v0.22.67
Hotfix
The pad glow is whole again
Warp pads
- The front of the pad's glow was being sliced off flat. It now wraps all the way round the standing surface.
v0.22.66
Patch
Cleaner spawns, and the pad fits its pad
Fixes
- NPCs no longer appear in one spot and slide to another a moment later. They now arrive where they belong.
- The warp pad's energy rises from the pad's actual standing surface. the round inner platform you walk onto. instead of a narrower, flatter patch that did not match it.
v0.22.65
Patch
Destructo Disc is physical, and the guide knows it
Destructo Disc
- Now a physical technique: it scales off your Strength and is mitigated by the target's Endurance, rather than going through the spirit channel.
- Listed in the guide at dbzee.eu/wiki.html alongside every other technique the Collection Log names.
Calibration Locus
- Spawn placement on the upper plateau adjusted.
v0.22.64
Patch
More company on the plateau
Calibration Locus
- Two more packs of three roam the upper plateau, in the quiet stretches that had nothing in them.
Editor
- The auto-pickup checkbox is hidden on currency items, since currency is always collected on contact whatever the box says.
v0.22.63
Patch
Loot stays where it falls
Pickup
- Items no longer leap into your bag as you walk past. Drops sit on the ground until you step up and press E, so what you carry is what you chose to carry.
- Zeni and XP orbs are still collected on contact, and Dragon Balls still come to you. those are never a decision worth making.
v0.22.62
Patch
Yellower, faster disc
Destructo Disc
- Properly yellow now: the colour reaches yellow early and holds it across the body, with white kept to a small hot centre and the amber only at the lick tips.
- Much faster. It still cuts a body two or three times on the way through before moving to the next.
v0.22.61
Patch
The disc looks like a Destructo Disc
Destructo Disc
- Reshaped to the real thing: a white-hot centre bleeding out through yellow to an orange rim, ringed by a ragged crown of flame licks with sparks thrown clear of it.
- Flatter and wider, so it reads as a razor lying edge-on rather than a glowing plate.
v0.22.60
Patch
The disc actually passes through
Destructo Disc
- It was stopping at the first thing it touched. Now a full charge carves through a group: measured at 12 hits across four targets, four straight into the first before it moves on.
- Lighter knockback, so it cuts through a target instead of shoving it along in front of the disc.
v0.22.59
Hotfix
Drawn projectiles are back, and the disc grinds
Fix
- Every drawn-orb projectile stopped rendering in 0.22.58. the Destructo Disc, Charged Ki Blast, Spirit Bomb and Death Ball all fired invisibly. Restored.
Destructo Disc
- Slower and heavier. It now stays on a target long enough to cut it several times before passing through to the next, rather than clipping each one once.
- Damage per hit lowered to match, so a full charge through a line lands a little less than it did before.
v0.22.58
Patch
One hit budget, and Death Ball grinds
Death Ball
- Now a slow, heavy shove rather than a fast pass. It stays on what it hits, driving the target ahead of it and landing its hits into the same victim one after another until the budget is spent, spilling onto whatever else it reaches.
Under the hood
- A charged technique now has ONE hit budget plus a switch for whether those hits may land on the same target twice. Off, the budget is simply how many different things it travels through; on, it can grind. Previously these were two settings that produced identical results, because a hit only fired when a shot ENTERED something and a shot flying straight never re-enters anything.
- Ordinary (non-charged) pierce is untouched: beams and projectiles still travel through as many targets as their spell authors.
v0.22.57
Patch
Clearer multi-hit authoring
Under the hood
- A technique can never touch more targets than it has hits, so setting its pierce above its hit budget does nothing. The projectile editor now spells out what any pair of those two settings actually produces, and flags the combination that has no effect.
- Added a guard so editor fields that are built but never saved cannot ship again.
v0.22.56
Patch
Hit budget and piercing are separate again
Multi-hit techniques
- A technique's total hit budget and how many different targets it can touch are now two independent limits instead of one overriding the other. Set both and you get that many hits spread over at most that many targets; leave one off and only the other applies.
- Previously a hit budget quietly threw the pierce number away, and a non-zero pierce silently stopped a shot from hitting the same target twice. Nothing in the game had both set, so no existing technique changes.
v0.22.55
Patch
Charge-scaled piercing, and crit on every hit
Destructo Disc
- Piercing now grows with the hold. A short charge punches through one target; a full one carves through five, on the same curve the damage and the size already follow.
- High critical chance, +35% on top of your own.
Critical hits
- Techniques can now carry their own critical chance, and it applies to every hit they land. Each hit rolls on its own, so a volley, a beam's chunks and a pierce line can each crit or not independently rather than sharing one result.
v0.22.54
Patch
Destructo Disc, stripped back
Destructo Disc
- The disc is the whole effect now: energy swirls inside it and the rim runs hot, with nothing else around it. The after-images behind it, the coloured ground glow and the gathering wisps are gone.
- It spins up centred above your head instead of out to one side, so it no longer swings around as you turn.
- Both while charging and in flight it casts a plain grey shadow on the ground, the same read your own shadow gives, so you can see how high it is being held.
v0.22.53
Patch
Destructo Disc, seen properly
Destructo Disc
- Now yellow and white, and the disc is solid rather than a hollow ring. the rim still runs hottest, so the notches cycling around it still read as spin.
- It seeks. The disc curves toward your target instead of only flying where you were aimed at release.
v0.22.52
Patch
Destructo Disc, finished
Destructo Disc
- Wears its own icon now.
- Damage brought under the Kamehameha ceiling: 62 -> 34 per hit, and it still cuts through up to three targets.
- Learnable from a Technique Scroll, so it can be handed out and taught like every other named technique.
v0.22.51
Patch
Shop tabs, a warp field you stand in, and the Destructo Disc
Shops and the bank sort themselves
- Both lists in a shop, and both in the bank, now carry filter tabs built from what that list actually holds. A shop selling nothing but materials never shows an Equipment tab, and the header count follows the filter.
Warp pads
- The standing portal is gone. A warp pad now runs blue energy up out of its own surface in separate strands, with droplets lifting off it, wide enough to walk into and stand inside rather than in front of.
New technique: Destructo Disc
- A charged razor of ki spun above your raised hand. Hold to build it and it grows in three visible steps, the notches around its rim cycling faster the fuller it gets, while wisps draw in across the ground and a glow opens under your feet.
- Released, it travels flat across the ground on any of the eight headings, trailing a short line of fading rings with its own shadow running underneath, and cuts through up to three targets.
v0.22.50
Hotfix
Titles show up, shops stay in their frame
Fixes
- Your title did not appear above your character in the overworld. The name is sent the moment you spawn, but whether it carries a title is decided by a separate lookup that lands a moment later, and nothing re-sent the name once it did. The title only ever showed when that lookup happened to win the race, which it did on a Locus arrival and did not on a normal login.
- Long item names stretched a shop wider than its own window: rows ran off the right-hand side and the Close button sat half outside the frame. Names now trim with an ellipsis and carry the full name on the hover tooltip, and the shop window is wider so the longest technique scrolls fit outright.
- Same overflow fixed in the Z-Shop, where a long outfit name or a purchase confirmation could push the Close button out through the side.
v0.22.49
Hotfix
Your name in a Locus
Fixes
- Inside a Locus your nameplate showed your account name instead of your character's. Loci run on their own server process, and the character name was only ever picked up on the login path, never on the hop across. Chat and every panel in there were reading the same wrong name.
- Reconnecting straight back into a fight (the short window where your character stays in the world) also fell back to the account name, and dropped your guild tag, name colour and title with it.
- The Z-Shop is closed inside a Locus and during a minigame match, but the refusal was written into the window it was refusing to open, so nothing happened at all. It now says so in chat.
v0.22.48
Patch
Dimensional gates and a real warp
Locus exit gates
- The exit pad's glowing column is gone. An open pad now carries a proper dimensional gate: a standing oval tear that swirls into a dark centre, a bright breathing rim, sparks drawn in from around it and a light pool on the pad. It opens with a short seam-to-oval animation the moment the Locus clears, and closes again when it is sealed.
Warping in and out of a Locus
- Stepping through a gate now plays the Instant Transmission warp: your character strikes the pose, the warp streaks and sound play, and only then does the screen cut to black. Everyone standing near you sees the same thing.
- Arriving on the other side, in the Locus or back in the overworld, plays the warp again on your character the moment the screen comes back, so a warp reads as a warp instead of a scene switch.
- The Locus summary waits until your warp-in has finished before it opens.
- Party warps into a Locus play the wind-up on every member going in.
v0.22.46
Patch
Interface polish
- Buttons no longer grow when you hover or press them, so text stays crisp; they light up, dip when pressed and dim when unavailable instead. Equipment, hotbar and choice slots highlight on hover.
- Every window closes from a Close button in the bottom-right corner. Collection Log, Z-Shop and Loci used to differ.
- Character window fits without scrolling: Combat Stats header on the left, XP Orbs and Z Shards in one compact chip on the right.
- Inventory: the collapse arrow is gone and the bag list has room next to its scrollbar. Right-click an equipped item to unequip it when the bag has space. Item hover shows the name, then rarity, then the slot in brackets.
- Technique Book tooltips are the same rich style as equipment tooltips. Cooldown reduction always shows its percentage, including 100%.
- Passive and buff descriptions no longer repeat the bonuses; the tooltip lists them.
- Loci window is larger, its list highlight is no longer cut off, and the guild creation form is a proper card.
- Collection Log shows item icons at their real size.
- Titles placed before your name now show above your character in the world, not just in chat.
v0.22.45
Hotfix
Locus summary totals
- The Z Shards total on the locus summary now sits with the other rewards: a "Total this run" card closes the rewards list with your Z Shards and XP Orbs summed as normal reward rows. The header annotation is gone.
v0.22.43
Hotfix
No more ACTIVE on the locus summary
- The locus summary no longer labels anything ACTIVE. An objective you did not finish by the time the run ended, for any reason, now reads FAIL like the others. Earlier-run passes still show as DONE.
v0.22.42
Hotfix
Locus summary tags
- The PASS / FAIL / DONE / ACTIVE markers on the locus summary are squared-off tags now instead of rounded pills, matching the rest of the screen.
- On a re-run, objectives you passed in an earlier run count toward the objectives total, so the summary no longer says 1 / 5 above three objectives marked done.
v0.22.41
Patch
Objectives you already passed
- Objectives you passed in an earlier run of a locus can be tracked again and now show in the on-screen tracker on a re-run, marked DONE in gold, instead of being hidden.
- The exit summary now knows which objective is a boss objective, so the Boss badge shows there as it does in the Loci panel.
v0.22.40
Patch
Locus summary redesign
- The screen you see when leaving a locus has been rebuilt. The result header now says why the run ended and how long it took, the stats sit in a clean grid of cards, every objective shows its status as a pill with its progress underneath, and the Required and Boss badges each have their own frame at the end of the row. Long objective text wraps inside its row instead of running off it.
- Rewards are grouped per source with icons and amounts, the header and stats stay in view while the list scrolls, and the total Z Shards earned shows in the footer.
v0.22.39
Hotfix
Charged shots aim where you point
- Charged techniques now fire in the direction you are holding when you let go, diagonals included. Since mid August they could only leave along the four facing directions because the aim was cleared a moment before the shot left.
v0.22.38
Patch
Innate NPC crits
- Enemies can now be given a critical hit chance and critical damage of their own, without a status effect. Nothing uses it yet; the bestiary will show CRIT% for enemies that do, and their Power Level accounts for it.
v0.22.37
Hotfix
Crit shake tweak
- The screen now only shakes when a critical hit lands on you. Landing a crit on someone else no longer shakes your own screen; the orange number, flash and burst on the target stay.
v0.22.36
Patch
Critical hits
- Critical hits are in. Effects can now carry "Critical hit chance" (the share of your hits that crit) and "Critical hit damage" (extra damage on top of the base 150%). A crit shows an orange number, a gold flash and a burst on the target, plays a snap, and gives both the attacker and the victim a small screen shake.
- New setting under Graphics: Screen Shake. Turn it off to disable every camera shake.
- Also since 0.22.35: leaving a locus through its exit pad brings you back to where you came from and your party keeps your seat; players who stood still no longer look frozen when you walk up to them; an early safety exit reads "Safety exit" (dying still counts as failed); party invites point you to the Party panel (P); chat mutes that ran out clear properly, and staff can unmute from the right-click menu.
v0.22.34
Hotfix
Session fixes
- Long play sessions no longer count as "offline" or lose their login protection after 15 minutes; your session now stays alive for as long as you are actually connected.
- Server maintenance restarts of the account service no longer mark connected players as offline.
- Groundwork for the second server process: moving between processes now uses a freshly issued session token, so it works no matter how long you have been online (not yet enabled for players).
v0.22.33
Hotfix
Warp kick fix
- Fixed a bug where warping to another map more than about 45 seconds after you last spawned could instantly show "The map did not finish loading in time" and log you out. The loading-screen watchdog kept an old timestamp from your previous spawn; it now resets properly, so warps, locus entries and admin warps complete normally.
v0.22.32
Patch
Server groundwork + login and upkeep fixes
- Groundwork for running loci (dimensions) on a second server process, so heavy NPC fights inside them no longer compete with the overworld for the same CPU core. The hand-off between processes is built and tested but not switched on for players yet; nothing changes in how you enter or leave a locus in this version.
- Login: the "already logged in" check now accounts for every server process, so a stale session can never be cleared while your character is actually still in play.
- Weekly upkeep, the official tournament schedule and the Dragon Ball tracking each run exactly once server-side (they could have run twice once the second process is enabled).
- Release tooling: server updates and rollbacks now move every game process together.
v0.22.31
Patch
Dragon Ball items restored
- The seven Dragon Ball items are back in the game. They had been removed from the item list in an earlier cleanup, which left them with no icon or name and quietly broke several of their protections (they now correctly can't be banked, traded, dropped, or sold, on top of the safeguards added over the last day). Each ball again shows its proper star icon and name.
v0.22.30
Patch
Dragon Balls can't be destroyed; spawn reliability
- Dragon Balls can no longer be discarded. The "cannot be destroyed" protection was not actually firing, so a ball could be thrown away and desynced from the game's tracking. It now refuses correctly.
- A Dragon Ball that spawns into the world just before a player's area loads is no longer torn down before they can reach it.
v0.22.28
Patch
Dragon Ball respawn hardening
- Force-respawning a Dragon Ball now removes the old copy no matter where it is: it is taken off a pedestal, cleared off the ground, and pulled out of whoever is carrying it, before the fresh one is rolled. Previously a respawn could leave the old one in a player's bag or on an altar.
- The single-ball admin respawn now takes effect immediately on the live server instead of only after a restart.
- Respawning all balls now also clears the altars, so a pedestal never keeps showing a ball that has moved on.
v0.22.27
Patch
Guild upkeep switched on
- Guild upkeep is now active: 100,000 Zeni per week, paid automatically from the guild treasury. It runs on the same weekly clock and 72-hour grace as house upkeep. Keep the treasury topped up, because a guild that can't pay within the grace period is dissolved (bases returned to unclaimed, members removed, treasury lost).
v0.22.26
Patch
Upkeep paid from the bank
- House/base upkeep is now paid from your bank only, never your inventory, and never in part. If the bank holds enough, the full amount is taken (no login needed); if it doesn't, nothing is taken and you're warned to add Zeni to your bank before the grace period ends. Keeping upkeep out of your inventory avoids any risk to the items you're carrying.
- Guild upkeep is always paid from the guild treasury (unchanged), and still ships off until an amount is set.
v0.22.25
Patch
Upkeep from bank + guild upkeep
- House/base upkeep now counts Zeni in your bank, not just your pockets. It charges your inventory first and tops up any shortfall from the bank, so if you have enough between the two you keep your property without logging in. Works for the offline sweep and for online/at-login charging.
- Guild upkeep added: a guild can be charged a flat weekly Zeni fee from its treasury, on the same weekly clock and 72-hour grace as houses. If it goes unpaid past the grace period the guild dissolves (bases returned to unclaimed, members removed, treasury lost) and online members are told why. The fee is a single configurable amount and ships set to 0 (off) until you choose a value, so nothing changes for existing guilds yet.
v0.22.24
Patch
Locus party rules
- Dying inside a locus now removes you from the party, so you can't keep collecting the party's shared objectives from outside. (The code meant to do this was calling a method that didn't exist, so it never actually happened.)
- Leaving or being kicked from the party while inside a locus now pulls you out of the locus and ends your run there: no re-entry and no further progress from that session.
- A locus can still be run solo, including its shared "party" objectives.
- Confirmed there is no way for a party leader to disband the group and eject everyone: a party only dissolves when it drops to one member, and a leader leaving simply passes leadership to the next member.
Verified with two bots: both entered a locus together, one left the party mid-run and was ejected while the other stayed and finished solo, and a death correctly dropped the player from the party. Zero errors.
v0.22.23
Patch
Overnight Round 8
- The game client no longer opens a local admin control port on the player's machine. During the connect handshake a client briefly looks like the server to the engine, and the admin listener (meant for the dedicated server only) was binding 127.0.0.1:9001 on every client. It is now gated on an explicit server-only flag, so only the real game server ever opens it.
Verified: the dedicated server still opens the admin port; a freshly connected client opens nothing. A ten-minute eight-bot combat soak ran with zero server script errors and steady frame times.
v0.22.21
Patch
Overnight Round 6
- Tournaments with server-side bots now actually run: every bout was skipped as a bye and bot losers were never knocked out, because the bracket code read a bot's negative id as "nobody here". Bot bouts, knockouts and advancement all work.
- Ring-out detection measured a bot's position in the wrong map frame, so the second fighter of every bout was ruled out of the ring the moment the bell rang. It now uses the fighter's real map.
- Tournament bots respect the ring: their footwork stays inside the arena boundary instead of backing out of it to break line of sight.
- The server log now records each tournament bout (who, where) and how it was decided (knockout, ring-out, time), so a disputed result can be checked afterwards.
Verified: a four-bot tournament ran semi-finals and final, all three bouts decided by knockout with real damage, zero ring exits, zero errors.
v0.22.20
Patch
Overnight Round 5
- Parties no longer disband when a member changes map. Entering a locus, a house or a minigame used to run the same cleanup as logging out, so the party silently dissolved on every warp.
- Party invites, invite results and party state now reach members standing in a different map (they used to error on the far client and never show up).
- Guild vault updates reach guild members in every map, not just the one where the change happened.
- Fixed a client error at login when a system message arrived before the map had loaded.
- Fixed "Node not found" client errors when a nearby player spawned (ball count, PvP zone state and posed-animation updates were sent one frame before the player itself).
- Party polling no longer writes a line to the server and client logs every second per player.
Verified: two-bot harness formed a party, warped the leader to another map, left and re-invited across maps with clean logs on both clients and the server.
v0.22.19
Patch
Overnight Round 4
- If a map ever fails to load, the client no longer sits forever on the black transition screen: after 45 seconds it returns to the login screen with a message.
- Event-driven NPC spawns no longer log a failed resource load each time.
- Item actions that the server refuses (equip, use, discard) now print their reason to the client log for support.
Verified: every consumable used (vital potions consumed, technique scrolls correctly refused for known techniques), every piece of equipment equipped with a clean paperdoll rebuild.
v0.22.18
Patch
Overnight Round 3
- Logging out while inside a minigame arena (lobby, spectator seat, or right after the bell) no longer saves that arena as your location. You return to where you entered the match from, and an old save pointing at an arena is redirected to the overworld at login instead of spawning you alone in an empty copy.
- Server: minigame maps load on the main thread on the headless server, ending a texture error logged on every match instance.
v0.22.16
Patch
Overnight Round 1
- Chat and system messages sent to a player who is in a different map than the sender's world no longer error on their client. They are routed through a path every client has, and party chat across instances uses it too.
- Tooltips can attach to any control without the "script inherits from Panel" error.
- Delayed multi-shot volleys no longer log freed-reference errors on the server when the caster's world is torn down mid-sequence (dimension exits).
v0.22.15
Hotfix
Store Crash
- Buying a transformation look no longer crashes the client. The store's effect previews called into a light material that the aura light rewrite had removed; the release build turned that into a hard crash the moment the list rebuilt.
v0.22.14
Patch
Interact Depth
- Interact point graphics (the Bloom chamber computer, for one) now sort by depth like everything else instead of always drawing over the player. In MapKit maps they join the shared depth space with their sort line at the graphic's bottom edge.
- Map editor: painting a collision shape replaces the collision that cell had on any layer, instead of stacking a second shape on top of it.
- Bloom HQ first chamber: more of the room is painted.
v0.22.12
Hotfix
Furniture Rollback
- The 51 auto-cut Bloom HQ furniture pieces from v0.22.11 are withdrawn; the set will be authored by hand. The original ten Bloom pieces are unchanged.
- Interact points whose graphic is a tile cut from a tileset now show the white hover outline. The outline is drawn in the transparent border around a sprite and a tile cut edge to edge had none.
v0.22.10
Hotfix
Dimmer
- Aura lights toned down. Super Saiyan is now the brightest an aura light gets; higher forms are held at that level and the whole scale runs at under half of yesterday's strength. The transformation impact flash is unchanged.
v0.22.9
Hotfix
Walking Again
- NPCs walk again instead of jumping to their next position. Since v0.22.6 the packed position rows were built but never sent (a copy of the batch was filled and the original stayed empty), so enemies only moved when a health or ki change carried a state packet along. The same fault starved other players' movement; both flow again at the full rate.
- Warping by an event no longer strips your transformation aura. The spawn effect that plays on arrival took over the aura's shader slot and, when it faded, left nothing behind. The aura underneath is remembered and comes back when the effect ends. Fire flashes over a transformation behave the same way.
v0.22.8
Patch
True Colours
- Aura light rebuilt. The shaped light showed as little squares on the ground; it is now a soft round glow in the colour of the aura's glow section, pulsing in step with it.
- Auras keep their colour at night. The darker night tint was multiplying into them, so a yellow aura read green and dark. Auras, glows, cast and buff effects now cancel the night tint and stay yellow, purple, or whatever they were painted.
- Instant Transmission no longer strips your transformation aura. Its warp flash was clearing the aura underneath when it played.
- NPCs in combat no longer jump around. The client stopped following server positions during each knockback and then snapped back when the shove ended, so every hit an enemy took ended in a jump. It now follows the server's own track throughout, and any remaining gap closes over a few frames instead of in one.
- The gray decoration stones (the ones used around houses) no longer block walking.
v0.22.7
Patch
Night Light
- Auras light the ground at night in their own shape. A flame aura throws a flickering flame-shaped glow, a build-up that swells the aura swells the light with it, and a bigger form is a brighter light. Daylight is untouched.
