Parties keep to their own runs
A party can no longer walk into another live party’s run, and invites re-pop correctly. Co-op got a long round of hardening.
Devlog
A few of the milestones so far, newest first. Grim Dao is still in development and has no release date.
A party can no longer walk into another live party’s run, and invites re-pop correctly. Co-op got a long round of hardening.
Danger-band and Bone Compass bonus Stones are now carried in a purse that a deliberate extraction settles, and that spills if you die. Emberfall also gained a shrine of lamps for the cultivators currently below.
Miasma Clots now split into Droplets when they die unless you burst them, and monster signature attacks can cut down other monsters for your credit.
Dungeon walls now stand exactly on the floor’s edges with no void at their feet, and Emberfall City grew districts, stalls and detail.
Everyone now walks and runs on motion-captured animation paced to their speed. The screen flinches when you are hit and tightens as you near death, and a drifting violet haze hugs every dungeon floor.
Monsters glide instead of lurching, hits spark, kills burst, and swings leave an arc. Holding attack keeps you swinging.
Every sculpted creature and all five sect heroes now have skeletons, so the whole cast animates.
Dying now stakes a quarter of your progress, recoverable by extracting. The inventory screen arrived, with equipped slots and a backpack grid.
The client moved to a 3D renderer to get the dark, light-driven look the game needs. The level cap rose to 20 with seven cultivation stages, and the Bone Compass became craftable.
The Blood Demon Sect (Churn) and the Nether Blade Palace (Spike) joined the Iron Lantern Gate, Pure Yang Palace and Ten Directions Palace as playable.
Every item became a unique instance with its own rolled stats. Movement became server-authoritative. Dungeons became private instances built by a procedural generator, and the world began to tick twenty times a second.