge, and videos paused while still on screen. All three measure correctly at any scale now.
- Fix — Above 100% UI scale, effect previews, inheritance thumbnails, the look preview in Customize and cosmetic try-on, the live auction floor, melee scene previews, the Cultivate orbs, the Blessing Shop grids, the technique reveal and the Golden Core scene drew soft or blurry. They draw sharp now, like the arena.
- Fix — Hover hints across the game showed in the browser's own small box, which ignored UI scale. The game now draws every one itself, in the Daoist Path hover style, so they grow with your UI scale.
- Fix — On ultrawide screens (21:9, 32:9), Artisan Street, city plates, the Sect Hall, the Tea House and Huayun cropped most of the picture away, cutting off the shopkeepers' heads. The picture now stays at a normal width in the centre with a blurred copy at the sides; 16:9 and narrower windows are unchanged.
- Fix — A few labels showing the word "locked" were swapped for the error "That item is locked.": the Spatial Ring bulk button, the Blessing Shop summon pill and the Dao Comprehension stele. They read "locked pieces", "locked in" and "realm-locked" now.
- Fix — World map hex names stayed in English in every language, on the hex panel and in lines like "Fighting on …", and so did the Jiuli Realm's. They're translated now.
- Fix — More of the game now appears in your language: Plan refusals, Bloodline Suppression and its log line, the tonic stacking notice, the update screen's restart button, the Spatial Ring bulk buttons' reasons, city transport costs, the fight result line and more. In Chinese and Vietnamese, Mid and Peak spirit stones no longer read as realm stages.
Descriptions
- New — Each sect tree's Sect Stats panel now lists the sect's own effects — Bleed and Poison stack cap, Mirror Shield, Beast Revival, Verdant Renewal, Critical Heals, Selfless Blessings, Overheal Ward — which only the Daoist Path's Sect Effects card showed before. Hover one for its note.
- New — The Tea House has six new entries: what reincarnation keeps and wipes, realm versus tier, talismans in combat, weapon types, the combat stats (Speed, Spirit, Qi Control, Soul Force, crits and being surrounded), and beasts' attack types, skills, Corrosion and capture.
- Fix — About 60 descriptions still stated old rules — among them Dao Comprehension's "breakthrough retention 50% of Qi Control" (75% since the Qi Control rework), Qi Control that "levels from qi spent" (only Wind Walking's overflow trains it), the "100-floor" Xuantian Pagoda (it's endless) and Kill Orders that "accept one" (Begin starts all ten). They match the game now.
- Fix — The Spiritual Strength (SPR) card on the Daoist Path said "+0 Qi/s regen per level" in Qi Detection and "+1" in Qi Condensation. It shows the real figures now: 0.05 and 0.5.
- Fix — The Reincarnation Altar's "What survives the wipe" named the artisan daos but left out much of what you keep. It now lists all six daos (Killing, Life, Soul, Flowing, Body Forging and Divine Sense), Golden Core, Dao Comprehension, technique manuals (not their progress), refined Riftwalker organs and the War Wheel. A new Sect legacy line says each sect keeps the contribution you spent in it; your next life claims one of them — the sect you have equipped when you claim — and the rest is forfeited.
- Fix — In the Dao Insight tree, the Dao Memory text read as if your band held nothing until you bought it. It now says reincarnation already keeps a quarter of the levels you earned in battle in that band, and what you buy comes on top. It also said every allocation adds +10 levels: only the first node does, and every deeper node adds more.
- Fix — The guide still said reincarnation's gathering Dao Insight came from "items gathered ÷ 15". It now explains gathering points per finished channel by node tier (Tier 1 nodes give none, and amount, tool doubles and yield bonuses pay in items only), and the altar's line reads Gathering Points.
- Fix — An item's Where to get it list sent you to the World Boss for Heavenly Dao Echoes, which it no longer gives; it now points to the City Lord's Mansion Treasure Shop. Refining treasures, World Boss spoils boxes and Kill Order loot now say where they come from too.
- Fix — Several combat texts now match the fight: the pet skill Shockwave says it damages every enemy in its radius (it never knocked anything back), a Shackle's slow floats up as a percentage such as "SLOW −35% SPD", and the talisman card shows the cooldown a talisman really fires on (a Shackle that read "every 8s" fires every 15 s).
- Fix — Equipping a weapon or chest piece below your tier now says it keeps its stats but they stop growing (only %-bonus pieces lose strength), and that warning is translated at last. A lower-tier Dao Fruit no longer tells you to save it for a future realm, since it can never be fed, and in Qi Detection the Soul Space panel now appears when your pet is above your soul space, warning that it won't obey you on R2 hexes.
Thank you for every bug report and idea in the Discord. Most of this patch came straight from you — and show us the effects you pick.
This announcement was originally published by Hyro on Steam on Oct 8, 2026.
Open the original on Steam