- Nights are darker. The darkest hour dropped to about a third of daylight, so lamps and auras read as light again.
- Shadows fade with the light. They used to switch on at a fixed dawn hour and off at a fixed dusk hour; they now follow the brightness of the sky itself, growing in with the first grey and out with the last.
- Sprint afterimages spawn much fainter and fade out longer. They were drawn at full opacity and read as a second body.
- Reverting a transformation after a world change (warp, house, dimension) left its buff, icon and stats behind. The form is now stripped properly.
- Charged shots no longer flash off to one side for a frame: the gathering ball is placed the moment it appears, and the fired comet no longer measures its first stretch from the map corner.
- The small crystal stones on the grass no longer block walking.
v0.22.6
Patch
Hardening Round
Behind-the-scenes release: no new content, a lot less that can go wrong.
- Logging in after a crash works at once. The auth server used to refuse you as "already logged in" until the game server noticed the dead connection, minutes at worst. It now asks the game server whether you are really online and clears the stale session if not.
- Chat and the shop, bank, guild, trade, crafting, bestiary and dimension windows travel on their own network channels. A lost packet in one of them no longer holds up player spawns, hits or spell effects behind it while it is resent.
- Position updates are packed: one enemy row went from about 100 bytes to 17, one player row from about 48 to 22, so one packet carries three to six times the rows and dense enemy packs no longer split across several packets that can be lost independently. Outbound traffic at 40 players is down accordingly.
- Enemies with no player within a screen tick their wander AI ten times a second instead of thirty.
- Nine leaks fixed where the server kept per-player bookkeeping forever after a logout.
- Six timers that could fire after the screen they belonged to was closed no longer do (the "lambda capture was freed" errors in the digest).
- If the client exits without a logout or a window close, the next start reports it, so crashes show up in the error telemetry.
- Minigame map scenes load on a worker thread while the lobby is open.
Releases now refuse to ship if any of the 445 scripts fails to compile or any of the eight headless self-tests fails. The self-tests themselves were brought back in line with the current content (salvage recipes, MOBA camp loot, one cast overlay).
Measured on a 40-bot swarm: server CPU 56.7% of a core (was 60.7%), enemy replication 38 ms/s (was 95), 0 errors, 0 drops.
v0.22.5
Patch
Smoother Enemies, Lighter Crowds, Safer Releases
Enemies move the way other players do now. NPCs are drawn along their exact server path a few frames behind real time, the same scheme players got in June, instead of being smoothed toward their last reported spot: no overshoot when one stops, and the delay each client uses is measured from its own connection rather than assumed.
The server does less per enemy and per player, measured on a 40-bot swarm: 10% less CPU per player, enemy AI down a fifth, enemy replication down a quarter.
- Enemy replication read its data through slow name lookups and, because four variables were never declared, re-sent every enemy every time whether it had moved or not. Both fixed; idle enemies no longer cost bandwidth.
- Enemies look for a target ten times a second instead of thirty.
- In crowds, players farther than a screen away update at a third of the rate, and the six packets a newcomer needed per visible player are now one.
- Loot and orb ownership scans and stat syncs are spread across ticks instead of landing on one.
Releases are guarded. A deploy now stops if any map bakes a tile it cannot draw (the bug that put holes in Muscle Tower for eleven days), and when the movement code changed, a bot runs the tight-corner and combat courses at 250 ms ping first and the release fails if prediction got worse.
Your client now reports its own script errors to the server (deduplicated, a few lines at most), so a bug that only happens on your machine is visible without asking for a log. The server writes a daily error digest.
Also: load-test bots no longer overwrite the real client's log files, and a command-line login exists for measurement runs.
v0.22.4
Patch
Muscle Tower Ice, Server Stalls, Lighter Big Maps
A bug and performance round over the parts of the game that had not been looked at closely.
Muscle Tower's ice floor is back. The ice tile sheet had been accidentally cropped to a quarter on August 21, so roughly 900 ice cells in that map had been holes ever since. The full sheet is restored.
Big maps are much lighter on your PC. Every tree, rock and prop recomputed its day/night shadow every frame, which on the Great Canyon (1778 objects) cost about 4 ms of every 8 ms frame at 120 fps. Shadows now update on a staggered 1-in-8 schedule and only near the camera, same look at under a tenth of the cost.
Server stalls that hit everyone at once are gone or capped:
- Dropped loot used to be re-scanned against every creature and bullet nearby, every tick, per item. A big loot drop was a 100 to 240 ms freeze. It is now a 4 Hz scan over nearby players only.
- A crowd entering an area full of live projectiles, or walking across area borders together, sent hundreds of catch-up packets in one tick (up to 262 ms). Those are now paced across ticks.
- Scheduled tournaments built their whole arena the moment the signup window opened, whether or not anyone signed up. The arena is now built on the first signup.
- Every world instance announced its weather to every player on the server, not just the people in it, and lingering combat bodies of players who had left were still being sent packets for up to 20 seconds.
Also fixed: a slow PC could be dropped by its own connection check in the first seconds after spawning, while it was still building the sprites of everything in view (the strict check now only arms 15 s after a load); content hot-reload silently keeping stale infusion and Dragon Ball definitions; an object respawn timer error during world teardown; and a projectile sound cleanup that logged an error on every shot.
The server profiler now reports real CPU and splits NPC and player ticks into phases.
v0.22.3
Patch
Lower Ping, Twice the Position Updates
Two netcode fixes that shave real milliseconds off what you feel, plus honest server load numbers.
Your ping reading drops a few ms and your inputs land sooner. The server only looks at the network between its own loop iterations, and that loop now runs up to 300 times a second when the server is quiet (it was 90), stepping down as more players arrive so it never crowds the simulation. It also reads the network once more right before every simulation tick, so a keypress that arrived a moment ago is applied this tick instead of the next one. On a loopback test the server's own share of the round trip fell from about 10 ms to about 6 ms.
Other players are drawn about 40 ms closer to where they really are. Their positions were meant to go out on every server tick, but a leftover timer from when the server ticked twice as fast quietly sent them on every second tick only (15 times a second). They now go out every tick (30 times a second), which shrinks the smoothing buffer they are drawn through from ~98 ms to ~57 ms. Your own movement corrections also arrive twice as often, in smaller steps. Tested at 250 ms simulated ping through tight corners, erratic sprint combat and open ground: no new rubber banding, no snapping.
Server load reporting was overstating itself by 2 to 4 times (it multiplied the worst frame of each second as if every frame were that slow). It now reports real CPU use, and keeps a once-a-minute load line so a busy evening can be looked at afterwards. A 40-bot swarm costs exactly the same CPU per player as before this patch, with shorter worst-case stalls.
About 35 ms of the typical ping from the Netherlands is the route your provider takes to any datacenter (Amsterdam measures the same as Nuremberg), so that part is not the game.
v0.22.2
Patch
Smoother Netcode, Smarter Filler Fighters
Everyone you see now moves with noticeably less delay. Player positions go out on every server tick instead of every third one, which shortens the smoothing buffer other players are drawn through. Tested at 250ms ping through tight corners, slalom runs and erratic sprint combat: no new rubber banding, no snapping, and cleaner prediction than before.
The server also stopped hitching. It was pausing briefly every two seconds, even with nobody online, because it re-scanned every content file in one go. That scan is now spread out, so nothing waits behind it.
Minigame filler fighters got a serious pass:
- They can actually fight. In any game mode without a fixed loadout they were spawning with no techniques at all and just ran around unarmed.
- No two of them are alike any more. Fighting styles are dealt out across the roster, and each fighter varies its own reactions, aim, preferred range and willingness to commit to a charge.
- They stop hugging walls. Movement checks for room ahead and steps around obstacles instead of grinding along them, and they sprint both to close a gap and to break one.
- They dodge. Telegraphed ground attacks were invisible to them, so a dodge never once fired.
- They hold fire until the bell instead of casting at nothing while the lobby fills.
Knocked out fighters now stay in the stands. Before this you could walk straight back out into the live arena and stand among the survivors.
Fixed a charged shot orb that could stick to a fighter for the rest of the match, drifting along beside them while they walked.
v0.22.1
Patch
Rivers Reach the Sea
Rivers no longer give up at the last low ledge. Where a wall is too small to carry a waterfall, the water now cuts straight through it and keeps flowing, down the mountainside, across the sand, and into the sea. Island streams that used to pool up on the green ring now finish the whole journey to the coast.
Behind the scenes, a big fixing and optimization round on how maps are generated, baked and loaded: building a large island dropped from minutes to seconds, several generation bugs that left maps dry are gone so every seed gets its rivers, and two big generated showcase islands joined the world data as a preview of the wilderness zones to come.
v0.22.0
Patch
Fresh Waters
The world's water got a full makeover: crystal-bright rivers and lakes, brand-new waterfall art pouring over the cliffs, and hand-drawn riverbank edges wherever water meets land.
New life along the shores too: reeds sway in the shallows against the banks, red blooms grow in the deep grass, and icy rock formations dot the snowfields.
Behind the scenes we finished a full world-generation overhaul: whole mountains with winding roads to the summit, rivers that carve real basins and drop tier by tier through waterfalls, snow that slides off the peaks and gathers against the cliffs, and a guaranteed route to the top of every mountain. New wilderness zones will be built with it, and the screenshots below are straight out of the generator.
v0.21.6
Hotfix
Gogeta Aura Touch-Up
Quick follow-up to the Super Saiyan 4 Gogeta Z-Shop skin: the aura now drifts with gold and blue sparkles instead of crackling lightning.
v0.21.5
Patch
Super Saiyan 4 Gogeta
New Z-Shop skin for Ultimate Power: Super Saiyan 4 Gogeta. Two legends fused into one, wrapped in a molten gold aura laced with crackling blue lightning. Available to Saiyan males on the default hairstyle.
v0.21.4
Patch
Destroyer's Baggy Pants
New dyeable clothing: Destroyer's Baggy Pants, a standardized take on a certain God of Destruction's iconic trousers. New recolor option: Orchid Purple, sitting between Piccolo Purple and Twilight Purple in the picker. Cliffs sitting next to a differently built neighbor no longer show broken, notched terrain along their own straight run.
v0.20.95
Patch
Preview Refresh
Editor only: the NPC cosmetic preview redraws as you change hair, gear or colours, and there is a Refresh button next to it.
v0.20.94
Patch
Editor Fixes
Editor only: the NPC gear dropdowns now list just the items that have art for that slot, with an explicit "none", and the cosmetic preview refreshes as you change things.
v0.20.93
Patch
No Hitch
Walking into a crowd of dressed NPCs no longer stutters. Their outfits are now assembled a little at a time over the frames between a chunk loading and you actually seeing it, instead of all at once the moment they spawn. Anything already on screen still dresses immediately.
v0.20.92
Patch
Dressing Room
The NPC editor shows you what you are dressing. A live preview sits under the cosmetics fields, composited exactly the way the game does it, so the colours you pick are the colours you get.
Dressed NPCs cost less to draw. Each one now builds only the facing it is actually showing rather than all four up front, which is a quarter of the memory for an NPC that spends its life facing south, and identical outfits are shared rather than duplicated however many NPCs wear them.
v0.20.91
Patch
Dressed NPCs [Feature]
NPCs can wear hair and gear now. Any NPC can be given hair, facial hair and equipment in the editor, drawn with the same paperdoll the players use: same layering, same recolour rules, so a piece dyed Deep Ocean on an NPC looks exactly like the one you would dye yourself.
It is visual only. Nothing worn grants the NPC a stat, and nothing worn drops when it dies. The point is that a soldier in armour is a setting on a soldier, not a whole new enemy.
Transformations follow the suffix. A transformed NPC looks for the same sheets a transformed player would, hair and beard included, and quietly keeps its normal art for anything that has no transformed version.
v0.20.90
Patch
Claim What Fits
A full bag no longer costs you the whole claim. Claiming a locus reward used to be all or nothing per objective: room for two of three shirts meant you got none of them and had to come back with three slots free. Now you get what fits and the rest stays waiting in the Loci Panel.
Dyeable gear asks about each piece. Three shirts out of one run means three colour prompts, so they can be three different colours. Stackable items still ask once for the whole stack, and a big pile caps at eight prompts with the remainder offered together.
v0.20.89
Patch
Dye Fix
The torn underarmour dyes properly on a female character. A patch of it was painted a grey that is not on the recolour ramp, so that patch stayed grey whatever colour you picked. It is on the ramp now.
v0.20.87
Patch
Saiyan Armour [Content]
New female art for the Saiyan Warrior Armour.
v0.20.86
Patch
Deep Ocean [Content]
A new dye: Deep Ocean. A dark steel navy, available anywhere you can pick a colour. It sits in Blues & Teals between Powder Blue and Midnight Blue.
New art for the Saiyan Warrior Armour as well.
v0.20.85
Patch
Housekeeping
The calibration bots now cast the same Ki Bolt and Seeking Bolt a player does, instead of near-identical copies made just for them. Seven unused techniques and three unused projectiles have been cleared out of the game's data.
The rock golems keep their rock throw and stone lanes. Those are theirs.
v0.20.84
Patch
The Kanassans [Content]
Four fish-people out of Kanassa, a step up from the rock golems and every bit as unfriendly. The Wader closes and shoves. The Diviner leads its shots, because Kanassan sight is not a rumour. The Bloodfin arrives already at arm's length. The Tidespeaker freezes the ground you were about to use, then opens a lane down it.
They carry their own drops: shells and bloom water off the common ones, and a seer's keeping off the diviners, up to a Kanassan geode or a cut sapphire. The Kanassan stones have moved off the sapphire golem, which now drops blue stone of its own.
v0.20.83
Patch
Saiyan Armour [Content]
Another pass on the Saiyan Warrior Armour.
v0.20.82
Patch
Successor's Gi [Content]
Another pass on the Successor's Gi, both bodies.
v0.20.81
Patch
Successor's Gi [Content]
Another pass on the Successor's Gi for the male body.
v0.20.80
Patch
Successor's Gi [Content]
New art for the Successor's Gi, male and female. Still recolours on your primary colour.
v0.20.79
Patch
Worldkeeper Robes [Content]
The Worldkeeper Robes can be recoloured now, primary colour only, with new art on both bodies. The Successor's Gi got another pass too.
v0.20.78
Patch
Another Pass [Content]
Fresh art for the Saiyan Warrior Armour and the Successor's Gi, male and female. Both recolour as before.
v0.20.77
Patch
Robes And Gi [Content]
Clansman Garb and the Successor's Gi can be recoloured now, primary colour only, and both have new art to go with it. The Saiyan Warrior Armour got another pass as well.
v0.20.76
Patch
Armour Pass [Content]
New art for the Elite Battle Armour and the Saiyan Warrior Armour. Both recolour as before: plates on your primary colour, trim on your secondary.
v0.20.75
Patch
New Wardrobe [Content]
Every piece of equipment art has been redrawn. Forty three sheets replaced across every slot: armours, gi, robes, jackets, shirts, capes, wings, boots, gloves, bracers and the rest. They recolour exactly as before, plates on your primary colour and trim on your secondary.
Two more pieces have female art now: Broly's Bracers and the standard gloves, which means the Bloom and Calibration gloves as well. Fifteen pieces still fall back to the shared art on a female body, mostly boots, wings and small accessories.
v0.20.74
Patch
New Elite Battle Armour [Content]
Elite Battle Armour has new art, on both the male and the female body. It recolours the same as before: the plates take your primary colour and the trim takes your secondary.
v0.20.73
Patch
A Hundred And Twenty Things Worth Picking Up [Content]
The material catalogue is in. 120 new materials, from Sadala Ore and Arlian Flint up to a Cut Dragon Emerald and a Locus Beacon, named for the places and peoples they come from. Ore and dust, bars and plate, cells and capsules, rough gems and cut ones, circuits, hides and reeds, machine parts, and a few things nobody has satisfactorily explained.
They drop. Golems come apart into ore and raw stone, and the coloured ones carry the gems they are made of. Soldiers drop wire, cloth, bolts and plating. Drones and calibration units drop what is inside them, down to the occasional scouter core. Overseers are carrying the good stuff.
And they build. Ore smelts into bars, rough stones cut into faceted ones, salvaged parts assemble into working modules. Twenty-four new recipes, on a forge that lists smithing work and a salvage bench that lists break-downs, each showing only its own.
Potions are crafted now. Sap, bloom water and reeds make the large flasks, at 120 restored. Two flasks and something rarer make the decanters, at 300. A small stamina vial fills the gap at the bottom. Mid-game work upward, so the first one you can make is usually the first one you needed.
v0.20.72
Patch
The Benches [Feature]
Crafting is a bench you put things on. Four slots in the middle of the window: drag items out of your bag into them and the bench works out what you are making. Order never matters. Right-click a slot to take an item back, drag another in to replace it. Pick a recipe from the list instead and it loads your own copies into the slots for you.
You see exactly which copy is going in, tier frame and colours and all, and that copy is the one consumed. Under each slot is what you put in over what the craft takes: 5,000/100. Drop a whole stack and it all goes in, so one drop can cover fifty crafts.
Break Down: gear you have outgrown is raw material. Hand a piece over with a Zeni fee and it comes apart into infusion materials. Better gear gives better materials, and strong pieces carry a chance of something from the tier above. It never fails. Infused and recoloured pieces break down too, for exactly what a plain one gives.
Luck earns its keep. It improves a chance by a share of itself, so 10% Luck turns a 10% chance into 11%, and it buys extra rolls on any range and keeps the best. It applies to what a break-down yields, whether a bonus lands, the value an infusion rolls, which drop table is picked, and how many of a thing that table drops.
A table only shows its own work, and anything you are missing ingredients for is greyed out, icon and all. A recipe you cannot afford still shows what it wants instead of going blank.
The infusion bench matches. The piece on the bench sits in a slot of its own, so you always know which copy you are working on. Every infusable piece you own is listed, greyed until the next tier's materials are in your bag.
The guide has a new Luck & modifiers page, and the crafting and infusion pages cover all of the above.
v0.20.71
Patch
Breathing Room
Space under the ingredient slots. The counts beneath the slots and the recipe title below them were running together as one block; there is a gap between them now.
v0.20.70
Patch
One Less Button
The Clear button is gone from the crafting window. Right-clicking a slot already takes an item back, and picking another recipe reloads all four, so it was a button for something you could already do. The slot row keeps the space.
v0.20.69
Patch
Tidy Button
The Clear button in the crafting window sits properly now. It is the same size as the quantity buttons below it, centred against the header text, and no longer runs up against the column divider.
v0.20.68
Patch
Room To Breathe
Crafting slots keep their shape. A long count like 5,000/100 used to drag its slot wider than the ones next to it. The slot boxes are pinned and centred now, with the spare width used as padding for the number underneath, so all four read as one row.
Infusion costs draw their materials full size. Material icons at the bench were squeezed into 22 pixels to keep the cost line short; they draw at their authored size like every other item icon in the game.
Counts follow the same rules as currency everywhere. Thousands separated below 100K, then K, M and B, in the crafting slots, the output amounts and the bench's material costs alike.
v0.20.67
Patch
Slots Do The Talking
Each slot now shows what you put in over what the craft takes. "5,000/100" under the Zeni slot, green when it covers the craft and red when it does not. The old duplicate ingredient list is gone; the slots say it better.
Drop a whole stack and craft the lot. Dragging a stack in stages all of it, so 5,000 Zeni against a 100 Zeni fee is fifty crafts ready to go. Max counts what is actually in the slots.
A recipe you cannot afford still tells you what it wants. The missing ingredient sits faint in its slot reading 0 over what it needs, instead of the middle of the window going blank, and the Craft button says Not enough rather than letting you press it for a refusal.
v0.20.66
Patch
Only What This Bench Does
A crafting table lists its own recipes. Recipes can be assigned to a table now, so a salvage bench shows break-downs and a forge would show its own work, instead of every bench in the world offering the same list. A recipe assigned to nothing is still offered everywhere.
The infusion bench greys out what you cannot pay for. Every infusable piece you own still lists, so you can look at the next tier and see what it wants. It reads as unavailable, icon and all, until the materials are in your bag. Pieces already at max tier dim too, since there is nothing left to buy.
v0.20.65
Patch
Put It On The Bench [Feature]
Crafting has four slots, and you fill them yourself. Drag items out of your inventory into the slots and the bench works out what you are making. Order does not matter, and right-clicking a slot takes the item back.
You can see exactly which copy is going in. The slot shows the real item, tier frame and colours included, and that specific copy is the one consumed. No more wondering which of your three gi the bench is about to take. The count under a slot is what the craft will actually take, not what the stack holds.
Picking a recipe from the list still works and now loads your own copies into the slots, taking the least invested one it can, so both ways in end up showing you the same thing before you commit.
The infusion bench got the same treatment. The piece you are working on sits in a slot of its own above the rail, and you can drag equipment straight onto it.
v0.20.64
Patch
Scrap Anything
Infused gear can be broken down. A piece you have poured materials into used to be invisible to its own Break Down recipe: the recipe asked for a Martial Gi, and a tier-4 Martial Gi was, as far as the table was concerned, something else. It counts now, and it yields exactly what a plain one yields. Recoloured pieces too.
Your untouched spare goes first. With both a plain copy and an infused one in the bag, the break-down takes the plain one, so a maxed piece is never quietly eaten while a spare sits next to it.
v0.20.63
Patch
Greyed Out
The crafting list dims what you cannot make. Any recipe you are short of ingredients for goes grey, icon and all, so a table full of options reads at a glance. Rows light up the moment the last ingredient lands in your bag, and dim again the moment it is spent.
v0.20.62
Patch
Know It By Its Icon
Break Down recipes wear the piece you are scrapping. The crafting list used to draw every recipe with whatever it produces, which meant twenty-seven salvage recipes all wearing the same lump of ore. Each one now shows the gear going in, so you find the thing you meant to break down by looking for it.
Recipes that make something still show what they make.
v0.20.61
Patch
Crafting Window Polish
Item icons are no longer squeezed. The recipe list, the inventory column, the ingredient rows and the output all draw icons at the size they were drawn at, tier frame and all, instead of being crushed into 24 pixels. The same item now reads the same in every window.
The bonus has a face. A recipe's chance at a second item shows as a proper block under the output: its icon, how many, its name in its rarity colour, and the odds in gold on the right.
Text is on theme throughout. Section labels are stamped headers, counts wear the mono face like every other number in the game, item names carry rarity colour, and the dividers are the same orange hairline the rest of the HUD uses.
v0.20.60
Patch
Break It Down [Feature]
Gear you have outgrown is now raw material. Every piece worth salvaging has a Break Down recipe at a crafting table: hand it over with a Zeni fee for the tools and it comes apart into infusion materials. Better gear gives better materials, and the strong pieces carry a chance of something from the tier above on top. Breaking down never fails.
Recipes can now yield a range, and a bonus. An output reads as "2-5 Verdite" and the number is rolled when the craft lands. Recipes that carry a bonus show it plainly before you commit: "10% chance: 1-2 Thornite". A craft that cannot hand over both the output and the bonus will not start, so nothing is ever consumed for a result there is no room for.
Luck finally does something, everywhere. Two things, in fact. It improves a chance by a share of itself, so 10% Luck turns a 10% chance into 11%. And it buys extra rolls on any range and keeps the best one: every whole 100% is one guaranteed extra roll, and the leftover is the chance of one more. At 150% Luck you roll twice, and half the time three times.
It now applies to what a break-down yields, whether a bonus lands, the value an infusion rolls, how often a rare drop table is the one picked, and how many of a thing that table drops. It still never re-picks which item fell out of a table, and it does nothing in a fight. The chance printed in the crafting window is already yours, Luck included.
Bloomstone, Sporeite, Thornite and Verdite are worth what their rarity always said they were, and the Collared Shirt is priced like the epic it is.
The guide has a new Luck & modifiers page covering all of it, plus every other quiet stat: Attunement, Control, Tenacity, deflect, absorption and the rest.
v0.20.59
Patch
Break It Down [Feature]
Gear you have outgrown is now raw material. Every piece worth salvaging has a Break Down recipe at a crafting table: hand it over with a Zeni fee for the tools and it comes apart into infusion materials. Better gear gives better materials, and the strong pieces carry a chance of something from the tier above on top. Breaking down never fails.
Recipes can now yield a range, and a bonus. An output reads as "3-6 Bloomstone" and the number is rolled when the craft lands. Recipes that carry a bonus item show it plainly before you commit: "10% chance: 1-2 Sporeite". A craft that cannot hand over both the output and the bonus will not start, so nothing is ever consumed for a result there is no room for.
Luck finally does something. Two things, in fact. It improves a chance by a share of itself, so 10% Luck turns a 10% chance into 11%. And it buys extra rolls on any range and keeps the best one: every whole 100% is one guaranteed extra roll, and the leftover is the chance of one more. At 150% Luck you roll twice, and half the time three times. It applies to what a break-down yields, to whether a bonus lands, and to the value an infusion rolls. The chance printed in the crafting window is already yours, Luck included.
Bloomstone, Sporeite, Thornite and Verdite now wear the rarity frames their value always implied.
The guide has a new Luck & modifiers page covering all of it, plus every other quiet stat: Attunement, Control, Tenacity, deflect, absorption and the rest.
v0.20.58
Patch
Round Numbers
Cast times now come in clean steps. Every technique winds up for 0.6 seconds, 1.2, 1.8 and so on, with nothing landing between. Five were off the grid, the Kamehameha among them. it is a medium cast at 1.2s now.
No more fractional costs. Ki costs and damage read as whole numbers everywhere; the Ki Beam's drain per moment held rounds to 6.
Ki Charge is instant to start, as it always effectively was.
v0.20.57
Patch
Kamehameha [Feature]
The Kamehameha is in. Cupped hands, a longer wind-up than a plain ki beam, and a heavier line of light that shoves what it hits. It costs twice as much ki per moment you hold it, so a full-length one empties you where a ki beam would not. 44 damage a chunk against the beam's 22, and a beam roughly half as long from the same pool.
Its own blue charge-up, its own beam art, in the Collection Log, and the scroll is stocked.
v0.20.56
Patch
Keep The Later Forms Quiet
The second and third Namekian forms are question marks again. Both paths show their first form in the Collection Log by name; what comes after it is something to find, the same way Super Saiyan 2, 3 and Ultimate Power have always been. The guide on the site follows suit and names only the first of each.
v0.20.55
Patch
Two Ways To Be A Namekian [Feature]
The Namekian transformations split into two paths. They were the same form twice over, sharing the Saiyan power curve. Now they choose:
- Super Namek (Shenron Form). the attacking path. Heavy Spirit Attack and Strength, and not much else. Three tiers.
- Super Namek (Porunga Form). the defensive path. Heavy defences, a big health pool, damage reduction and hard to knock around. Three tiers.
Same ki drain as before on both, so the choice is what the ki buys, not how long it lasts.
New technique: Stone Skin. Set your skin like rock for thirty seconds. both defences up and a cut to everything that lands. Scroll's in the shop.
New art for Conditioning and Ultimate Power, and all six Namekian forms.
v0.20.54
Hotfix
Windup Colours
The Namekian dragon wind-up effect loads again. Yesterday's colour pass wrote a malformed value into the cast overlay for both dragon lines, and the effect failed to load rather than playing. Shenron's green and Porunga's crimson wind-ups are back.
v0.20.53
Patch
Dragons, Told Apart
Super Shenron and Super Porunga stop looking like the same transformation. They were sharing one aura, so there was nothing to tell them apart at a glance. Shenron now burns green and Porunga burns deep crimson, on the wind-up and while you hold the form.
New art for eight techniques: both Namekian dragon lines at every stage, plus Sacred Water and Dragon Clan Rites.
Rarities settled: Super Shenron 3 and Super Porunga 3 are Legendary; the other dragon forms, Sacred Water and Dragon Clan Rites are Epic.
v0.20.52
Patch
Enemies Can Actually Fire Those
Enemy beams and charged attacks now exist. Any enemy whose attack was a beam or a wind-up shot has been playing the animation and firing nothing at all. no projectile, no damage. for as long as those attacks have been in the game. The Calibration Overseer's Ki Beam is the one you are most likely to have met. They land now.
They were being looked up as if they were players, and an enemy is not one, so the whole attack was quietly dropped on the floor.
v0.20.51
Patch
Sacred Water, Tightened
Sacred Water covers a much smaller patch of ground. Half the reach it had, so standing in it is a decision rather than a formality.
Heal flourishes play once. The burst that lands on someone you healed used to replay for as long as the regen ticked; it plays its one pass and gets out of the way now. It also sits eight pixels lower, on the body rather than over it.
Every buff visual now follows what its effect was authored with, instead of being forced to loop. Barrier's flare plays once for the same reason.
v0.20.50
Patch
Second Breath
The healing techniques have their proper names. Second Breath mends you, Helping Hand mends an ally, Sacred Water mends everyone standing with you, and Dragon Clan Rites is the Namekian discipline that makes all of it land harder and hold longer. The regen each one leaves behind now carries the same name, so the effect on your bar says what put it there.
Sacred Water looks like its name. Droplets lift off you in a rising stream, the light around you turns blue, and three rings break outward across the ground as it lands.
There is a guide now, at [dbzee.eu/wiki.html](https://dbzee.eu/wiki.html). how loci, crafting, infusion, weather, homes, guilds, the Dragon Balls and the minigames actually work, every technique the Collection Log names, and a full run-down of the settings and key bindings. Nothing you are meant to find in game is spoiled there.
v0.20.49
Patch
Mending [Feature]
Three healing techniques, and a Namekian discipline behind them.
- Recovery Wave. Hands to the sky and your own ki turned inward. Closes a wound at once, then keeps knitting for eight seconds.
- Shared Vitality. The same ki sent across the gap into a chosen ally. Lands harder than healing yourself does, and works on them for ten seconds after. It has nothing to give an enemy.
- Sanctuary Bloom. Ki spills out of you and settles over the ground as a ring of green light. Everyone standing with you is mended where they stand and keeps mending for twelve seconds.
- Grace of Namek, a passive. Every positive effect you place lands 35% stronger and holds 50% longer, and your own body knits quietly on its own.
A heal only ever reaches your side. An area heal finds you, your party, and your team in a match — and nothing else. Not the thing you are fighting, and not the player fighting you in a PvP zone, who cannot be topped up by accident or on purpose. Aiming Shared Vitality at an enemy is simply a miscast.
All four are in the Collection Log and stocked as technique scrolls.
v0.20.48
Patch
Everything Since The Last Post
Combat feel
- Aim while you cast: line spells and projectiles steer through the whole wind-up, sprite and telegraph following. Charges aim where you point at release instead of inheriting the last charge's direction.
- A tapped direction registers even if you press and release between two frames, and you face where you pressed instead of being turned back a moment later.
- Slows, roots and confusion are predicted properly, so a slow feels like a slow and not like a bad connection.
- Walking into someone no longer buzzes: reversals while pressed against an NPC went from ~21 a run to ~3.
- Bigger hit areas on the melee fists, Scattering Shard and Wind Blast.
Zeni
- Money drops as coins the way XP orbs do, six denominations from copper to gold, scattered and vacuumed up.
- Drops come from loot tables, Zeni can be dropped and traded, and locus runs pay out what you picked up. Large payouts no longer stall the server, and big numbers read as 8,883,483.
Techniques and effects
- A full sound pass: charges, beams, volleys, melee, impacts and overlays have their own voice, played from where they happen.
- Shots sort against the world and around you, on the right floor, and their light stays off characters.
- Sprint after-images sit behind you, washed out and stretched along your run.
Screens
- Active effects are icons on a grid with full hover detail, grouped by source, and every status effect has art now.
- Character sheet: no scrollbar over the XP bars, speed and regen in two columns.
- Objective badges line up beside their objective, and on the locus summary.
- Tournament tab tidy-up, and the transformed Ki bar follows the bar.
Fixes
- Solum and Muscle Tower ran with depth sorting off entirely: you drew under every NPC and beam there. Fixed, and every map is checked for it before release now.
- Receiving a large Zeni reward no longer drops the client.
v0.20.46
Patch
Trail Spacing
Sprint after-images are back to their old spacing and lifetime. They keep the softer look from the last patch. fainter, washed out, stretched along the way you came. but there are no more of them than there ever were.
v0.20.45
Patch
Charges Aim Where You Do
A charged attack no longer fires where your last one did. The direction you steer a charge with was never cleared when the charge ended, and the release reads that before anything else. so every charge after the first left along the previous one's line until you held a direction down long enough to overwrite it. It is dropped with the charge now: steer it and it goes there, steer nothing and it follows the way you are facing.
Sprint after-images are softer: closer together, fainter, washed out rather than tinted blue, and stretched along the way you came so the trail reads as motion blur instead of a stack of copies.
v0.20.44
Patch
You Lead, The Server Follows
Your character faces where you point, full stop. Facing is now yours: you turn the instant you press, and the server takes your word for it instead of working out its own answer from movement samples and overwriting you a round trip later. Quick direction changes stick without holding the key down.
A tap that starts and ends between two frames still turns you. That is the fastest press a keyboard can report, and it used to register as nothing at all.
Being slowed no longer drags you backwards. The client was asking for your own effects under the wrong name and always got an empty list, so while slowed, rooted or confused it kept predicting you at full speed and the server kept pulling you back. It reads them now, so a slow feels like a slow instead of a bad connection.
Sprint after-images are dropped behind you rather than on top of you, and are a touch lighter, so the trail reads as a trail instead of a second body smeared over your sprite.
Character sheet effects:
- Hovering an icon no longer loses the tooltip after a second. The grid only rebuilds when the effects themselves change.
- Icons are the same 40x40 art the spell bar uses, four to a row, never rescaled. The HUD badges beside your bars halve that art cleanly instead of using a second set of 20x20 icons.
- Every status effect now has an icon, matched to the technique or gear it comes from.
- Weather effects are listed as Weather instead of being lumped in with your techniques.
v0.20.43
Patch
Facing, Trails And Effect Icons
Your character faces where you pressed, even on a bad connection. You would tap a direction, turn, and then get turned back for a moment: an update computed before the server saw the key was overwriting your own turn. Updates that predate the key are now ignored until the server catches up.
Re-aiming a charge turns you. The body, the held pose and the ball in your hand all follow the new direction while you steer, instead of staying pointed where the charge started and only snapping at release.
Sprint after-images follow one rule: under you, unless you are seen from behind. It reads the sprite that is actually on screen, so nothing puts a trail across your chest while you are plainly facing the camera.
Active effects are just their icons. No frames, no boxes, drawn at their own size. An effect with no art of its own borrows the icon of the technique or the gear that granted it.
v0.20.42
Patch
Taps, Trails And The Character Sheet
A tapped direction now counts. Your input is sampled thirty times a second, so a key pressed and released between two samples never left your machine: you turned on screen and the server never heard about it, and the shot went the old way. It felt like lag and it was not. A tap is now held until the next sample, so short taps turn you for real.
Charged attacks steer again. Re-aiming during a charge was reading the movement input, which a cast switches off, so the server got nothing at all and the shot left in whatever direction the charge opened with. Charges follow your aim to the moment of release now, which is what made this feel worst on them.
Sprint after-images pick their side by where they are, not by which way you happen to be facing. Running east while facing north put every echo on top of you; that is the flicker. They also no longer spend their first frame arriving from somewhere else.
Character sheet:
- The scrollbar no longer sits on top of the stat XP bars.
- Speed and the three regen rates read as two columns in the same type as the stats above them, instead of four near-empty lines.
- Active effects are icons in a grid, grouped by where they came from. Hover one for the full breakdown: what it does, how long is left, and where it came from.
v0.20.41
Patch
Solum Sorts Properly
On Solum and Muscle Tower you draw where you stand again. Both maps were running with the arena's depth sorting switched off, so nothing on them sorted against anything else: you drew under every NPC you walked past, under every beam that flew by, and juddered against them as you moved. The setting was there in the map file, written in a spot the engine reads as a note rather than as a setting. Both maps are fixed, and every map now gets checked for it before a release.
Sprint after-images are back, and on the right side of you. They had been pinned to the very bottom of the world, which put them under the floor tiles, which meant no trail at all. They now sit in the same layer as your body: over you running up, behind you running down or sideways.
v0.20.40
Patch
Zeni Payouts And Depth
Claiming a big Zeni payout no longer takes the game down with it. The reward grant handed currency over one single Zeni at a time, checking your bag for room on every one of them. A few million Zeni out of a locus meant nearly a minute of the server doing nothing else, which everyone felt as a freeze and a dropped connection instead of a payout. It is one bag check now, whatever the amount, and the receive animation plays like it should.
Large numbers read with separators. 8,883,483 Zeni, not 8883483, on the locus summary and the reward claim.
Coins picked up in a locus collect into one line instead of one entry per coin.
You sort against the world again outside loci. On the overworld map two different pieces of code were both deciding your depth every frame, so you juddered against NPCs and drew underneath them and underneath beams. One of them now owns it.
Sprint after-images stay behind you when you run down or sideways. They were being stamped back onto your own layer right after being placed behind you.
v0.20.39
Patch
Light, Trails And Badges
A shot's glow no longer washes over you. A beam passing behind a fighter painted its own light across them, which read as the beam itself cutting through the body. Projectile light falls on the world now and leaves people alone. Everything else still lights you as before, day and night included.
Big Bang Attack is a lighter blue, ball and wind-up both, matching the glow it gathers in.
Sprint after-images know where they belong. Running up they trail over you, running down or sideways they stay behind you, instead of smearing across your own sprite.
Projectiles stop flashing at the centre of the world for a frame as they spawn.
Objective badges sit beside the objective, lined up with each other, and the locus summary screen uses the same badge as the panel instead of an exclamation mark.
v0.20.38
Patch
Objective Badges, Held Balls, One Flourish
Objectives say what they are. The ones you must complete to clear a place carry a required badge, and the ones that want something big dead carry a boss badge. Both explain themselves on hover.
A ball charging in your hand goes behind you when you aim up, and stays in front when you aim anywhere else, instead of always sitting on top of you.
One reward flourish per item. Claiming 67 Zeni out of a dimension played the same coin animation 67 times in a row. It plays once now, whatever the quantity.
The glow behind a received item fits the item. It was sized to the icon's frame rather than the picture inside it, so anything small. a coin especially. arrived in a spotlight several times its size.
v0.20.37
Patch
Coins, Six Deep
Zeni drops in six coins now. Small copper is 1, big copper 10, small silver 100, small gold 1,000, big silver 10,000, big gold 100,000. so a purse of any size lands as a handful you can read at a glance instead of a heap.
You can drop your money again. Dropping a stack larger than a million did nothing at all before, silently. Coins you throw down scatter exactly like a kill's, and they belong to whoever picks them up, so paying someone by dumping a pile at their feet works.
Coins earned in a dimension are no longer lost. They were being paid straight into a bag that the dimension puts back the way it found it on the way out. They join the reward pool now and come out with everything else you earned in there.
A ball charging in your hand stops floating over the world. It was drawing above trees and above other fighters for as long as you held it. Techniques gathered overhead. the ones genuinely held in the sky. are unchanged.
v0.20.36
Patch
Shots Sort Against The World
A fired shot now passes behind and in front of things the way it should. Projectiles were never part of the world's drawing order at all: whatever the sorting said, a shot was drawn after everything else on screen, so it slid over trees, over rooftops, over the person you were fighting, no matter where it actually was.
They now sit in the same order as everyone else. Fire upward and the blast leaves from behind your shoulder; fire downward and it crosses in front of you; and it passes behind the scenery it is genuinely behind.
A ball held over your head is unchanged, that really is above the scenery.
Also fixes something that never made it into a patch note because it only bit inside dimensions: a projectile fired in a dimension was being spawned a million pixels outside the map. Nothing was ever hit by it.
v0.20.35
Hotfix
Shots Know Which Floor They Are On
A projectile's floor never reached your game client. Every shot you saw was treated as being on the ground floor, whichever level it was actually fired on. On a client that meant a seeking shot fired upstairs ignored the enemies upstairs when working out where to curve, and shots were depth-sorted against the wrong floor's layer.
The shot now carries the floor it was fired on, so what your client sees agrees with what the server is simulating.
v0.20.34
Patch
Seekers Fire Without A Lock
Homing techniques no longer refuse to fire when nothing is targeted. They go for whatever is nearest instead, which is what they always did once they were in the air. Having to tab a target before a seeking bolt would leave your hand cost you the moment you were firing at.
v0.20.33
Patch
Zeni Drops Through Loot Tables
Zeni is authored like any other drop. It sits in an enemy's loot table alongside everything else it can drop, with its own odds and its own range, instead of living in a separate set of fields. What changes is only how it arrives: coins, scattered from the body, picked up by walking over them.
The calibration bots carry a purse table now: most kills pay a handful, and one in twenty pays properly.
v0.20.32
Patch
Zeni Drops And Death Sounds [Feature]
Enemies drop coins. Zeni now falls from a kill the way experience does: it scatters from the body, lies there spinning, and you pick it up by walking over it. It lands in real denominations, so 45 Zeni is four gold and five silver rather than one lump, and each coin has its own weight and colour: small silver is 1, small gold is 10, big silver is 100, big gold is 1000.
The calibration bots pay out now. Most kills are worth something, and occasionally one is worth a great deal more.
Enemies make a sound when they die, at the body rather than in your ear, and it can be set per enemy in the editor along with their coin drop.
v0.20.31
Hotfix
Projectile Depth Rolled Back
Projectiles draw correctly again. The last patch's attempt at sorting them against you was wrong and made it worse: shots either passed over everything or vanished behind the world the moment they left your hand. That change is reverted.
Shots are back to the depth behaviour of v0.20.28, which is not perfect but is correct: they layer against the world by the ground they are over.
v0.20.30
Hotfix
Force Push Fires On The Press
Force Push is instant. It was a six-tenths wind-up for a shove, which is long enough that the shove arrived after the moment you wanted it.
It also stops playing its sound twice: the shove and the technique were both firing the same clip on the same frame.
v0.20.29
Patch
Shots Sort, For Real This Time
Projectiles finally order themselves against you and everything else. They were never in the world's sorting space at all. every shot was drawn on top of the scene and only ever ordered against other shots. Fire upward now and the blast leaves from behind your shoulder; fire downward and it crosses in front of you, and it passes behind the things it should pass behind.
Charged Ki Blast is gold, and you charge it from the shooting pose. Big Bang keeps its blue.
Super Charging Fist is a lunge again rather than a ranged poke: it reaches about half as far.
Four Arm Avalanche throws from the shooting pose.
Technique tooltips show cast time, so a wind-up is something you can read before you commit to it rather than something you learn by dying.
v0.20.28
Patch
Primal Barrage Falls Properly
Primal Barrage is thrown with both hands raised, and its meteors come down nose-first instead of sideways. Anything that falls straight down now points the way it is falling.
Thunder Break's fist lands with a proper explosion.
Sound clean-up continues. Travel loops are bounded and pull in closer, so nothing can pile into a drone in one corner of a map, and a loop whose projectile is already gone is dropped outright rather than left running.
Press the network overlay and you will find a live SFX counter on it now, which is there to catch exactly that if it happens again.
v0.20.27
Patch
Sounds Come From Where They Happen
Projectile sounds are now positional. Every shot fired, and every impact, used to arrive at full volume no matter how far away it was. so a fight on the other side of an island followed you around and piled up into an endless echo. They play at the shot now and fade with distance, one per volley rather than one per bullet, with a ceiling on how many can sound at once.
Lobbed techniques land audibly. A shard hitting the ground makes the sound it always should have.
Primal Barrage falls instead of being thrown. it is a barrage from above again, not a lob.
Scattering Bullet fires from the shooting pose rather than the volley one.
v0.20.26
Patch
Shots Sort Around You
A technique you fire now passes behind or in front of you the way it should. Shoot upward and the blast leaves from behind your shoulder; shoot downward and it crosses in front of you. Until now a shot was sorted by its middle against your feet, so it ducked behind you either way.
A ball you are still holding over your head is unchanged: those have always had their own rule and keep it.
Editor. The overlay preview can now hold any character pose, so an effect can be judged against the frame it actually plays over instead of against a character standing still.
v0.20.25
Patch
Sound, Charge and Beam Pass
Every technique makes a noise now, Barrier and the rest included, and each one has its own fixed sound instead of a different take every time you press it.
- Held charges hum while you hold them and crack when you let go, instead of announcing a shot that had not happened yet.
- Lobbed shards were completely silent. A Sunburst Volley now sounds like ten shards, a volley like one throw.
- The big held shots whistle while they fly and land with a heavier explosion.
- Mighty Impact carries the wind, Explosive Wave the blast, Thunder Break's fist its crackle.
Ki Beam is a beam again: the chunks come out closer together instead of beading, and its glare is down to something you can see past. Its charge-up is gold now rather than blue, and both the charge and the shots sit where they should, left and right.
Big Bang Attack is a lighter blue that matches the ball you charge, and it now gathers with rings sweeping the floor beneath you.
Your aura colour is your charge colour. The rings and the glow follow the aura you have equipped, and they keep it while transformed instead of mixing with the transformation's own colour.
Inner Focus shows something happening: a white swell with rings.
Fixes. Reverting when you are not transformed does nothing at all now, instead of playing the whole animation. Ki cost reduction finally applies to held techniques, so a beam held with full reduction is free. The warning text over your head no longer flashes in the middle of the screen before it arrives.
v0.20.24
Hotfix
Projectiles Are The Size They Were Drawn
Ten techniques were being fired at the wrong size. A projectile's art was scaled by the size of its hitbox, so anything with a box wider than eight pixels came out inflated: Force Push and the Ki Beam at four times their art, Ice Shard and the Oozaru head at two and a half, the fists and the frost shards somewhere in between. They now fly at the size they were drawn, and their glow with them. Charged shots still grow as you hold them, which is the one case where a shot really does get bigger.
Force Push has a sound. It was the only technique whose projectile was silent.
v0.20.23
Patch
Techniques Get Their Voice
Wind-ups now sound like wind-ups. Every technique with a charge time carries a swell sized to it: a quick tell for a half-second cast, a longer one for the two-second monsters, and the long swell for anything you hold, from a charged blast to a Spirit Bomb.
Ki blasts crack when they leave your hand, not when you start the cast. The shot is what makes the noise now, so it lands with the bolt and picks one of four takes at random. A spread that throws five bolts at once is still one sound, so a volley reads as a volley instead of five copies of itself.
Punches hit like punches. Melee techniques take a burst of three, whether the blow lands through a fist you threw or a stomp under your feet.
Electricity crackles. Auras and wind-ups that arc with lightning now snap at the exact moment a bolt fires, on the character it belongs to, so a Super Saiyan 2 across the field crackles over there and not in your ear.
v0.20.22
Hotfix
Transformed Ki Bar Shape
The gold outline on a transformed fighter's Ki bar now traces the bar it belongs to. It was drawn with evenly rounded corners while every bar in the game is cut with square top-left and bottom-right corners, so the outline sat at odds with the bar underneath it the whole time you were transformed. It also picked up the crisp top edge the other bars have.
The shield portion of the HP bar had the same problem the other way round, square where the bar is rounded, and now matches too.
v0.20.21
Patch
Tournament Tab Tidy-Up
The server tournament is now called Budokai Tenkaichi, and it is the only one you can host. The second entry next to it was a development test rig that was never meant to be on that list.
Hosting your own got a pass over its form:
- The arena dropdown matches the rest of the interface, and reads the arena name instead of the scene it came from. Budokai Tenkaichi is the only finished arena, so it is the only pick for now. More will join it.
- The rules checkboxes were invisible, a dark box on a dark panel with no way to tell whether a rule was on. They have a real box now, orange when ticked, in the same font and size as everything else.
Active effects tooltip. Hovering a status effect no longer draws a grey slab behind the window. It is the same tooltip the technique bar uses, down to the coloured numbers: effect name in green or red by whether it helps you, time left, source, and what each part of it is doing.
v0.20.20
Hotfix
Charged Ball Glow
Every charged-up ball now carries a light a quarter wider than the ball itself, at whatever charge level you let it go at. Death Ball and the charged Ki Blast join the Spirit Bomb, which got this in the last patch.
Their glow used to be scaled twice over, once by the ball's growth and again by a number taken from its collision box, so a fully charged Death Ball lit a field roughly nine times wider than the sphere it belonged to. A small ball is a small glow now, and a full one lights exactly what it is about to hit.
v0.20.19
Hotfix
Spirit Bomb Glow
The Spirit Bomb's light was ten times the size of the ball it belongs to. It now sits a quarter wider than the sphere, at every charge level: a small ball is a small glow, a fully charged one lights the field it is about to flatten.
The light was being scaled twice over, once by the ball's growth and again by a number taken from its collision box, so the glow ran away from the technique as it grew. Every other technique's light is unchanged.
v0.20.18
Patch
Aim While You Cast
Techniques with a cast time no longer commit to the direction you pressed them in. Keep holding a direction through the wind-up and the technique turns with you, right up to the moment it goes off.
- Your character turns as you aim, and everyone around you sees it turn too.
- Lane and cone techniques redraw their ground marker as you swing them, so what is drawn on the floor is still where it lands.
- Letting go of the keys is not a re-aim. The last direction you pointed is the one that fires, diagonals included.
- Ctrl and a direction now works while a cast has you rooted. It used to send nothing at all, so turning on the spot mid cast did nothing.
Bombs are unchanged: they land on your target, and re-aim between volleys.
Techniques can also be authored the old way, committed to their direction at cast start, for the ones that should be a real commitment.
v0.19.80
Patch
Passives and New Techniques [Feature]
Six passives, one for every way the game can watch you fight. Slot them alongside your actives.
- Combat Instinct. always on. A flat edge in all four combat stats.
- Zenkai Boost. under a third health. Attack climbs hard while you are in danger.
- Relentless. three kills in ten seconds. Faster, hitting harder, ki coming back.
- Iron Will. four hits inside five seconds. Damage lands softer and you stop giving ground.
- Untouchable. six seconds untouched. Speed and spirit sharpen until something lands.
- Last Stand. a quarter health, held for three seconds. Heavy damage reduction and real regeneration.
They are states, not timers: a passive is live for exactly as long as its condition holds, and drops the moment it stops.
New techniques
- Super Charging Fist. throw the punch without closing the distance. Cheaper and heavier than a bolt, and it moves whoever it lands on. Half the reach.
- Four Arm Avalanche. five punches thrown wide that turn back in and arrive together.
- Sunburst Volley. one finger, one wide scatter of small suns that comes down over everything you pointed at.
- Primal Barrage. ki takes the shape of the beast and falls in waves.
- Barrier is now Reflection Barrier. Same technique, honest name: the first instant throws shots back, the rest is a guard.
Technique scrolls for everything. Every technique in the collection log can now be learned, passives included. Nineteen were previously listed with no way to get them at all, including every transformation. Scrolls also show their technique's own icon and rarity, so a legendary no longer looks like a starter in your bag.
v0.19.72
Patch
Item Infusion [Feature]
- Equipment can be infused. Bring a piece to an Infusion Bench, pay the materials, and pick one of up to three upgrades. Each tier asks for more, and gives more.
- Every copy is its own item. Your gi and someone else's gi with the same name can hold completely different rolls. The infusion travels with the piece through trade, the bank and the ground, and colours you picked stay exactly as they were.
- The value is rolled at the bench. Options show a range, never a promise, and the roll happens when you press Infuse.
- Tier shows on the icon. One star per tier, up to a dragon at T5, so a bag full of gear says what it is at a glance.
- New materials: Bloomstone, Sporeite, Thornite and Verdite.
Three pieces can be infused to start with: the Turtle School Gi (5 tiers), Solum Bloom Pacers (3) and the Recovered Scouter (4).
Also in this patch
- Item panels read straighter: numbers are bold and right-aligned so they stack, vitals wear their own colours, and gains and losses are green and red everywhere.
- An infused stat shows how much of it came from the bench, in brackets after the name. Effects gained from infusing sit under the item's own, in their own colour.
- Every number in the UI is a whole number now.
- Icons carry your recolour and tier frame in every window, not just the bag.
v0.19.62
Patch
Glow Only on Pickup
- Inventory slots are plain again. The glow belongs to the moment you receive something, not to every tile in your bag. Rarity still shows in the item's name colour there.
v0.19.61
Patch
No More Box
- The square behind a received item is gone. The item now floats in a round glow, matching how rarity reads everywhere else.
v0.19.60
Patch
Scrolls Look Like Techniques
- A technique scroll now shows the technique's own icon. Every scroll used the same scouter picture, so a bag of them was a wall of identical tiles.
v0.19.59
Patch
Z-Rare
- The top rarity now reads Z-Rare rather than just Z.
v0.19.58
Patch
Just the Glow
- The coloured square behind items is gone. Slots look like slots again; the rarity now shows purely as the round glow behind the icon.
v0.19.57
Patch
Rounder and Steadier
- Selecting an item or technique keeps its rarity colour instead of turning it orange. The highlight box already shows what is selected.
- The rarity glow is round, not a boxy halo with corners.
- A received item now floats above your name, rather than behind it.
- The colour picker opens the same size every time. Handed two dyeable items in a row, the second window drew taller and further up the screen.
v0.19.56
Patch
Glow and Fit
- The rarity glow is a real glow now. a soft halo behind the item that slowly breathes, instead of an outline drawn around the slot. Brighter and further-reaching the rarer the item; common has none.
- Dialogue options stay inside the window. Long choices ran off the edge where they could not be read or clicked.
v0.19.55
Patch
Pick a Colour
- A dyeable reward waits for you to choose its colour before the hand-over plays on. It used to hold up the undyed version while the palette was still open.
- The rarity glow is a glow now, not an outline around the slot.
- Rare reads as silver instead of sitting too close to ordinary text.
- The receive animation is quicker, with the item still held up at the end long enough to see.
v0.19.54
Hotfix
Login Fix
- Fixed the client crashing on login. A bad line ordering in the item hotbar broke that script, which took the inventory down with it and left the HUD half-built. Sorry about that.
v0.19.53
Patch
Colour Coded
- Techniques have rarities now too, in the same colours items use, shown in the spellbook and on the tooltip. It says how special a technique is and nothing more; no damage, cost or behaviour changes with it.
- A first pass of rarities is set across a spread of gear and techniques, so the colours are visible in play.
v0.19.52
Patch
True Colours
- The rarity colours now match the frames: bronze, copper, silver, gold, rose, and the green-cyan of Z. They were picked before the art existed and did not line up with it.
- Rarity is named wherever an item is described. The detail panel puts the item's name in its tier colour and states the tier; equipment and hotbar tooltips do the same.
v0.19.51
Patch
Hand It Over
Rarity
- Items have a rarity now: common, uncommon, rare, epic, legendary, and Z. Each has its own colour, and the better ones sit on a lit backing wherever the icon is drawn, so a good drop is obvious at a glance in a full bag.
- Rarity is a reading of an item, never a stat. It changes nothing about what the item does.
Receiving items
- You get to see what you were handed. Where an event chooses to, your character strikes a pose and the item hangs above your head on its rarity colour, long enough to read.
- Given several things at once, they come one at a time rather than piling up.
For content
- Animations can hold a single frame longer than the rest, so a pose can rest instead of flicking past.
- The animation editor plays the actual sprite now, rather than highlighting cells on the sheet.
- Events can play an animation on the player or on an NPC, instead of only pinning one frame.
v0.19.50
Patch
Say Why
Refusals tell you why
- A technique that will not fire now says so over your character, the same way a blocked warp does. Not enough Ki, no target near enough, silenced, still on cooldown, not learned yet, already transformed, already casting.
- Items you cannot use say so too, which matters when the bag is closed and you are using them off the hotbar.
- Several of these used to fail silently, which read as the key not working rather than as an answer.
Setting
- Battle Messages is its own toggle in Gameplay settings, separate from Overhead Warning Popups. Turn combat refusals off and keep the rest, or the other way round. Chat still logs everything either way.
v0.19.49
Patch
Even Trade
- The Battle-Torn Underarmour now gives what the intact one gives, 2 endurance and 10 HP instead of half that. Buying a torn look is a look, not a downgrade or an upgrade.
v0.19.48
Patch
Wear It Out
Battle-torn outfits in the Z-Shop
- All four torn pieces are now premium, 300 to 450 Dragon Keys, and three of the four take a colour of your choosing right after you buy.
- Buy them as many times as you like. One purchase per colour is the idea, and the shop offers you the palette each time.
- The trade for that: there is no free replacement. These do not trade, drop or sell, and if you delete one it is gone.
Fixes
- Equipment tooltips show their colours instead of printing the markup at you.
- The vital numbers hold still. Crossing 1,000 with a larger pool no longer slides the whole readout sideways every tick.
- Thunder Break's arc reaches about half as far, matching where the sweep looks like it lands.
- The Collection Log's technique list has been cleared out and will be filled back in deliberately.
v0.19.47
Patch
Tighter Windows
Barrier
- The parry window is back to its intended length. Deflect covers the first 0.6 seconds, the halved-damage guard runs the full 1.2, and the shell animation is timed to match again. Both had been quietly rounded to half-second steps, which made the parry noticeably harder to land than it was meant to be.
- New look for the shell and its own icon.
Instant Transmission
- Its own icon, a warp on arrival, and a stated 700 range.
v0.19.46
Patch
Know Your Numbers
Recovery is now something you can see, invest in, and have taken off you in two different ways.
Regen on the character sheet
- HP, Ki and Stamina regen are listed under Speed, showing the rate that actually runs after gear, buffs and debuffs. Green when it is climbing, red when something is eating it.
Two ways to lose recovery
- A flat decrease takes a fixed amount off your regen, so building into recovery lets you outpace it. Electrified, Frost and Kaioken all take 10 a second off your stamina regen.
- A percentage decrease scales with whatever you built, so it cannot be out-invested. Storms use it: caught out in heavy snow, nothing recovers at all until you find shelter.
- Drains are separate from either. Electrified takes 6 ki and 4 stamina a second on top of what it does to your recovery, and Kaioken burns 4 stamina a second while it is up.
v0.19.45
Patch
Read the Arc
Thunder Break now tells you where it lands before it lands, and drain effects finally drain.
Thunder Break
- It winds up now. Yellow current builds around you for a beat before the sweep, so it can be seen coming and it can be interrupted.
- The tell is the exact arc it hits. Cone techniques telegraph as the cone, out to the same reach, filling outward the way the hit does. No more guessing from a rectangle.
Drain effects
- Electrified and Kaioken now actually take stamina off you. Both were fighting your natural recovery and roughly breaking even; the drain now outpaces it.
- Frost drains stamina instead of freezing recovery, for the same reason.
- Vitals no longer sit pinned at full while something is draining them, and cannot be pushed below zero by a drain.
v0.19.44
Patch
Arm Breaker
A close-range sweep that catches everything in front of you, and a new thing to be caught by.
Thunder Break
- A short, brutal sweep of the arm with the current still on it. Everything standing in the arc in front of you takes it at once.
- Hits in a 120 degree cone out to melee range, so a crowd pressing in on you is worse for them than for you. Physical damage, so it scales off Strength.
- 16 ki, six second cooldown, no wind-up.
Electrified
- A new condition that Thunder Break leaves behind, 30% of the time. Ki and stamina bleed away for six seconds.
- Your stamina will not recover at all while it is on you, so it is worth breaking off rather than pushing through.
Under the hood
- Lane techniques can now be authored as cones instead of straight lanes. Nothing existing changed shape.
v0.19.43
Patch
Spread and Guard
Two techniques for anyone still early on, and a fix for the premium cosmetics.
Scattering Bullet
- Five bolts thrown wide in one motion. They leave your hand scattered across the arc, then bend back in and converge on your target.
- Each one lands lighter than a clean shot, but five of them add up. Scales off Spirit Attack.
- Needs a target selected, like every homing technique.
Barrier
- A shell of ki, thrown up on the spot. No wind-up, five second cooldown.
- The first 0.6 seconds throw projectiles straight back off it. Time it on the shot and it costs you nothing.
- The full 1.2 seconds halve everything that lands. Read it late and the guard is still there.
Fixes
- The premium wings and the Great Ape Helmet are properly account bound again. All four wing cosmetics could be traded away despite being sold as bound to you. They cannot now.
- The Great Ape Bucket is now the Great Ape Helmet.
v0.19.42
Patch
Hat Hair
The Great Ape Bucket now covers what a full ape head should cover.
Headgear and hair
- Wearing the Great Ape Bucket hides your hair and your beard. A helmet that swallows the whole skull should not leave a fringe and a moustache poking out of it.
- Headgear can now hide the front fringe on its own, leaving the hair behind it visible. That is for brow-level gear that should cover a fringe hanging over the face without shaving the whole hairstyle off.
- Every place your character is drawn follows the same rules now: the world, the character select screen, and the party and guild portraits.
v0.19.41
Patch
Seeing Red
A new transformation that costs you more than Ki, and a new way to lose an argument before it starts.
Kaioken
- A new transformation technique, open to every race. A crimson aura, a hard jump in strength and speed, and a much shorter fuse than the legendary forms.
- It burns Ki and stamina at once. Ki drains fastest and usually ends the form first, while stamina bleeds the whole time you hold it. Empty either one and the technique drops on its own.
- Your stamina stops recovering while it is up, so sprinting in Kaioken costs you double and leaves you winded when it ends.
- Defence barely moves. The form is built to end fights, not survive them.
- No source for the technique scroll is out in the world yet. That lands with the next content drop.
Z-Shop: Great Ape Bucket
- A full Oozaru head, worn as a helmet. Fangs included, 2500 Dragon Keys in the Outfits tab.
- Grants zero extra power and roughly half your peripheral vision, but nobody has ever looked at the wearer and thought "easy fight".
v0.19.40
Patch
Take a Load Off
Idle poses are here, and two of them get you off the ground entirely.
Idle Pose tab in the Z-Shop
- A new tab sells poses your character holds while idle. Two to start, 1000 Dragon Keys each.
- Levitation. Knees drawn up, feet off the floor.
- Meditation. Cross-legged, eyes closed, quietly not touching the ground.
- Both hover: the character drifts up and down a few pixels and the shadow underneath tightens as you rise.
- Press Z to drop into your pose on the spot, or just stand still and it happens on its own. Move, cast or take a hit and you are back on your feet.
- Everyone around you sees the pose you have equipped.
- Purely cosmetic. You are exactly as easy to hit while hovering as while standing.
- The shop preview shows your own character in the pose, wearing your own gear.
Wardrobe
- The Battle-Torn Underarmour can be dyed like the rest of the torn set.
Fixes
- Explosive Wave lost its charge aura partway through the build-up. The shockwave rings were running a timer that tore down the whole effect when they finished. The aura now holds for the entire charge.
v0.19.30
Patch
Rings Everywhere
Every charge-up now throws proper shockwave rings, not just Explosive Wave.
Shockwave rings on all charge-ups
- Every transformation and charged technique has visible ground rings now. Super Saiyan through Ultra Ego, Spirit Bomb, Death Ball, Big Bang, Ki Beam, the Evil Finger, Human Extinction and the rest. The rings were always authored, they just never got big enough to see.
- The cause was the charge swell scaling them down. A ring already expands on its own inside every pulse, and the build-up was shrinking that ceiling on top of it, so rings stayed a few pixels wide until the moment the effect faded out. They now pulse at the size they were drawn at, while the aura, glow, sparks and lightning still swell as they always did.
- Rings read more clearly against a lit scene, with the faintest ones brought up so they are not lost against bright ground.
v0.19.29
Hotfix
Under Your Feet
Corrects how the new shockwave rings sort against everything else.
Fixes
- Shockwave rings sit under characters again. The previous patch put them at the caster's own depth to stop them hiding beneath the floor, which meant they could paint over anyone standing behind you. They now sort one step below the caster, the same way your shadow does, so they stay on the ground and never cover another fighter.
- The rings are visible from the moment you start charging. They were technically drawn before, but the charge ramp started them at a twentieth of their size and eased in so hard that they only became noticeable in the last fraction of the wind-up, by which point the effect was already fading out. They now begin substantial and widen through the whole charge.
v0.19.28
Patch
Shockwave
The ground finally reacts when you charge, and the numbers you hover are the numbers you read.
Explosive Wave
- Shockwave rings now actually appear. They pulse out from under your feet and widen as the charge builds. They were being drawn underneath the floor the whole time, which is why nobody ever saw one.
- The damage lands with the impact, not with the last frame. The front now fills the whole radius by the moment the blast reads as hitting, instead of trailing the animation to its end.
- Explosive Wave has a scroll. Technique Scroll: Explosive Wave, so you can actually learn it.
Tooltips read like the menus do
- Hover tooltips are coloured and formatted now. KI costs, damage and stat changes carry the same colours in a tooltip as they do in the technique book, instead of showing up as flat grey text.
- Effects are split by who gets them in tooltips too. "On Target" above, "On You" below, matching the book.
- Equipment hover shows gains in green and losses in red with proper stat names.
Fixes
- Your spawn effect no longer replays itself. Casting anything while it was still playing used to restart it from the top the moment your cast finished. An interrupted spawn effect is simply over now.
- Being slowed no longer rubberbands you. The game was still predicting your movement at full speed for a moment after a slow landed, then yanking you back once the server corrected it. Slows now take hold immediately and smoothly.
v0.19.27
Patch
Ground Zero
Explosive Wave now builds before it breaks, and the spell book finally tells you what a technique costs you.
Explosive Wave lands properly
- The wind-up is on you now. Ki gathers on your body through the whole cast, with shockwave rings pulsing out from under your feet and widening as the charge builds.
- The wave itself only appears on release. No more explosion hanging around you while you are still charging it.
- The damage spreads outward with the blast instead of landing everywhere at once. The front leaves you the instant the cast ends and reaches the rim on the exact frame the explosion finishes.
The spell book reads like a spell book
- Numbers are coloured and bolded. KI costs carry the KI bar's colour, damage reads in orange, so you can find the number you are looking for without reading every line.
- Effects are split by who gets them. A technique that hurts your target and costs you something now shows two clearly separated blocks, "On Target" first and "On You" underneath, instead of one flat list you had to decode.
Fixes
- Cleared assets stay cleared in the content editor. Removing an art or sound path and saving used to hand the old one straight back on reload. This affected every content tab, not just one.
- The spell editor preview now matches the game. Wind-up and release animations play at the right speed and time, effects sit where they actually sit, and ground rings are visible at all instead of having to be tuned blind.
v0.19.26
Patch
Explosive Wave
Pull every scrap of ki inward until it has nowhere left to go, then let go.
Explosive Wave
- A new area technique with a long fuse. Two and a half seconds of wind-up while the ki builds and the ground starts to light up, then it goes off.
- The blast covers the ground around you, 220 across and 110 deep, so it catches everyone crowding you rather than everyone in the room.
- Heavy spirit damage and a hard throw on everything caught inside it.
- Anything that survives has its guard torn open for 12 seconds, with spirit defense and endurance both cut badly. Land it twice and the tear stacks.
- You pay for it, hard. For 20 seconds afterwards your own defenses, attack and speed drop through the floor and every technique costs more. You are detonating your own ki, and you are standing in the crater when it lands.
Fixes
- Frost Swarm and Mountain Stomp can be cast again. Neither scroll technique had a ki cost recorded, and a technique that costs nothing gets cancelled the instant you start it, so both did nothing at all when you pressed the key. They now cost 22 and 45 ki.
- The Ki Beam wind-up no longer glitches on its last frame. It was reaching for a frame the animation never had.
- Fixed a handful of effects that were quietly never showing up. A few techniques had an empty slot saved where an animation should have been, so their impact and falling visuals silently did nothing.
v0.19.25
Patch
Dye Works
Picking a colour for your gear now shows the piece on your own fighter, in a palette you can actually name.
See it on yourself before you buy it
- The colour picker previews the garment worn on your character, not on a floating icon. Change a shade and your fighter changes with it, equipment, hair and all.
- Your primary and secondary colours are named beside the preview while you pick, and the names stay on the item afterwards so you can read them off it in your bag.
- Every swatch shows its full shade ramp instead of a single chip, and still names itself on hover.
A smaller, sharper palette
- 43 hand-picked colours replace the old wall of near-identical shades, sorted into Neutrals, Blues and Teals, Purples and Pinks, Reds, Oranges, Earth Tones, Yellows and Golds, and Greens.
- Ash Grey and Onyx Black are the undyed look. Pick those and you get the piece exactly as it was drawn.
- Colours now swap shade for shade. What you pick is what lands on the cloth, with no brightness maths in between, so a deep colour stays deep and a bright one stays bright.
Every dyeable piece repainted
- All dyeable gear was redrawn onto the new shades: every gi, all four armours, both capes, the shirts, pants, boots, gloves, shin guards, sashes and the scouter.
Heads up
- Gear you already dyed comes back undyed. The old palette is gone, so anything you recoloured before this patch returns to its Ash Grey and Onyx Black base look rather than guessing at a colour that no longer exists. Buy the piece again to dye it in one of the new colours.
v0.19.24
Patch
Winding Up
Every transformation now builds before it lands, and the ground reacts while you charge.
Transformations charge now
- Every form has a wind-up aura, not just Super Saiyan. It swells across the whole cast, holds at the peak, and releases the instant the form takes.
- Super Saiyan 2 and 3 crackle harder while charging than the finished form does. Same for 4, Broly, Vegeta, 5 and Ultra Ego. God ki and Ultra Instinct stay calm and glow instead.
- Electric techniques got it too. Death Ball, the Evil Finger and Human Extinction Attack spark harder during the wind-up than any form you can be standing in while you cast them.
Your aura takes on the colour of what you are charging
- Charge Super Saiyan 3 while already Super Saiyan and the gold bleeds into the wind-up's colour, then back when it lands. It fades both ways. Nothing snaps between colours any more, whatever you are wearing and whatever you are charging.
Ki pulses on the floor
- Charging pushes rings out from under your feet, growing as the charge builds, and they sit on the ground properly: anything in front of you passes over them.
- Sized to what you are winding up. A plain charge ripples; Death Ball, Spirit Bomb and Human Extinction Attack push waves twice as wide.
- Spirit Bomb finally gathers. Energy streams up off you in a thick column toward the ball above your head, instead of a few sparks twinkling at your feet.
Fixes
- Death and spawn effect rings expanded from the middle of your chest. They come off your feet now, like the charge pulses always did.
- Rings are a character wide again instead of stadium markings, and Starburst's lie flat with the rest.
- Toned down the god-rays on Gilded Arrival, Golden Ascension and Starburst.
v0.19.23
Hotfix
Feet On The Ground
- Every shockwave ring now expands from your feet, not from the middle of your chest. The charge-up pulses were already anchored there; the rings on Confetti Burst, Starburst, Golden Ascension, Ember Scatter, Warp In, Prism Bloom, Gilded Arrival and Lightning Strike were not, so those read as a hoop around your waist rather than a wave leaving the floor.
- Rings are a character wide again. The biggest ones had grown into stadium markings. Everything is inside 64px now, and Starburst's three rings lie flat on the ground with the rest instead of standing up like hoops.
v0.19.22
Hotfix
Feet On The Ground
- Every shockwave ring now expands from your feet, not from the middle of your chest. The charge-up pulses were already anchored there; the ring on Confetti Burst, Starburst, Golden Ascension, Ember Scatter, Warp In, Prism Bloom, Gilded Arrival and Lightning Strike was not, so those read as a hoop around your waist rather than a wave leaving the floor.
- Prism Bloom's ring was pulled in to match, since anchoring it at the feet pushed the old size off the bottom of the effect.
v0.19.21
Patch
Winding Up
Every transformation now has a charge-up of its own, and it is the loudest moment of the whole thing.
Transformations build before they land
- Every form has a wind-up aura now. Not just Super Saiyan. It swells over the whole cast, holds at the peak, and releases the instant the form takes.
- Super Saiyan 2 and 3 crackle while they charge, harder than the finished form does. Same for 4, Broly, Vegeta, 5 and Ultra Ego. God ki and Ultra Instinct stay calm and glow instead.
- Electric techniques got the same treatment. Death Ball, the Evil Finger and Human Extinction Attack now spark harder during the wind-up than any form you can be standing in while you cast them.
- Ki pulses roll out under your feet through the whole charge, growing as it builds.
Your aura changes colour with what you are charging
- Charge Super Saiyan 3 while you are already Super Saiyan and the gold bleeds into the wind-up's colour, then back when it lands. It fades both ways. Nothing snaps from one colour to the other any more, whatever you are wearing and whatever you are charging.
Fixes
- Toned down the god-rays on Gilded Arrival, Golden Ascension and Starburst. They were doing far too much.
v0.19.20
Patch
Go Out In Style
Death and spawn effects are real now. Ten of them, in the Z-Shop's Effects tab, every one rebuilt from scratch. Charging got heavier while we were in there.
Death effects stay where you fell
- Your last moment belongs to the spot you died on, not to you. Death effects used to play on your body, which is hidden the instant you go down and gone when you respawn, so nobody ever really saw one. They now stand on their own where you fell, play out in full, and clear themselves.
- Everyone nearby sees it, not just for the half-second before your body disappears.
- Your spawn effect waits for the loading screen to lift. It was playing while the screen was still black, so the person who bought it was the one person who never saw it.
Ten effects worth wearing
- Confetti Burst. A rainbow of tumbling paper thrown in every direction, over a ring of dust.
- Golden Ascension. The light takes you. Gold rays, then shockwaves rolling out across the ground.
- Starburst. A white flash and three rings punching outward through a spray of sparks.
- Ember Scatter and Smoke Vanish finish the death set. Prism Bloom, Gilded Arrival, Lightning Strike, Petal Bloom and Warp In cover your entrances.
- Every one plays live on your character in the Z-Shop before you spend a Dragon Key on it.
Charging moves the ground
- Ki pulses roll out from under your feet while you charge. They start small and grow as the charge builds, and they sit on the floor properly: anything standing in front of you passes over them.
- Sized to what you are winding up. A plain charge ripples; Death Ball, Spirit Bomb and Human Extinction Attack push waves three times as wide.
- Spirit Bomb finally gathers. Energy now streams up off you in a thick column and funnels toward the ball above your head, instead of the few sparks that used to twinkle around your feet.
v0.19.19
Patch
Go Out In Style
Death and spawn effects are real now. Ten of them, in the Z-Shop's Effects tab, and every one of them was rebuilt from scratch. Every aura in the game got a little heavier while we were in there.
Death effects stay where you fell
- Your last moment belongs to the spot you died on, not to you. Death effects used to play on your body, which is hidden the instant you go down and gone when you respawn, so nobody ever really saw one. They now stand on their own where you fell, play out in full, and clear themselves.
- Everyone nearby sees it, not just for the half-second before your body disappears.
- Your spawn effect waits for the loading screen to lift. It was playing while the screen was still black, so the person who bought it was the one person who never saw it.
Ten effects worth wearing
- Confetti Burst. A rainbow of tumbling paper thrown in every direction, over a ring of dust.
- Golden Ascension. The light takes you. Gold rays, then shockwaves rolling out across the ground.
- Starburst. A white flash and three rings punching outward through a spray of sparks.
- Ember Scatter and Smoke Vanish finish the death set. Prism Bloom, Gilded Arrival, Lightning Strike, Petal Bloom and Warp In cover your entrances.
- Every one plays live on your character in the Z-Shop before you spend a Dragon Key on it.
The ground knows when you power up
- Ki pulses roll out from under your feet. Charging, and every transformation, now push rings across the floor. They start small and grow as a charge builds.
- Tuned per form: a slow single pulse on Super Saiyan, a hammering double on 3, heavy red waves on 4, and something almost weightless on Ultra Instinct, whose sparks now catch the light.
v0.19.18
Patch
Go Out In Style
Death and spawn effects are real now. Ten of them, in the Z-Shop's Effects tab, and every one of them was rebuilt from scratch.
Death effects stay where you fell
- Your last moment belongs to the spot you died on, not to you. Death effects used to play on your body, which is hidden the instant you go down and gone entirely when you respawn, so nobody ever really saw one. They now stand on their own where you fell, play out in full, and clear themselves.
- Everyone nearby sees it. Not just you, and not just for the half-second before your body disappears.
Ten effects worth wearing
- Confetti Burst. A rainbow of tumbling paper thrown in every direction, on a ring of dust.
- Golden Ascension. The light takes you. Gold rays, then shockwaves rolling out across the ground.
- Starburst. A white flash and three rings punching outward through a spray of sparks.
- Ember Scatter and Smoke Vanish round out the death set.
- Prism Bloom, Gilded Arrival, Lightning Strike, Petal Bloom and Warp In cover your entrances.
And a shop you can actually judge them from
- Every effect plays live on your own character in the Z-Shop. Same look you get in the world, running in the preview, before you spend a Dragon Key on it.
v0.19.17
Patch
Inside The Lines
Fixes
- Hit-area animations stay inside the strip they damage. They were laid out one frame at a time and rounded up, so on most lengths the last one hung off the end. A 320px lane of 60px spikes drew forty pixels of art past anything that could be hit. Frames now sit flush with the start and the end, at their native size, with the slack shared between them.
- An NPC's line telegraph starts where its technique does. It was drawn from the caster's own position while the lane it fired started at the muzzle, so the warning rectangle and the damage covered different ground. Player casts already did this correctly.
v0.19.16
Patch
Tidier Offsets
Tools
- Hit Art Offset Per Direction is a checkbox now, and the eight North/South/East/West fields only appear once it is ticked, instead of sitting there empty whether or not they apply.
- The spell preview keeps up while you type. Number fields used to reach it only once the edit was committed, so a typed value looked like it did nothing until focus moved.
v0.19.15
Patch
Per Direction, Like It Should Be
Tools
- The per-spell hit-area offset now works per direction. A single value could never be right: the offset is a world vector and the tiles are held upright, so it reads sideways off an east/west lane and along a north/south one. There is now a North/South/East/West pair, with the flat pair kept as the fallback when per-direction is off.
- Both the overlay's own per-direction offsets and the new per-spell ones resolve through one shared rule, so they cannot disagree about which way "east" is.
v0.19.14
Patch
Reusable Art, Visible Rain
Tools
- Line techniques can now nudge their hit-area art per spell. The overlay's own offset says where the drawing sits in its frame; the new one says how this particular technique wants it sitting against its lane. One spike sheet can serve several spells at different heights instead of needing a duplicate overlay each time.
- The weather preview shows weather again. Its particles were being built without their sprites, which renders them as single pixels, which looks exactly like nothing at all.
v0.19.13
Patch
Preview, Properly
Tools
- The preview's caster now acts. It plays the spell's own cast and fire animations, facing the previewed direction, instead of standing in one frozen pose.
- Every spell type renders, not just lines. Projectiles show their muzzle, flight line and impact radius; bombs show the landing circle at range; the caster and both overlays play for all of them.
- The lane was drawn in the wrong place. Muzzle drop is positive-DOWN in the game, and the preview was lifting it instead, so a lane sat twice its drop above where it really lands. The preview's caster is now anchored on the node origin the effects actually measure from, with the feet collider and origin both marked.
v0.19.12
Patch
The Preview Actually Previews
Tools
- The spell cast preview now shows the cast. The first version drew almost nothing: it only knew how to draw spritesheets, and most cast auras are shader effects with no sheet at all. It now runs the real aura shader over a real silhouette, the real animation builder for every sheet, and the caster sprite it was pointed at a path that did not exist.
- The preview has a self-test. A headless check asserts the caster, the aura and the hazard tiles are actually live, so "it builds without errors" can never again be mistaken for "it works".
v0.19.11
Patch
See It Before You Ship It
Fixes
- Rock Spikes are back where they were. The alignment change last patch moved them the wrong way; that offset turns out to be direction-dependent and needs eyes on it, which is what the new editor tool below is for.
Tools
- The spell editor now previews a cast. Wind-up, fire, the hit area and the tiled hit animation all play on the same clock the game uses, in any of the four directions, updating as you type. It reads the live form, so a number can be tried before it is saved.
v0.19.10
Patch
Point It Where You Mean
Fixes
- A caster's charge aura no longer sticks on permanently. Interrupt an NPC mid-cast, let it start another technique, and the aura it was supposed to shed became the thing it restored itself to. It could never switch off after that.
- Line techniques aimed at a selected target now fire straight at it. They were being snapped to the nearest of eight compass headings, so a target off-axis got a lane that visibly missed to one side. Free aim still snaps, which is what keeps an unaimed lane running straight.
- Rock Spikes sit where they are drawn. The spikes were rendering well below their own damage line.
Balance
- Rock Spikes hit a narrower lane, matching the width of the spikes you can actually see. It was catching things well outside them.
v0.19.9
Patch
Quieter
Fixes
- Knockback on NPCs no longer jitters. The correction was snapping to each server position and guessing past it in between, so a shove read as a stutter. It now eases hard instead of stepping.
- Techniques that need a target refuse to start when it is out of reach. No wind-up, no overlay, no Ki spent, and it says so.
- The target box stops flashing at the middle of the map for a frame before landing on what you selected.
Changes
- AoE and line telegraphs are quieter. Thinner outline, fainter fill, softer halo. They still read as a warning without painting the floor.
- Human Extinction's charge is less shouty at full charge. Lightning is thinner and sparser, the glow band narrower.
v0.19.8
Patch
Hold The Note
Fixes
- Knocked-back NPCs stop drifting off where the server never put them. The shove was being re-simulated locally, and a golem shoved into a rock could settle on the wrong side of it. It now follows the server's own path with the lag taken out, so the hit still lands hard but nothing invents a position.
- Sustained cast auras hold instead of twitching. A spell that keeps firing sends its overlay again on every tick, and each arrival tore the aura down and swelled it from nothing again. Human Extinction shows it best: the electricity now sits at full strength for the whole stream instead of flickering back and forth.
- Overlay animations no longer rewind mid-play. The same repeat that reset the aura also restarted the spritesheet, so long effects only ever showed their opening frames.
- NPCs on raised ground keep their place in the scenery. A state packet could stamp a depth value that outranked the world's sorting, with nothing to take it back off.
v0.19.7
Patch
Standing Where They Stand
Fixes
- Rock Golems no longer walk over the scenery. Every NPC was sorting from a line 14px south of its own feet, so it drew in front of rocks it was standing behind. Crowded ground made it obvious.
- Cast auras hug the caster again. The silhouette an NPC's aura traces sat a sprite's-height too low, so a golem winding up looked like it was gathering the ground below itself.
- Knockback on NPCs is predicted client-side. A hard shove used to arrive as four position corrections eased into each other, which read as a slow drift instead of a hit.
- Force Push no longer glows. A projectile that declined a light was given a default one anyway.
Balance
- Rock Golems have three times the health. They were folding faster than anything that heavy should.
v0.19.6
Patch
Something In The Rocks
Changes
- Rock Golems now stand among the crystal fields. Plain stone and all three crystal strains, scattered across the rocks. They hit hard and barely budge when hit back, but ki cuts through whatever holds them together.
v0.19.5
Patch
Lined Up
Fixes
- Line technique eruptions now sit correctly whichever direction you cast them in, instead of drifting off the strip they belong to.
v0.19.4
Patch
Lined Up
Fixes
- Line technique eruptions now sit correctly for every direction you cast them in, instead of drifting off the strip they belong to when aimed up, down or sideways.
v0.19.3
Patch
Wave, Not Wall
Fixes
- Line techniques read as a wave again. Each burst held its final frame until the whole line had finished, so what should have been an eruption travelling outward ended up as the entire lane lit at once. Bursts now clear as they finish.
- The eruptions sit where the technique actually hits. Cast sideways they sat below the damaged strip; cast up or down they were off-centre. Both now line up with the ground being broken.
v0.19.2
Patch
Grounded
Fixes
- Line technique bursts sit in the strip they damage. The eruptions were drawn floating above the damaged ground when cast east or west. They now root at the near edge of the hit area and rise out of it, so what you see lines up with what gets hurt.
v0.19.1
Patch
Cliff Corners
Fixes
- Cliff corners are built properly again. The bottom corners of a cliff are two tiles tall, and only the lower one was being placed: the upper piece was instead sprinkled at random points along straight cliff edges, where it did not belong. Corners now stack correctly whether the drop is a single step or a full wall, and long edges read cleanly along their whole length.
v0.19.0
Patch
Rock Golems
New Enemies
- Rock Golems, in plain stone and three crystal strains. Built out of the ground they stand on: heavy, slow, and almost impossible to knock around. Their armour is stone, so blunt force is a waste of a swing, but whatever holds them together answers to ki.
- They fight with thrown rock, erupting stone lanes, and the heavier ground techniques. No two strains bring quite the same set.
New Scenery
- Crystal rocks, ten kinds in four sizes. The largest stop both you and what you throw, mid-sized ones only block your path, and the smallest are underfoot scatter you can walk straight over.
Fixes
- A cliff edge variant was being sprinkled at random points down long cliff runs, where it did not belong. Cliff edges now read cleanly along their whole length.
v0.18.99
Patch
On The Line
Fixes
- Ground bursts now erupt from the lane instead of below it. The eruptions of a line technique were drawn a good half-tile beneath the strip they belonged to. Cast north or south that gap hid along the lane and nobody noticed, but cast east or west it sat square across it, so the effect visibly ran below the ground it was actually breaking.
v0.18.98
Patch
Facing The Right Way
Changes
- You now turn to face what you are casting at. Aiming a technique at a selected target left your character still facing whichever way they last walked, so a spell would visibly leave from the wrong side of you.
Fixes
- Ground lanes run straight. A lane aimed at a target sat on whatever exact angle that target happened to be at, and a heading a couple of degrees off is invisible at your feet but grows the further it runs, dropping each burst lower than the last. Lanes now snap to a true compass heading, so east is east.
v0.18.97
Patch
Straight And True
Changes
- You can aim diagonally while standing still. Techniques used to collapse to the four compass directions unless you were actually walking diagonally at the moment you cast. Standing still now keeps your eight-way heading.
Fixes
- Ground effects now line up with the lane they belong to. The bursts of a line technique were laid out against the edge of the damaged strip instead of its centre, so they sat off to one side, and because the lane rotates with you that offset swung around as you turned. They now run straight down the middle.
v0.18.96
Patch
Fissure Wave Polish
Changes
- Fissure Wave now uses the throwing motion. It was borrowing the heavy ground-slam pose, which read as a stomp rather than something you send out ahead of you.
Fixes
- The lane telegraph no longer appears at the middle of the screen for a frame before snapping into place.
v0.18.95
Patch
Down To Earth
Fixes
- Ground techniques now start at your feet. A lane technique was anchored at chest height, so the seam and its telegraph both floated above the ground they were supposed to be tearing open. They now sit on the floor and start just ahead of you, the same way a thrown technique leaves your hand rather than your chest.
- Fissure Wave's eruptions were tuned to sit inside the damaged strip rather than overhang it.
v0.18.94
Patch
Fissure Wave
New Technique
- Fissure Wave. Split the ground and let it run. A seam tears away from your feet and erupts along its length, each burst throwing up the one ahead of it until the line spends itself. The damage travels with the eruptions rather than landing all at once, so anything standing further down the line has a moment to move.
- A technique scroll for it is stocked in the admin shop.
v0.18.93
Patch
Things In Their Right Place
Fixes
- Techniques no longer fly in from the middle of the screen. Impact rings, gathered orbs and damage numbers appeared at the centre of the view for a frame and then shot across to where they belonged. They now appear where they happen.
- Thrown spheres sort against the world properly again. A Spirit Bomb in flight drew on top of trees, characters and everything else no matter where it actually was. It now passes behind what it is behind, and in front of what it is in front of.
- A sphere gathered overhead is no longer hidden by overhangs. While charging it is held above your head, so it now draws above treetops and roofs instead of disappearing under them. Once thrown it sorts normally again.
- Your facing no longer sticks after leaving the window. Holding the aim key and then alt-tabbing left the game believing the key was still down, so afterwards walking in a new direction would snap you back to the last direction you aimed.
v0.18.92
Patch
Ground and Air
New Techniques
- Mighty Impact. Drive both fists into the ground and let the shock do the rest. Dust erupts outward in a flat ring, throwing everything nearby off its feet, and the churned earth catches a leg and holds it there for a few seconds.
- Force Push. A short-range wall of compressed air shoved forward off the palm. It does little more than bruise, but whatever it lands on leaves the ground.
- Both scale with Strength. Technique scrolls for them are stocked in the admin shop.
New Status Effect
- Snared. Pinned to the spot, unable to move until the grip slackens.
Fixes
- Status effects now show their visuals on enemies. Any effect with an overlay (Snared and everything added later) was drawing correctly on players but was silently invisible on NPCs.
- Taking a hit always reads as taking a hit. Damage now flashes the target red even in the cases where the flinch animation is deliberately suppressed, such as during a technique that cannot be interrupted. Chip damage used to land with no feedback at all.
Under the Hood
- Techniques can scale off any combat stat. The damage school (spirit or physical) still decides which of your defences answers it, but which of the caster's stats it grows from is now set separately, opening the door to abilities built around Endurance or Spirit Defence. Every existing technique scales exactly as before.
- Area techniques can now be oval and offset rather than always a circle centred on the caster, so a hit area can match a flat, ground-hugging effect instead of over-reaching above and below it.
- The technique tooltip names the stat a spell scales with.
- Effect spritesheets can be laid out as a grid instead of one long strip.
v0.18.91
Patch
Let It Fall
Fixes
- Overhead techniques no longer die the moment you fire them. Spirit Bomb and Death Ball are held above your head, but they were colliding from the instant they left your hands, so indoors they hit the wall behind you within half a second and looked like they never appeared. They now clear walls while they are still coming down, and land properly.
- They still hit anything they pass over on the way down.
- The charge aura no longer sticks to you. Casting a charged technique, tapped or held, left the glow on your character permanently.
- The Z-Shop tells you when a purchase worked. Buying an outfit sat on "Purchasing..." forever even though you had already received it.
- Wings now have proper inventory icons.
v0.18.90
Patch
Wings
New: Outfits in the Z-Shop
- A new Outfits tab, showing each piece on your own character rather than as a flat icon.
- Four sets of wings, Back slot, purely cosmetic with no stat bonuses at all:
- Ember Drake Wings (900) - Eternal Dragon Wings (1200) - Obsidian Drake Wings (1500) - Golden Wish Wings (2000)
- Outfits are bound to you: they cannot be traded, banked, dropped or sold, and they never drop on death. You can delete one, and if you do you can claim it back for free from the shop, so a mis-click costs you nothing. Only ever one of each.
- The Z-Shop is closed inside minigames and dimensions.
Transformations
- Super Saiyan 4 and Super Saiyan 5 are now Ultimate Power skins for Hair 3.
Fixes
- Back-slot items (wings, capes) now render behind your hair when facing the camera instead of over it.
Wear them. They do nothing. That is the point.
v0.18.89
Patch
Read The Room
Ability and item text now says what it does
- Effect names stand on their own line in bold, with everything that effect does listed underneath them, instead of the whole thing running together on one line.
- Stat changes are colour coded. Increases in green, decreases in red, and only the number is highlighted so "+5 Endurance" reads at a glance.
- HP, KI and STA carry their own bar colours wherever they appear, including inside "Max HP" and "KI Regen".
- Wording is plain now. "Cannot move" instead of "Root". "Takes 20% less knockback" instead of "KB Reduction". "25% chance to deflect attacks" instead of a bare "Deflect: 25%", which never said what the number referred to.
- Several effects used to print their own internal name at you, so buffs showed lines like "Xp Gain" and "Craft Bonus". Every effect type is described properly now.
- Fixed HP and KI rendering as "Hp" and "Ki" in every tooltip that mentioned them.
Transformations
- Super Saiyan 4 and Super Saiyan 5 are now Ultimate Power skins for Hair 3.
Now you can tell what the buff actually does.
v0.18.88
Patch
Read The Room
Ability and item text now says what it does
- Effect names stand on their own line in bold, with everything that effect does listed underneath them, instead of the whole thing running together on one line.
- The numbers and vital names are what stand out. "+50 Endurance", with HP, KI and STA in their own bar colours wherever they appear, including inside "Max HP" and "KI Regen".
- Wording is plain now. "Cannot move" instead of "Root". "Takes 20% less knockback" instead of "KB Reduction: 30%". "Absorbs 50 damage" instead of "Shield: 50". "25% chance to deflect attacks" instead of a bare "Deflect: 25%", which never said what the number referred to.
- Several effects used to print their own internal name at you, so buffs showed lines like "Xp Gain" and "Craft Bonus". Every effect type is described properly now.
- Fixed HP and KI rendering as "Hp" and "Ki" in every tooltip that mentioned them.
Transformations
- Super Saiyan 4 and Super Saiyan 5 are now available for Hair 3.
Now you can tell what the buff actually does.
v0.18.87
Hotfix
Clean Cast
Fixes
- A refused cast no longer plays first and fails after. Casting a technique that needs a target without one used to run the wind-up animation and light up the charge aura, and only then tell you there was no target. It now refuses immediately, and the aura goes with it.
- Spirit Bomb and Death Ball charge above the canopy. Gathering one under a tree drew the ball behind the leaves, which looked wrong for something held in the sky. It now sits above overhanging scenery while you charge. Once thrown it sorts normally again, so it can still pass behind things on the way down.
v0.18.86
Hotfix
Let Go
Fixes
- Volley techniques release you the moment the last shot leaves. Human Extinction Attack, Hellzone Grenade, Meteor Barrage, Finger Barrage and Frostbite Salvo were holding you in the throwing pose until the final projectile had already landed, up to nearly two seconds after you had stopped throwing. The animation now ends and you can walk on the last launch, while the volley is still in the air.
- Fixed those same five techniques failing to fire at all on v0.18.85.
What leaves your hand is no longer your problem.
v0.18.85
Hotfix
Let Go
Fixes
- Volley techniques release you the moment the last shot leaves. Human Extinction Attack, Hellzone Grenade, Meteor Barrage, Finger Barrage and Frostbite Salvo were holding you in the throwing pose until the final projectile had already landed, up to nearly two seconds after you had stopped throwing. The animation now ends and you can walk on the last launch, while the volley is still in the air.
What leaves your hand is no longer your problem.
v0.18.84
Patch
Five New Techniques
New techniques
- Spirit Bomb. Hold to gather it above your head. It keeps growing for as long as you charge, then sweeps down onto your own firing line and ploughs through whatever is in the way.
- Death Ball. The same idea, tighter and faster, and it bites harder on every pass.
- Big Bang Attack. A charged sphere thrown straight from the hand. Quick to build, no ceremony.
- Human Extinction Attack. One long wave of shards flicked up off a fingertip, raining back down across everything in front of you.
- Hellzone Grenade. Orbs gather around you, climb, then arc down onto your target one after another.
Charged shots
- Charge longer, hit more. A fully charged Spirit Bomb or Death Ball survives several impacts instead of dying on the first thing it touches. Let go early and you get proportionally fewer, on the same curve as the damage.
- You fire where you are pointing. Turning while you charge now aims the shot. It used to leave along whichever way you happened to face when you first pressed.
- The big ones cannot be knocked out of your hands. Taking a hit mid-charge no longer breaks the pose or the technique.
Charging up now looks like charging up
These landed quietly last patch and deserve a proper mention:
- Transformations build toward the moment they land, thickening and rising until they break at the peak.
- Hold a Ki Beam and it gathers, holds at full while the beam pours out, then settles when you let go.
- Charge while transformed and the new energy folds into the aura you are already wearing, keeping its colour.
Fixes
- Volleys no longer silently lose projectiles on the way out.
- Big overhead techniques no longer render behind you as they leave.
Gather it, then let go.
v0.18.83
Patch
Power Up
Charging up now looks like charging up
- Transformations build toward the moment they land. Start a transformation and the energy around you grows for the whole wind-up, thickening and rising until it breaks at the peak instead of simply switching on. False Super Saiyan smoulders crimson all the way up.
- Hold a Ki Beam and it gathers. The charge swells while you wind up, holds at full while the beam pours out, and settles when you let go.
- Already transformed? The charge joins your own aura. Charge a technique in a transformed state and the new energy folds into the aura you are already wearing, keeping its colour rather than replacing it. Your Super Saiyan gold stays gold, just bigger and angrier.
Ki Beam
- Reaches roughly twice as far, and holds for about twice as long while you keep the key down.
- Fires from in front of you instead of out of your chest.
Fixes
- Auras no longer trail a frame behind you mid-animation. During a charge-up the glow now hugs the pose you are actually in.
- The charge you see is the charge the server is running, so the peak lands exactly when the technique does, whatever your ping.
- Projectiles no longer spawn pointing the wrong way and snap straight a moment later.
Take a breath before you throw it.
v0.18.82
Patch
Pillars Stop Casting
Fixes
- Kami's Lookout pillars no longer cast a shadow. They are drawn as part of the building, so the silhouette on the floor beside each one looked like a second object lying there rather than a shadow.
- Walls have more breathing room before they draw over you. Standing right at the base of a wall no longer tips it over your head a moment too early.
Map editor
- Objects can now be set to cast no shadow at all, for art that already has its shading painted in or that is part of a building rather than a free standing thing. The setting is in the Objects tab and the preview honours it.
Out of the sun.
v0.18.81
Patch
Budokai Tenkaichi
Content
- Tournament Arena - Budokai Tenkaichi is now a tournament map. Host a tournament and it sits alongside Kami's Palace and Kame Island in the map list. Fighters start facing each other across the ring, the waiting fighters line up on the sand behind it, and spectators watch from the platform.
Map editor
- Tiles can be marked as walls. A wall taller than one tile now sorts from the ground it stands on rather than tile by tile, so it covers you when you are behind it and you cover it when you are in front. Before this, a tall wall's top could draw over you while you were still standing in front of its base.
- Walls standing on the same row merge into a single shape, so a long wall is one piece rather than a stack of separately sorted tiles.
- The Wall tool tints marked tiles and underlines the row each wall sorts from, so you can see what you have marked and where it will tip.
Mind the wall.
v0.18.80
Patch
Three New Auras
New skins
- Ultra Ego joins the Z-Shop for Hair 6. Violet ki wreathes the body, jagged and flame-like, with thin purple lightning that snaps off the arms and shoulders in bursts rather than crackling constantly. 1500.
- Super Saiyan 4 now looks different depending on who is wearing it. Hair 6 burns a tighter, deeper crimson than the original. Hair Broly boils red with green lightning tearing out of it at random, the wildest aura in the game so far. Both 500.
- The original Super Saiyan 4 aura is unchanged on Hair 1.
Notes
- If you already bought Super Saiyan 4 on Hair Broly, you keep it. It is the same purchase, just with the new aura on it, and you were not charged again.
- Every hairstyle is still a separate unlock, as before. Buying a look on one hairstyle does not unlock it on another.
Fear the pride.
v0.18.79
Patch
Hair 6 Goes Primal
Content
- Super Saiyan 4 is now available for Hair 6 in the Z-Shop, alongside the styles that already had it. Same price as the others.
- That look ships with a proper fringe hanging over the face, so it reads the way it should from the front instead of the hair stopping dead at your forehead.
Fixes
- Fringes were missing from the minigame roster and the tournament leaderboard. Those are the two places you see characters lined up next to each other, so a hairstyle that depends on its fringe looked wrong exactly where you were comparing it to everyone else. Fixed, and there is now a check that stops any future menu from forgetting it.
Bangs.
v0.18.78
Patch
The Rest Of The Greenery
Content
- Six new bits of scenery are placeable: a broad oak, a big fern bush, a low bush, and three cacti. That is every plant sprite in the set now usable, with none left sitting unused.
- The four pines that only existed as colour variants can now be placed in their original colours too.
Fixes
- Removed the teal pine recolours. They were the same tree as the originals they were made from, near enough that you could not tell them apart in the world, so the list of trees was padded with duplicates.
- The original pines had collision left over from being measured automatically, while every one of their colour variants had since been tuned by hand. They now match their variants exactly, so a pine blocks you the same way whatever colour it is.
Go touch grass.
v0.18.77
Patch
Namek Trees
Content
- The Namek trees are placeable, tall bare trunks with those blue-green crowns, in both sizes. The four original pines can be placed directly now too, not just their colour variants.
- The test map has been planted out with the new trees, if you get sent there.
Blue leaves.
v0.18.76
Patch
Pick A Tree
Under the hood
- The copy-collision picker fits on screen again. With seventy-odd objects in the list the window grew past the bottom of the display and took its OK button with it, so it could not be used at all. It is capped to the screen now and the list scrolls inside it.
- The rows in that picker show each object's proper name instead of its internal id, sorted alphabetically, with the id on the tooltip.
Nothing changes in-game with this one.
v0.18.75
Patch
Forty-Eight Trees
Content
- 48 new trees to build with. Eight colours of broadleaf in two shapes, plus every pine and snow-pine in all eight colours: green, teal, plum, pink, amber, dark green, red and orange. All placeable in the map editor, each with collision measured off its own trunk so you can walk close behind one without catching on it.
Plant something.
v0.18.74
Patch
Grounded
Fixes
- Shadows sit under their object again. They were floating well above it, by as much as a tile on some pieces. Objects get their anchor point moved onto the shared depth line when they spawn, and everything attached moves with them, except the shadow was quietly rewriting its own position every frame from a value that had not been adjusted. The amount depended on the object's collision, not on anything set for the shadow, so no amount of tuning the offset could have corrected it. Pillars were off by 48 pixels, the Kame House by 44.
Feet on the ground.
v0.18.73
Patch
Anchored
Fixes
- Shadows sit exactly where their setting says. Cutting shadows loose from their spritesheet last patch left a transparent margin at the bottom, and the game was lining up the edge of that margin rather than the shadow itself, so every shadow floated slightly above where it was set.
Under the hood
- The object editor's shadow preview no longer approximates. The lean it drew was measured as a slope where the game treats it as an angle, about a third short, and it ignored the sideways drift the sun adds. The solid shape now shows the exact overhead case, with the sunrise and sunset extremes outlined so the day's sweep is still visible, and the anchor line is always drawn right on the shadow's edge.
Pinned down.
v0.18.72
Patch
Nudge
Under the hood
- Arrow keys move the selected object properly now. The first press worked and then the selection appeared to drop, because the arrow key was also being read as menu navigation and quietly took focus off the map. It keeps focus now, so you can tap repeatedly or hold a direction, and a held run undoes in one go rather than one step per repeat. The step follows the snap setting: one pixel, quarter tile, half tile or a full tile.
Nothing changes in-game with this one.
v0.18.71
Patch
Back In Place
Fixes
- Scenery is back exactly where it was placed. Last patch corrected the map editor's preview, which was drawing objects six pixels below where the game puts them. That told the truth but left everything already placed reading six pixels high, since it had all been positioned by eye against the old preview. Every placed object has been moved back to where its author actually saw it, across every map.
- The preview shown while dragging an object had its own copy of the same six-pixel error, so it sat below where the click landed. Both now agree with the game.
Under the hood
- Arrow keys nudge the selected object, marker or piece of furniture, stepping by whatever snap is set: one pixel, quarter tile, half tile or a full tile. A whole box selection moves together as a single undo.
- Furniture depth is one rule everywhere now, the same position sorting everything else uses.
Nothing moved that you did not move.
v0.18.70
Patch
Pixel Perfect
Fixes
- Scenery now stands exactly where it was placed. The map editor was drawing objects six pixels lower than the game put them, so anything lined up carefully against other art ended up slightly too high. Most visible on the Lookout pillars, which were meant to meet the awning and were overlapping it instead.
- Overhangs cover you again, everywhere under them. Awnings, canopies and roofs go back to drawing over you whenever you are beneath them, rather than only while you stand on the far side.
- The Kami Spire had faint vertical stripes down both sides of its shadow. Its silhouette was being smudged out into the neighbouring artwork on the same sheet and picking up whatever sat next to it. Cut loose, clean shadow.
Under the hood
- The object editor now draws the shadow in its preview, flattened and leaning exactly as it will in game, so the shadow offset can be set by eye instead of by saving and checking.
Straight edges.
v0.18.69
Patch
No More Ledges
Changes
- You leave a floor by a ramp or a doorway, and by nothing else. Stepping off the rim of a cliff used to quietly drop you to the ground below. That was left over from an old experiment and it is gone. Cliff rims already block you, so the edge behaves like the wall it looks like. Ramps, stairs and floor transitions all work exactly as before.
- The Bloom HQ overhangs layer around you properly now. They were set up the old way and were actually drawing behind players instead of over them, so walking under one looked wrong. They sort per tile now like every other overhang: they cover what is behind them and you cover them when you step in front.
Under the hood
- Cleared out the rest of the old depth handling: the pass that forced overhangs above every character no matter where they stood, a dead branch that could stamp a single tree above every player on the map, and some leftovers that no longer did anything.
Watch your step.
v0.18.68
Patch
Solid Footing
Under the hood
- A cliff-climbing check was quietly not running. The test that makes sure you cannot walk straight up a cliff face by pressing into it was asserting the opposite of what the game deliberately does, and the spot it picked to test was buried inside a plateau where nobody can walk in from anyway. So it had been failing for the wrong reason while never actually checking the thing it was named after.
- It now checks both halves properly, on all three cliff heights: walking into a cliff base leaves you at the bottom, while arriving on top of a plateau (a respawn, a warp, coming back from a dimension) puts you on the surface rather than stuck inside it. All six pass. No gameplay change, the behaviour was already correct.
Nothing changes in-game with this one.
v0.18.67
Patch
Nothing In Front
Under the hood
- Individual tiles can no longer put themselves in front of you at all. The whole mechanism is removed rather than tuned: the per-tile sort line, the switch that went with it, and the editor controls for both. It was the thing that sent the sea in front of players a few patches ago, and the setting meant to justify it turned out to be blank almost everywhere.
- Overhangs and fringes still layer around you correctly. That is a property of a whole layer, asked for on purpose, and it is untouched.
- Both live maps were baked with the old code and the new and compared piece by piece: identical.
Nothing changes in-game with this one.
v0.18.66
Patch
Flat Out
Under the hood
- Nothing draws in front of you just because you cannot walk through it any more. That link was a leftover, and it is what sent the sea in front of players two patches ago. It is gone rather than worked around: every tile that relied on it has been cut loose, so blocking a tile now says nothing at all about what draws over what.
- Cliff faces still layer around you properly, because they are drawn with a real base line rather than inferred from their collision. The two live maps are pixel for pixel unchanged.
Nothing changes in-game with this one.
v0.18.65
Patch
Depth Rules
Under the hood
- Closed the bug behind the last two patches instead of patching another tile. The engine used to assume anything you cannot walk through is also something with height that you can walk behind, which is why making the water solid sent an entire sea in front of the players. Lava floors, pits and ice sheets were all one step from doing the same thing.
- Tiles now say for themselves whether they layer with players or stay flat underneath them, and the map editor has a switch for it next to the collision shape. Every existing tile was pinned to exactly what it did before, so nothing on any map moved: all 18 maps rebuild byte for byte identical.
Nothing changes in-game with this one.
v0.18.64
Hotfix
Rocks Too
Fixes
- The rocks in the water are flat now as well. Last patch put the water surface back underneath everyone; the rocks dotted through it were still being treated as something with height, so one could paint over you while you stood on the shore. A whole painted lake or sea now sits under everything, start to finish.
- Shorelines are untouched and still layer properly, since a bank really does have a face you can stand in front of.
Skipping stones.
v0.18.63
Patch
Above Water
Fixes
- The sea no longer draws over you. Making water solid so nobody swims off the edge of a map had a side effect: the engine treats anything you can't walk through as something you can walk *behind*, like a cliff face. So the water joined the same depth layer as fighters and painted over anyone standing north of it. Water is flat ground now, and stays under everything.
Under the hood
- The map editor's collision overlay draws on top of trees and furniture instead of under them, so blocked cells in a wood are actually visible, and there is a new option to hide it entirely while the collision tool is up when you want to see the art underneath.
Head above water.
v0.18.62
Patch
Size Boxes
Under the hood
- The map editor's size boxes now follow whatever map is open. They only refreshed when a map was opened or the Resize button was pressed, so deleting a map left the dead map's numbers sitting there, and undoing a resize left them showing the size the undo had just thrown away. Since Resize applies whatever they say, a stale reading was one click away from cropping the wrong map. They now track the open map through undo, generate and delete, and read nothing at all when no map is open.
Nothing changes in-game with this one.
v0.18.61
Patch
Kame Island
Tournaments
- A second tournament arena: Kame Island. Tournaments now roll between Kami's Palace and a palm-covered island with the Kame House on it. Fighters square off on the open grass, the rest of the bracket waits on the south shore, and the eliminated watch from the east side.
- The sea is solid, so nobody wanders off the beach mid-bout.
Weather
- Kame Island has its own weather. Mostly bright tropical sun, with the occasional thick downpour that blows through in under a minute and clears again. The rain darkens the island and comes in off the sea at an angle while it lasts.
Bring a towel.
v0.18.60
Patch
Layered Ground, For Real
Under the hood
- Painting one ground material over another stacks it now. Last patch made the map editor's ground able to hold layers, but you had to ask for a new one by hand first, so the ordinary act of switching material and painting still wiped out what was underneath. The layer is chosen for you: a stroke moves up only when it would have to overwrite a different material, extends a patch on the layer that patch already lives on, and erasing takes the top material off to uncover the one below.
- Shrinking a map really removes what falls outside it. The tiles went, but the record the autotiler rebuilds from stayed, so a cropped patch of ground reappeared the next time anything nearby was painted.
Nothing changes in-game with this one. It is groundwork for the maps coming next.
v0.18.59
Patch
Layered Ground
Under the hood
- Ground materials stack now. The map editor's ground autotiler kept one material per cell for the whole map, so painting grass where beach already was wiped the beach out. Ground lives on layers now: a second material autotiles on a layer above the first, each meeting the other with its own edges, so shorelines and paths can be built up instead of traded off.
- Hand-painted edges survive. Retiling used to rebuild the whole ground layer from scratch, which threw away any tile placed there by hand. It now only touches the cells the autotiler actually owns, so anything filled in by hand stays put, per-cell collision rides through a retile, and erasing a material off a wall leaves the wall blocking.
- Cliffs still draw over the painted ground, whichever way the layers are stacked.
Nothing changes in-game with this one. It is groundwork for the maps coming next.
v0.18.58
Hotfix
Unstuck
Fixes
- Fixed being stuck on "transitioning" at login. If you last logged out inside a map that has since been renamed or removed, the game tried to put you back into a place that no longer existed and left you waiting forever. You now land in the overworld instead and carry on as normal, with no lost progress.
- The same guard covers every warp, dimension and minigame transition, so a missing map can never leave you in limbo again.
Sorry about that one.
v0.18.57
Patch
Under The Canopy
Kami's Palace
- You can stand in front of the canopy now. The pink awnings off the sides of the palace were painted over everything, so a tree or a fighter standing in front of one was still hidden behind it. Overhangs now sort properly: they cover what is behind them and you cover them when you step in front.
- The arena has been renamed to Kami's Palace and tidied up behind the scenes.
Mind your step near the edge.
v0.18.56
Patch
Standing In Front Of Things
Fixes
- You no longer walk in front of everything. On Kami's Lookout the player drew over every tree, pillar and spire no matter where you stood, so nothing on the map could ever be in front of you. Depth works there now: walk behind a pillar and you are behind it.
- Scenery stacks in the right order. The pillars were drawing over the conifers even though the conifers stand closer to the camera. Objects now sort by where they actually are rather than by what kind of object they are.
- Same fault found and fixed on the First Bloom Chamber, the test house and the loadtest arena while we were in there.
Go stand behind a pillar.
v0.18.55
Patch
Kami's Lookout, Rebuilt
Tournaments
- The Lookout has been rebuilt. The arena floor is re-laid on new palace art, with fringed edges and a properly blocked rim, so you can no longer wander off the side of the world mid-bout.
- The clouds from last patch drift past it while you fight.
Under the hood
- A pile of map editor work sits behind this one. The short version: collision now survives having art painted over it, walls can be placed on empty ground, maps can be resized, and the editor stopped hiding collision that was painted on another layer.
Fight well up there.
v0.18.54
Patch
The Sky Is Moving
Kami's Lookout
- The clouds are actually there now. They have been spawning all along, behind the sky itself, so nobody ever saw them. They now sit in front of the backdrop where they belong, and it no longer matters what order a map's sky is put together in.
- They drift slowly and smoothly. They used to travel in whole-pixel jumps, which at any gentle speed read as stuttering. The motion is now sub-pixel, so a cloud can cross as slowly as you like and still glide.
- No two move alike. Bigger clouds cross faster, as if they are nearer, and every one gets its own speed on top of that. The sky stops sliding past like one flat sheet.
- The field is fuller: more clouds in the air at once, at a gentler pace.
Under the hood
- Any map can carry a sky with these settings, so this is not just the Lookout. Drift speed, spread, depth and density are all per map.
Look up once in a while.
v0.18.53
Patch
Everyone Starts At Ten
Minigames
- Equalize-at-start games now put every stat at a set level for everyone, instead of dropping you to raw base stats. Base was a weak, flat place to open a fight. Base Assault starts every fighter at level 10 in all seven stats, and you build up from there with the orbs you earn.
- The starting level is per game, so a game can open at 10, at 25, or at raw base if that is the fight it wants.
- Your power level in these matches now reads what you are actually worth in the ring, not the number you brought in from the overworld. So does everything in the character window: the levels, the prices, the lot.
- Everyone pays the same for the same level, as of the last patch, and now that falls out of the design rather than being a rule bolted on top.
- As always: whatever you build in a match stays in the match, and your real character is untouched when you walk out.
Ten and climbing.
v0.18.52
Patch
Same Price For Everyone
Minigames
- In an equalize-at-start match, a level costs the same for everyone. The stats were already equalized, but the orb price of the next level was still being read off your real level, so a veteran was buying their 101st level while their opponent bought their 2nd. Same gain in the ring, hundreds of times the orbs. The rule was quietly punishing you for having progressed, which is the exact opposite of the point.
- Now both fighters buy their 1st, 2nd, 3rd level of the match at the same price, whatever they walked in with.
- The character window shows your in-match progress, not your real levels sitting next to base stats. You see the ladder you are actually climbing, at the price you are actually paying.
- None of this touches normal play. Outside a match your real levels and real prices are exactly as before, and everything bought inside a match still reverts when you leave.
Go get it.
v0.18.51
Patch
Earn Your Build
Minigames
- New match rule: equalize at the start only. Everyone begins on the same base stats, exactly like a fully equalized match, but every level you buy with orbs you earn inside the match counts in full. The fight starts even and is decided by what you build in it.
- Base Assault now runs on that rule. Walk in with nothing, farm, spend, and the build is yours for the length of the match. It all reverts when you leave, like anything else picked up in a match.
- The old equalize rule is unchanged and still available: a fixed stat block for the whole game, where nothing you buy mid match moves the dial. Pick one per game in the editor.
- The two rules cannot fight each other. If a game somehow has both set, the fixed block wins.
Have fun out there.
v0.18.49
Patch
Tournament Day
Tournaments
- Tournaments are fought at Kami's Lookout. The arena has a sky now, with clouds drifting past while you fight.
- Fighters waiting for their turn stand in the waiting area properly. Everyone was being dropped on one fixed spot that no longer lined up with the arena. The waiting ground, the spectator stand and both ring corners are now read from the map itself, so fighters spread out where they are meant to.
- There is a pause between bouts. The bracket used to start the next fight the instant the last one ended, which made a whole tournament feel like a slideshow. The result gets a moment to land now, and the next pair is announced before they are called in.
Maps
- Maps can carry a proper sky. A two colour backdrop stretched across the map, plus drifting elements like clouds that cross it while you stand still, each layer moving at its own depth.
- Every map has been re-baked, so recent authoring is live.
See you in the arena.
v0.18.48
Patch
Titles, Placed
Titles
- A title can now read either before or after your name. Each one is authored as a rank that sits in front. *Admin Kakarot*. or as an epithet that follows it. *Kakarot, The Champion*.
- Epithet titles get their own line above your character. Instead of being crammed onto the end of your name, they now appear on a second line directly beneath it, so long titles no longer stretch your nameplate across half the screen. In chat they stay on a single line.
- Every title that already exists keeps the placement it has now, so nothing you have equipped changes.
See you in the arena.
v0.18.47
Patch
Say It Out Loud
Warnings you can actually see, a cast bar for every caster, and one less bar cluttering your character.
Interface
- Warnings now appear over your character, in colour. Refusals like "Can't warp while in combat!", "Not enough Ki!" or "Inventory is full!" only ever went to the chat log. so with chat closed, the game looked broken rather than like it was answering you. They now float up off your character and fade. Everything still goes to chat as well, so nothing is lost.
- They can't spam you. At most one popup per second, and repeating the same warning is suppressed for four seconds. mashing a blocked action gives you one message, not a column of them.
- You can turn them off. Settings → Gameplay → *Overhead Warning Popups*. The chat copy keeps working.
- The stamina bar is gone from above your character. It is already on your HUD, and it was the main thing crowding the space.
Combat
- Cast bars. Any spell with a cast time now shows a white bar filling as it winds up. for players *and* NPCs, so a slow enemy attack is something you can see coming and step away from. It sits under your Ki bar. or moves up into its place when you have no Ki bar showing. so your character is no more cluttered than before.
See you in the arena.
v0.18.46
Patch
Say It Out Loud
Warnings you can actually see, a cast bar for every caster, and one less bar cluttering your character.
Interface
- Warnings now appear over your character, in colour. Refusals like "Can't warp while in combat!", "Not enough Ki!" or "Inventory is full!" only ever went to the chat log. so with chat closed, the game looked broken rather than like it was answering you. They now float up off your character and fade. Everything still goes to chat as well, so nothing is lost.
- They can't spam you. At most one popup per second, and repeating the same warning is suppressed for four seconds. mashing a blocked action gives you one message, not a column of them.
- You can turn them off. Settings → Gameplay → *Overhead Warning Popups*. The chat copy keeps working.
- The stamina bar is gone from above your character. It is already on your HUD, and it was the main thing crowding the space.
Combat
- Cast bars. Any spell with a cast time now shows a white bar filling as it winds up. for players *and* NPCs, so a slow enemy attack is something you can see coming and step away from. It sits in the slot the stamina bar used to occupy, so your character is no more cluttered than before.
See you in the arena.
v0.18.45
Patch
Beam Me Out
Two fixes straight from player reports.
Dimensions
- The exit beam now appears when you clear a dimension. On Icy Plateau. and any dimension built with the new map tools. the completion pad's beam was being drawn *underneath the floor*, so finishing every objective looked like nothing had happened. The safety exit sat elsewhere on the map and was never affected, which is why only some of the pads seemed broken.
Combat
- Slows wear off properly again. A slow could outlive its own timer and keep you at reduced speed indefinitely. Your game counted the effect down but never actually removed it, relying entirely on a message from the server that could go missing if you crossed between areas at the wrong moment. It now clears itself the instant it expires. Permanent effects from gear, passives and guild auras are unaffected.
See you in the arena.
v0.18.44
Patch
Sorted
A real fix for the movement stutter, and for things drawing in front of you when they shouldn't.
Movement
- The micro-stutter while moving is gone. Your position correction used a fixed tolerance that was *smaller* than the normal frame-to-frame variation at sprint speed. so it nudged your character a pixel or two, many times a second, for no reason at all. The tolerance now scales with how fast you are actually going. Measured on the test course: the share of frames that get corrected at all dropped by more than half, and the correction motion halved with it.
- Rubber-banding in tight corners and around furniture improved too, with fewer hard snaps.
- Yesterday's notes credited a different change for this. That change turned out to make no measurable difference and has been reverted. this is the one that actually does it.
World
- Map furniture now sorts against you by position. Tables, chairs, tanks and everything else placed in a map were drawn at one fixed depth, so whether you appeared in front of or behind them barely depended on where you stood. Whoever is further down the screen is drawn in front, everywhere.
- Rugs and carpets stay on the floor. A rug you placed yourself drew on top of players and tables instead of underneath them.
- Furniture you place matches furniture the map author placed. The same item sorted by a different edge depending on who put it down.
- NPCs and trees no longer draw over the whole scene. A failed startup check could leave one stamped at a depth that outranked everything else on the map.
See you in the arena.
v0.18.41
Patch
Solid Ground
A fix-up pass on how the world is built and drawn. Cliffs behave like cliffs again, your cosmetics apply the moment you pick them, and furniture stops standing in front of you.
Cosmetics
- Name colours apply instantly. Picking a new name colour used to do nothing until you changed zone. It now updates above your character straight away.
- Titles too. Selecting a title had the same problem, and never refreshed the name at all until you moved between areas.
World
- Cliffs are solid again. You could walk into the face of a cliff and end up standing underneath it. Every cliff footprint now blocks properly from below, so stairs are once more the only way up.
- Furniture draws in the right order. Standing below a table put you behind it. Furniture now sorts against your character by position, the way everything else in the world does.
- Cliff edges and corners are tidier. One-wide ledges, spurs running off a plateau, and the seam where two different heights meet all pick the right art now instead of falling back to something approximate.
See you in the arena.
v0.18.38
Patch
Aura Polish
A quick pass over the transformation auras so they read cleaner and don't wash out your fighter.
Transformations
- Subtler auras across the board. Every transformation aura, from Super Saiyan through the Namek forms, is toned down and made consistent, so your character stays the focus.
- Super Saiyan God is dialed a little further since its aura runs busier than the rest.
See you in the arena.
v0.18.37
Patch
Transformation Aura Pass
Every transformation now reads bolder. thicker, more visible aura bodies with a cleaner, subtler outer glow. Power up and it shows.
Transformations
- Bolder auras. Super Saiyan, Super Saiyan 3, False Super Saiyan, Mastered Ultra Instinct, and Super Saiyan God all got heavier aura bodies so the effect pops, with the outer glow toned down so it no longer washes out.
- False Super Saiyan is complete. The FSS skin now has its own crimson body and hair, so it renders properly when you transform instead of falling back to your base look.
- MUI drifts slower. The Mastered Ultra Instinct aura flows at a calmer, more liquid pace.
- Super Saiyan God aura dialed back a touch for a cleaner silhouette.
See you in the arena.
v0.18.36
Patch
Cures, Fixes & Stability
A big under-the-hood cleanup pass, plus a few things that were quietly broken now actually work. Smoother fights, safer trades, and consumables that do what the tooltip says.
Now working as intended
- Cure & immunity consumables. Items that grant immunity (antidotes and the like) now actually protect you. and drinking one clears the matching effect you already have. Poisoned? Down a cure and it's gone.
- Ki-cost gear. Equipment and effects that reduce a spell's Ki cost now truly discount your casts instead of doing nothing.
Combat & world
- Enemy health bars update correctly. Monsters regenerating out of combat no longer look stuck at low HP. their bars now reflect real health.
- Recolored items behave everywhere. Custom-colored gear works properly in trades, the bank, and the guild vault. No more odd disappearing or mismatched stacks.
- Smoother fights on disconnect. Players dropping mid-battle no longer cause network hiccups for everyone nearby.
Economy safety
- House purchases are refund-safe. A failed house buy always returns your currency to the right character. no more edge cases where a refund could land on the wrong player.
Chat
- Tighter filter. The bad-word filter no longer falls for spaced-out or punctuation-padded evasions, while still leaving innocent words alone.
Lots more invisible hardening under the hood to keep things stable. See you in the arena.
v0.18.35
Patch
Mouseover Highlights
- Hover highlights. NPCs and interactable objects (chests, signs, and the like) now show a subtle white outline when you move your cursor over them, so it's clear what you can click and interact with.
- Behind the scenes: map-editor improvements. interact points can now take their graphic straight from a tileset (pick one tile or drag a multi-tile block), and entity placement snapping (grid / half / quarter) is clearer across all tools.
See you in the arena!
v0.18.34
Patch
Mouse Keybinds, Weather & Cosmetics
- Bind actions to mouse buttons. keybinds can now be set to Left / Right / Middle / Mouse 4 / Mouse 5, not just keyboard keys. Open Esc → Controls, click a bind, and press the mouse button you want. Clicking on menus and buttons still does the UI thing. your bound action only fires out in the world.
- Frost weather fix. the snow storm on the icy plateau now actually bites: while it's blowing, HP, Ki, and Stamina regeneration are all suppressed (unless you're protected by a passive, equipment, or an active effect). Previously it did nothing.
- Behind the scenes: wired up a new cosmetic transformation. False Super Saiyan, with a bespoke unstable crimson aura. as an Ultimate Power skin. It lands in the cosmetic shop once its sprite art is in.
See you in the arena!
v0.18.33
Patch
Movement Prediction Fixes
A small follow-up patch.
- Smoother movement near multi-floor areas. fixed a client-prediction bug where your character could snag on collision from a *different* floor (furniture, walls, or props above or below you) that the server actually passes straight through, causing a rubber-band. Client and server now stay in lock-step across floors.
- Behind the scenes: the furniture map-placement tooling now aligns each baked piece's collision exactly to its sprite.
See you in the arena!
v0.18.30
Patch
Altar Polish & Reward Fixes
A small follow-up patch.
- Dragon Ball altars: placing or stealing a ball now shows a small, clean progress bar right under the pedestal (with a "Placing" / "Stealing" label) instead of a pop-up window. cleaner, and you can keep your eyes on the action.
- Dimension rewards: fixed rewards nested inside a reward group not being granted on claim, and a reward pool being overwritten by your next run of the same Locus (so unclaimed rewards can no longer be lost that way).
See you in the arena!
v0.18.29
Patch
Stability, Fairness & Anti-Cheat
A big under-the-hood pass. dozens of fixes to stop exploits, item duplication, and crashes, plus some co-op improvements.
Fairness & anti-cheat
- Closed several economy exploits and item/currency duplication bugs (furniture placing/moving, trading, and more).
- Hardened the server against a range of crafted-request cheats.
Stability
- Fixed a bug that could wipe a character after a bad login/reconnect.
- Day/night lighting no longer pops in a moment after you log in or warp.
- Squashed error spam during zone/dimension transitions, and stopped a save being lost when the last player leaves a house or dungeon.
Parties & co-op
- Party loot / XP / chat sharing now keeps working after your party changes maps.
- Dimension objectives can now be marked solo. a teammate one-shotting things won't count toward a solo goal, so those challenges are actually yours to earn.
Minigames
- Tournaments: fixed self-elimination handing you the win, and timed bouts being decided by earlier-round damage instead of the current fight.
- Fixes to MOBA respawns and base handling.
Fixes & polish
- Buffs: unequipping an item no longer strips a same-named potion/spell buff; shields refill correctly on recast; a temporary buff can no longer be made permanent.
- Guild Dragon Ball altars are now safe when a member deletes a character.
Plus server performance optimizations throughout. See you in the arena!
v0.18.28
Patch
Tournaments, Scoreboards & the Minigame Glow-Up
Minigames got a big presentation pass. readable tournament brackets, cleaner scoreboards, real race times, and a scoreboard you can finally move where you want.
Tournaments
- The Tournaments tab now lists every tournament. server-run and player-hosted. with a live bracket you can actually read: player portraits, power levels, the bout that's live right now, and who's already through.
- Before it starts you see the sign-up grid filling up; once it's rolling it becomes the full bracket.
- Win it all and you get a proper CHAMPION screen.
Scoreboards
- Rebuilt compact and clean. Teams get real names (no more "Team 0"), grouped by color.
- Hold V to expand the full player roster.
- Drag the scoreboard wherever you like. grab it by the header and it remembers the spot for your account.
Racing
- Your result is now a real time (mm:ss.cc), and the board ranks you by position. fastest across the line up top.
Fixes & hardening
- Squashed several furniture duplication and item-loss bugs around placing and moving pieces.
- Tightened minigame isolation so nothing you gain inside a match can follow you back to the overworld, and your gear, spells and stats always come back exactly as they were.
Jump in and check it out. see you in the arena!
v0.18.27
Patch
Charge auras in their true colors
Your Charge Aura cosmetic now burns in the color you actually paid for.
Charge aura colors
- Every aura color is now the real thing. The charge aura used to be painted blue underneath, and every cosmetic color was tinted on top of that blue. so the Golden Charge Aura came out green, Rose came out muddy, and Shadow barely read as purple at all. The base flame is now colorless, and your chosen color is the color you see.
- Gold is gold. Crimson, Azure, Emerald, Violet, Rose, Frost and Shadow all now match the swatch shown in the store.
- The default charge looks cleaner too. With no cosmetic equipped, channeling now flares a crisp white instead of the old blue.
Nothing to do on your end. equip a Charge Aura in the store, hold your charge key, and it just looks right.
See you in the arena!
v0.18.26
Patch
Wardrobe, transforms, HQ & cosmetics
A roll-up of recent updates, and Linux + Mac clients are back in line with Windows.
New gear
- Four new outfits: Yardrat Armour, Successor's Gi, Clansman Garb, and Worldkeeper Robes (each with a female-variant look), stocked and ready to wear.
Transforms
- Transforms can now show a fallback look when a character has no art for a form. Super Saiyan 2 falls back to the Super Saiyan look instead of the plain base form.
Solum Bloom HQ
- Sergeant Aldis and the Heal Bot show up properly again.
- A corridor gate now correctly stops you before the intro sequence.
- Auto-trigger points no longer show a misleading "!" prompt.
Store & cosmetics
- The name-color entry shows your name in the chosen color (auto-fitting the width) instead of a raw color code.
- Titles no longer hang on "checking eligibility," and Claim only appears when you can actually claim one.
- The charge aura no longer flashes the wrong color for a frame when you start charging.
- Fixed the obsidian name color to actually be dark.
Under the hood
- Ongoing map-system work on how the world stores its NPC spawns, lights, and exits.
See you in the arena!
v0.18.25
Patch
Z-shop & cosmetic fixes
- Name-color entry in the store now shows your name in the chosen color (auto-fitting the width) instead of a raw color code.
- Titles no longer hang on "checking eligibility," and the Claim button only appears when you can actually claim a title.
- Charge aura no longer flashes the wrong color for a frame when you start charging.
- Fixed the obsidian name color to actually be dark.
See you in the arena!
v0.18.24
Patch
Transform visuals
- Transforms can now specify a fallback look: if a character has no art for a given transform, it shows the fallback instead of the plain base form. Super Saiyan 2 now falls back to the Super Saiyan look.
See you in the arena!
v0.18.23
Patch
Wardrobe stocking
- The four new outfits (Yardrat Armour, Successor's Gi, Clansman Garb, Worldkeeper Robes) are now stocked and available to grab.
See you in the arena!
v0.18.22
Patch
New outfits
- Added four new wearable outfits: Yardrat Armour, Successor's Gi, Clansman Garb, and Worldkeeper Robes (each with a female-variant look).
See you in the arena!
v0.18.21
Patch
Overworld fixes
- Sergeant Aldis and the Heal Bot show up in the HQ again (they were rendering behind the floor).
- Fixed a corridor gate that wasn't stopping you before the intro sequence. it now freezes you the instant you reach it.
- Auto-trigger spots no longer show a misleading "!" prompt (only the ones you actually press to use do).
See you in the arena!
v0.18.20
Patch
Overworld & dimension NPC fix
- Fixed NPCs not showing up in the overworld and dimensions after the previous update (they were spawning far off-screen). They spawn in the right places again.
- Removed a stray "Test House" structure that had been left in the overworld.
See you in the arena!
v0.18.19
Patch
Map system maintenance
- Behind-the-scenes changes to how maps store their NPC spawns, lights, and dimension exits (the overworld and dimensions now source these from the map data itself). No gameplay changes are intended. If anything looks off in the overworld or a dimension (missing NPCs, lights, or exit pads), please report it.
See you in the arena!
v0.18.18
Patch
Cliffs, Water, and Sprint Fixes
- Fixed sprinting: if you ran out of stamina while holding Shift, you now sprint again the instant stamina recovers, instead of being stuck walking until you release Shift.
- Cliff faces now always render behind you when you stand in front of them at the lower level (the bottom row no longer draws over you).
- Stairs: you can no longer slip sideways off the middle of a staircase into the cliff wall.
- Generated water (rivers and lakes) now blocks movement at its banks, so you can't walk into the water.
See you in the arena!
v0.18.16
Patch
Calibration Dimension Walls Fixed
Behind the scenes: fixed being able to slip through walls in the Calibration dimension. Its collision came from the old sub-tile format and had thin, leaky walls; every wall cell is now a full solid block. The other maps were checked and are unaffected.
See you in the arena!
v0.18.15
Patch
Solid Cliffs
Behind the scenes: cliffs are now fully solid baked blocks. You can no longer walk onto or under a cliff from any side, the stairs are the only way up, and coming down still lands you on the right level. Simple and predictable, as a clean base. Still on a test map.
See you in the arena!
v0.18.14
Patch
Cliff Collision Reset
Behind the scenes: reverted the cliff collision back to the simpler baked approach (solid cliff faces), as a clean base to rework from. The floor/z-level movement fix from the last patch stays, so climbing and coming down are still smooth with no rubberbanding. Still on a test map.
See you in the arena!
v0.18.12
Patch
Cliff Map Fresh-Bake Fix
Behind the scenes: fixed the cliff test map serving a frozen old copy of itself (its scene wrapper had a stale baked map embedded), so map changes finally take effect in game. Also: you can walk freely under a higher cliff, you spawn on real ground, and being placed on a plateau now lands you on top of it instead of stuck a floor below. Still engine groundwork on the test map.
See you in the arena!
v0.18.11
Patch
Cliff Walk-Under Fix
Behind the scenes: on stacked cliffs you can now walk freely at ground level underneath a higher cliff, instead of being blocked by a cliff two levels up. Collision on each floor is authored only by the cliff one level above it. Still engine groundwork on the test map.
See you in the arena!
v0.18.10
Patch
Cliff Spawn Fix
Behind the scenes: fixed spawning on top of a cliff on the test map (you now start on real ground at the correct floor), so the stair climb works from the ground up. Still engine groundwork.
See you in the arena!
v0.17.4
Patch
Minigame Timing, Entry Fees, and Shop Previews
More polish on the Minigames menu (M) and the Z-Shop.
Clearer schedule
- A game now shows as Coming Up a full 15 minutes ahead, then opens for 5 minutes of registration before it starts. No more games that flash "coming up" and vanish.
Entry fees and prizes
- Each scheduled game now has a Zeni entry fee to join. Signing up for a player-hosted tournament costs 5% of its prize pool.
- Rewards (Dragon Keys) and costs (Zeni) now sit in their own aligned columns with icons, so you can read a card at a glance.
Host your tournament, your way
- You can now set a custom name for a tournament you host (kept clean and within limits).
Z-Shop live previews
- Cosmetics now show a real preview: your character with the recolored aura, your name in its chosen color, and a frame of the death and spawn effects. What you see is what you get.
- The shop is ordered by price, cheapest at the top.
Thanks for the feedback. See you in the arena!
## v0.17.3: Scheduled Minigames and Leaderboards [Patch]
The Minigames menu (press M) got a big upgrade.
Scheduled games
- Minigames now run on a schedule. The menu shows what game is Coming Up with a countdown, what is Open Now to join, and what is In Progress. No more starting a game on the spot, so there is always a real crowd when one kicks off.
Leaderboards
- A new Leaderboards tab shows the best player in every game and every game type. Climb the ranks!
A nicer menu
- Cleaner card layout with each game's icon, the entry fee shown with the zeni icon, and prizes shown with the Dragon Keys icon.
Thanks for the feedback. See you in the arena!
v0.17.3
Patch
Scheduled Minigames and Leaderboards
The Minigames menu (press M) got a big upgrade.
Scheduled games
- Minigames now run on a schedule. The menu shows what game is Coming Up with a countdown, what is Open Now to join, and what is In Progress. No more starting a game on the spot, so there is always a real crowd when one kicks off.
Leaderboards
- A new Leaderboards tab shows the best player in every game and every game type. Climb the ranks!
A nicer menu
- Cleaner card layout with each game's icon, the entry fee shown with the zeni icon, and prizes shown with the Dragon Keys icon.
Thanks for the feedback. See you in the arena!
v0.17.2
Patch
Minigames Menu and Fixes
More polish based on your feedback.
Minigames menu (press M)
- New Play and Results tabs. Check your played and won record for each game, browse upcoming and in-progress matches, and Register or Spectate right from the list.
- Fixed the Host button that used to need several clicks before responding.
- Hosting is now for tournaments, with a minimum prize pool to make them worth entering.
Fixes
- You now get your entry fee back if you leave a game before it actually starts, including during the countdown.
- Large currency amounts display correctly again (no more "1000K"): full numbers up to 100K, then K, then M and B.
- Custom name colors can no longer be picked too dark to read.
Thanks for the reports. Keep them coming!
v0.17.1
Patch
Minigame Stability and Fair Play
A follow-up pass on the minigames and Dragon Keys store, focused on reliability, fair play, and performance.
Reliability
- Matches now always resolve cleanly, even when players leave partway through. No game can hang or strand you anymore.
- Race and Dragon Ball Hunt correctly end the moment everyone else drops out.
- Tournaments handle a mid-bout disconnect instantly instead of stalling.
- Base Assault fighters now respawn at their base after they fall.
Hosting and lobbies
- You can now join player-hosted games straight from the Minigames menu.
- Lobbies respect their player cap, and leaving a lobby always refunds your entry fee.
Under the hood
- A batch of anti-cheat and server-load protections so the new systems stay smooth and fair even when the servers are busy.
Thanks for playing! More content on the way.
v0.17.0
Release
Minigames and the Dragon Keys Store
The biggest content drop yet: organized minigames, a premium cosmetics store, and player housing.
Minigames (press M) Open the new menu, pick an event, and get warped into an instanced arena:
- Free For All, Tournament brackets, King of the Hill, Base Assault, Dragon Ball Hunt, and Sky Race.
- A fresh game kicks off automatically every so often, weighted by how many players are online. You can also host your own and put up a zeni prize pool.
- Your gear, stats, and inventory are perfectly preserved. What happens in a match stays in the match, and winners take home real rewards.
Premium Store (press U) and Dragon Keys Spend Dragon Keys on per-character cosmetics:
- Name colors, charge-aura colors, nameplate frames, on-death and on-spawn effects, and equippable Titles.
- Titles and effects show off next to your name, both in the world and in chat.
Player Housing Buy a home of your own and fill it with brand new premium furniture.
Jump in and see what you can win!
v0.16.66
Hotfix
Dimension Exit Pad Fix
Fixes the dimension exit pads not showing. The pad graphic was being drawn underneath the floor, so only the beam of light was visible. The pad now renders again with the correct art: closed when the locus is not cleared, and open with the beam once it is.
v0.16.65
Patch
Calibration Dimension Cliff Fix
Fixes broken-looking terrain in the Calibration Dimension where two cliffs overlap. A lower cliff layer was rendering over the level above it, so rock faces poked through the upper level's grass. Overlapping cliff layers now keep their correct top-to-bottom order again, so the multi-level terrain reads properly.
v0.16.64
Patch
Wall & Corner Prediction Fix
Fixes the rubberband when sprinting into walls and sliding off corners at higher ping: the surge forward followed by getting pulled back is gone.
- Server corrections no longer re-apply distance the client already caught up (the cause of the forward surge and the pull-back after it).
- Corrections from server dead-reckoning gaps no longer yank the player.
- Sliding off a wall end no longer briefly freezes your movement at high ping.
- Measured on the tight-corner course at 250 ms ping: worst correction dropped from 273px to 25px, rubberband events from 26 to 2, hard snaps from 4 to 0.
v0.16.60
Patch
Generator Art Pass
Visual iteration round on the terrain generators (internal tooling; no live map changes).
- Lakes now use real water tiles with proper grass shorelines and corner transitions.
- Forests pick 2-3 seeded tree species per map instead of random confetti, and undergrowth clumps naturally.
- Caves are carved chambers in connected rock instead of rock islands, with floor variation.
v0.16.59
Release
The New Map Engine Goes Live
The overworld and Muscle Tower now run on the new native map system, completing the map toolkit project.
- Collision equivalence with the old maps is machine-verified (every legacy collision shape covered, zero phantom walls), so everything should feel exactly the same, just faster.
- Server memory per map is down 56 percent, draw calls halved, render load roughly halved.
- Tiled and the YATI importer are fully removed; all maps are now authored with the in-editor MapKit tools.
v0.16.58
Hotfix
Rubberband Regression Hotfix
Emergency fix for the constant pull-back introduced in v0.16.52. Deeply sorry for that one.
- The desync detector added in v0.16.52 measured the raw gap between your predicted position and the server's confirmed position. That gap is supposed to be large while you move (it IS the prediction), and it grows with ping, so the detector wrongly yanked every moving player back every few hundred milliseconds.
- It now measures true desync only (same-tick comparison, which carries no lag component), so normal movement is never touched: measured zero corrections above 12 pixels in normal play.
- Genuine desync recovery (wall wedges, deaths, warps) still snaps cleanly as intended.
v0.16.57
Patch
Legacy Map Migration
Phase 6 of the map toolkit: the old Tiled maps now convert into the new system.
- All three legacy maps (the overworld, Muscle Tower, and the calibration zone) convert automatically with PROVEN collision equivalence: every one of the old pipeline's collision rects is covered, with zero phantom collision, verified by an automated suite.
- The calibration zone now runs on the new system live (pilot). The converted overworld is warpable as "MK Solum Bloom HQ" for side-by-side comparison; the live overworld is unchanged until it passes eyes-on review.
- Measured against the original baseline, the converted overworld beats the old pipeline everywhere: server map memory down 56 percent, draw calls 18 to 8, render CPU halved, movement collision three times cheaper.
v0.16.56
Patch
Objects, Parallax and Zones
Phase 5 of the map toolkit.
- Map objects can now live on upper levels (a tree on a plateau ignores ground-level shots) and carry render buckets.
- Parallax background layers are authorable per map and baked in; the test zone shows one behind the map edge.
- Animated tiles verified end to end from tileset definitions.
- Zone metadata is queryable by game systems (spawn areas, ambient regions, triggers).
- Off-screen world objects are now skipped by the render sorter, removing the last map-size-dependent render cost measured in Phase 2.
v0.16.55
Patch
Generator Suite + Map Editor
Two toolkit milestones in one update.
- Full terrain generator suite: forests (organic tree scatter, shot-blocking thickets), plains, lakes (walk-blocking, shoot-over water) and caves, all seeded and deterministic.
- New in-editor MapKit dock: open and edit map sources directly - paint, fill and erase tiles per layer, place and move objects, draw zones, toggle layer visibility and locks, full undo and redo, gameplay overlays (collision, height, buckets), a cliff tool that reshapes terrain heights with automatic retiling, one-click generate-and-merge, and a bake button.
- All editor logic runs through an automated 28-check suite; live maps unchanged.
v0.16.53
Patch
Generated Mountains
First procedural terrain from the new map system.
- New mountain generator: seeded, deterministic terrain with multi-level plateaus, correctly tiled cliff faces and rims, stacked cliffs where levels meet, and walkable ramps between heights.
- Cliff rims block walking off the edge (finally!) while shots still fly over; ramps carry you between levels seamlessly.
- Internal generated test zone included; live maps unchanged.
v0.16.52
Hotfix
Prediction Overhaul
The definitive fix round for high-ping rubberbanding, built on a new automated netcode test rig (six movement scenarios measured at 150 and 250 ms latency).
- Fixed a client-side error that silently broke part of the new map runtime on every player's client.
- Fixed permanent wall wedges: when you and the server ended up on opposite sides of an obstacle, the old smoothing could drag you around forever; it now detects the split and resolves it instantly.
- Large genuine desyncs now resolve with one clean correction instead of a long glide.
- Server depenetration now runs in matched substeps, removing another divergence source around obstacle clusters.
- Measured: running into a wall and sliding off at 250 ms went from constant 100 to 200 px corrections to a worst case of 9 px. Tree and half-wall grinding at 150 ms are now correction-free.
v0.16.51
Hotfix
Prediction Fix for Small Obstacles
Fixes the remaining high-ping rubberbanding around small collision shapes (trees, half walls).
- Root cause found and measured: the server simulated movement in coarser steps than your client predicts, so sliding around a small obstacle could deflect each of them to a DIFFERENT side, and your position ran away until the server dragged you back. The server now integrates player movement in matched substeps.
- Measured at 150ms simulated ping grinding a tree: worst correction dropped from 74px to 16px, and runaway corrections (over 24px) from 24 occurrences to zero.
- This also smooths corner sliding everywhere, on all maps.
v0.16.50
Hotfix
Movement Stability
Fixes the high-ping movement instability around the test zone's sloped rock.
- Sloped movement colliders are now baked as one solid block instead of stepped strips; the stepped edge made client prediction fight the server and flung players around when sprinting into it diagonally.
- No changes to live maps.
v0.16.49
Patch
Test Zone Fixes
Round two of playtest fixes for the new map system's test zone.
- Your character (equipment, aura and all) now depth-sorts correctly against walls and trees; previously only the shadow sorted right while the body drew on top of everything.
- Name and health bars now depth-sort with their owner instead of floating above walls and trees.
- Fixed heavy rubberbanding at high ping around the triangle rock: sloped movement colliders are now baked as prediction-safe axis-aligned strips.
- Shots are now blocked per shape instead of per tile: the half wall only stops bullets on its solid half, and it has its own label so it is not mistaken for the low wall.
v0.16.48
Patch
Test Zone Polish
Follow-up to this morning's engine groundwork, based on first playtest feedback.
- Trees now depth-sort correctly on the new map system: walk behind a tree and you are actually behind it.
- The internal test zone is readable now: proper cliff, brick and grass art, floating labels explaining every feature, a dirt gully under the bridge, and a grass approach to the ramp.
- No changes to live maps or gameplay.
v0.16.47
Patch
Engine Groundwork
Under-the-hood update laying the foundation for much richer maps.
- New native map system (MapKit): cliffs with real height, bridges you can walk both over and under, ramps between levels, and proper depth sorting so you can finally stand behind things.
- Projectiles and abilities are now fully height-aware on the new maps: shots pass over low walls, and attacks from a cliff top sail over ground obstacles.
- None of the live maps change yet. This patch ships the machinery plus an internal test zone; existing areas look and play exactly the same.
- Performance groundwork: the new maps render and simulate at the same speed as the old ones, with less server overhead per world.
More visible results (generated mountains, cliffs and forests) land in the next updates.
v0.16.46
Patch
Automatic NPC Power Levels
A quick follow-up to this morning's Power Level brackets.
Every fighter now has a rating
- NPC Power Levels are now derived automatically from their actual combat stats: the number shown is the amount of experience orbs a player would have to spend to match that NPC's HP, attack, defense and damage. No more unrated enemies.
- Hand-tuned ratings can still override the automatic one per NPC, so bosses can lie about their strength when the story calls for it.
- Friendly NPCs stay unrated. Who knows what the Sage is hiding.
Under the hood
- Bracket colors now update the moment your own Power Level changes instead of on a timer.
v0.16.45
Patch
NPC Power Levels
Size up your enemies before you swing.
Scouting at a glance
- NPCs now show their Power Level in brackets next to their name.
- The number is color coded against YOUR own Power Level, in 8 shades: green means weaker than you, yellow means an even match, and the scale climbs through amber and orange into deep red for enemies far above you.
- The colors update as you grow, so yesterday's red boss slowly fades toward green as you spend orbs.
First wave of ratings
- The Practice Dummy, Calibration drones, the Calibration Overseer and General White all have Power Levels assigned. More NPCs will get their ratings in upcoming patches.
For the curious
- Friendly villagers keep their secrets: NPCs without an assigned Power Level simply show no bracket.
v0.16.44
Patch
Locus Warp Netcode Fix
Big netcode fix for everyone who has been fighting rubberbanding after stepping through a warp. Walking between loci (dimensions), houses and other scenes should now feel exactly as smooth as the overworld, even on a rough connection.
What was broken:
- After any warp your freshly loaded character predicted movement with default stats and a full stamina bar, while the server kept your real, often drained, stamina. Your client sprinted while the server walked: the gap grew by roughly 200 pixels every second, then snapped back. That was the violent post-warp rubberband.
- If you then stood still on an exit warp, the server stopped sending position updates entirely, freezing the desync in place. Your character looked like it was standing on the exit, but server-side you were up to a screen away, so the exit never triggered. This was the dreaded "I cannot leave the locus" bug.
- On high ping, the server could also drop or even kick players mid-warp when a burst of queued inputs arrived all at once after a scene load.
What changed:
- Your vitals, stats and sprint state now carry over seamlessly across every warp on both client and server, so prediction stays in lockstep from the very first step.
- The server now sends a periodic position anchor even when you stand still, so any leftover desync always heals within a second instead of freezing forever.
- Warp triggers and the input rate guard now tolerate scene-load stalls, removing the mid-warp kicks and dropped inputs on slow machines and high-latency connections.
Under the hood we built a warp stress-test harness that hammers cross-scene warps at 250 ms simulated ping with multi-second load freezes. Before the fix it deadlocked within three warps; now it runs clean with corrections under a tenth of the old values.
Safe travels between the loci!
v0.16.43
Patch
Namekian Dragon Transforms
A correction and an upgrade to yesterday's dragon news: the Shenron and Porunga forms are not Z-Shop looks. They are the real deal, a full Namekian transformation line.
Namekian transformations:
- Namekians now have their own three-tier transformation ladder, in two dragon lineages: Super Shenron 1, 2 and 3 and Super Porunga 1, 2 and 3.
- Both lineages burn with the deep emerald ki of Namek. Tier by tier the drain and the power climb, matching the Saiyan SS1 to SS3 curve.
- Tier 1 awakens the hair. Tiers 2 and 3 transform the whole body. Super Shenron 3 debuts the new flowing front hair that drapes over your face and shoulders.
- The wrongly listed Z-Shop entries from v0.16.42 have been removed. The Z-Shop remains exclusive to Ultimate Power looks.
New Namekian body:
- Character creation now offers a second Namekian body type with its own full set of transformation sprites.
Enjoy, warriors of Namek!
v0.16.42
Patch
Dragon Forms and Warp Stability
Two dragons answer the call, and warping between loci is finally smooth for everyone.
New Ultimate looks for Namekians:
- Super Shenron 1, 2 and 3: channel the Eternal Dragon in escalating golden glory. The tier 3 look debuts flowing front hair that drapes over your face and shoulders.
- Super Porunga 1, 2 and 3: the Namekian dragon's verdant might in three tiers.
- Find them in the Ultimate transformation looks menu. Priced 500 to 1000 premium.
New: front hair layering. Hairstyles can now have a front piece that renders over your outfit and gear, so long fringes and manes drape naturally over the character instead of hiding behind armor. Works in game, in the character select, and in party and guild portraits.
Warp and connection fixes:
- Fixed players with high ping getting kicked while warping into a locus. The game no longer treats a long map load as a dead connection.
- Fixed the big one: after warping into a locus your inputs could be silently ignored by the server, leaving your real position stuck at the entrance while your screen kept moving. This caused rubber-banding, yank-backs to the warp point, invisible hits and, at high ping, disconnects. Movement now resyncs cleanly on every warp.
- Fixed party members appearing a million pixels away (yes, really) when you entered a locus or house they were already inside.
Go get those dragon forms. Enjoy!
v0.16.39
Patch
Aura Shaping
A follow-up polish pass on the new aura system.
- Aura shapes are now fully organic. The outer edge is driven by the effect itself (flame tongues, wisps, liquid flow), so you sit inside a living mass of energy instead of wearing a glowing outline of your own hair and outfit.
- Lightning has been scaled down into quick snapping arcs that crackle right on the body: shorter bolts, tighter to the skin, fewer forks, faster flicker. Skin-level static instead of an electric storm.
- Transformations now finish with a proper impact frame: the moment a transform completes, your body flashes in the aura's color with a bright expanding burst, day or night.
Power up and enjoy!
v0.16.38
Patch
Aura Overhaul
Transformation auras got a full rebuild. They now render the way they were always meant to.
- Fixed the big one: auras no longer wash out into a bright blob over the world. Flames keep their color, detail, and motion on any background, day or night.
- Eight all-new aura styles power the transformations: Classic Flame, Smoky Wisps, Oil Spill, floating Drops, Vortex Up, Vortex Down, Solid Halo, and Shockwave Ring.
- New DBZ-style lightning: thick, bold bolts with sharp angular forks that flicker in and out just like the anime. SSJ2 and up crackle properly now.
- Every transformation aura was rebuilt on the new system: Super Saiyan tiers burn with living golden flame, God forms smolder with rising wisps, Rose and Ultimate flow like liquid light, Ultra Instinct shimmers with weightless droplets, and Super Namek spirals with green energy.
- Subtle rim lighting now lifts your character off the aura so you stay readable mid-glow.
Power up and take a look. Enjoy!
v0.16.37
Patch
UI Glow-Up
A visual polish pass on the interface, no gameplay changes.
- Buttons now have juice: they pop and light up on hover, press in when you click, and spring back on release.
- Punchier highlights on your active hotbar slots and menu tabs, with a warm accent glow.
- Sci-fi corner-bracket framing added to the Character, Guild, and Party panels.
- Richer glows and accents throughout, while keeping the same font, text sizes, and readable outlines you already know.
Same layout, just snappier and more alive. Enjoy!
v0.16.36
Patch
Quest Progress Persistence Fix
Fixes a serious bug where event and quest flags could be lost after server restarts and updates.
What was wrong
- The server did not reliably save your event progress before a restart, so flags set recently could vanish, and some one-time quests could become repeatable.
- A reconnect edge case (rejoining right after a mid-combat disconnect) could reset your event vars.
What is fixed
- The server now saves every online player before it shuts down or restarts, so progress set right before an update is kept.
- Reconnecting no longer resets your quest flags.
- As a hard safety net, the server will never overwrite your existing quest progress with an empty save. Your flags stay protected even if something else goes wrong.
If you lost progress in the last day, let a mod know. We keep database backups and can restore affected characters.
Thanks for the reports, they pinned this down.
v0.16.35
Patch
High-Ping Movement Fix
A focused netcode fix for movement on higher pings.
If you played on 100ms+ ping, sprinting and cornering could send you swinging in a wide arc that got worse the longer you moved, and your ki blasts fired from the wrong spot. That is fixed.
What changed
- The client now steps its movement prediction in lockstep with the server, so your predicted position stays matched to where the server actually puts you. No more accumulating drift or yo-yo while sprinting and turning.
- At 200ms the felt correction is now a couple of pixels (invisible) instead of hundreds. At 100ms and below it is smooth and snappy.
- Firing position (ki blasts and other abilities) now lines up with where you actually are.
Still on the list: twitchy movement slamming straight into walls at very high ping can still nudge you a little as prediction and the server reconcile. It is smooth now (no more snapping), and a deeper pass on wall collisions at high ping is coming.
Thanks for the detailed reports, they pinned this one down.
v0.16.34
Patch
Smoother & Sturdier
A big under-the-hood pass to make DBZEE run smoother, fairer, and more stable.
Performance & lag
- Fixed network packets that could overflow during busy moments (crowds, big enemy packs, heavy combat, loot bursts) and get dropped, which made enemies and players stutter or freeze for a beat.
- Trimmed wasted per-frame work on the HUD and inventory for a steadier framerate.
High-ping feel
- Retuned the anti-cheat position check so fast movement around corners no longer causes the occasional snap-back.
Fixes
- Shops: if a dyed or recolored purchase gets blocked (for example, picking colors too quickly), it no longer takes your Zeni without giving the item.
- Dragon Balls no longer silently vanish in certain edge cases.
- Stacking buffs now boost your stats on every stack, not just the first.
- Closed reward edge cases that could grant a dimension reward or objective points twice.
- Several server stability fixes to prevent slowdowns over long uptime.
Thanks for playing, and see you in the arena!
v0.16.33
Release
Super Saiyan 5 and Z-Shop Skins
A new wave of transformation skins lands in the Z-Shop (press U). Equip a skin, then go Ultimate Power to wear its look. Skins are cosmetic only: they change how your Ultimate Power looks, never how it plays.
Super Saiyan 5 (Hair 1): the silver apex. Liquid mercury ki settles over you, calm and immense, with a soft argent halo and slow-falling silver droplets. Comes with its own body, hair, and aura.
Also new:
- Super Saiyan 3 Punk (Hair 2): a spiked golden crest with a roaring SS3 aura.
- Super Saiyan God, Super Saiyan Rose, and Ultra Instinct skins, each with its own colored aura and hair.
Plus a batch of new cosmetic gear and assorted fixes rolled in from recent work.
v0.16.32
Release
New Super Saiyan 3 Hair
Hair style 7 now has its own Super Saiyan 3 look. Pick Hair 7 in character creation (or swap to it in-game) and it transforms into the matching flowing SS3 mane whenever you go Super Saiyan 3, instead of falling back to your base hair.
v0.16.31
Hotfix
Combat Exit Gate
Locus exit pads now tell you why nothing happened when you try to leave during a fight. Using a Safety or Completion exit while in combat shows "You can't warp while in combat." in system chat instead of silently doing nothing. Disengage and the exit works as before.
v0.16.30
Patch
Beard Revert Fix
Fixed beards staying in their transformed look after reverting (including the auto-revert when Ki runs out). Facial hair now correctly returns to its base style alongside the rest of your character.
v0.16.29
Patch
Kefla Hair Fix
Fixed Kefla's hair reverting to its base look on Super Saiyan 3. Transform hairstyles now resolve correctly even when the custom-height tag does not match between the base and transformed sprites, so the right hair shows up in the world and on party portraits.
v0.16.28
Patch
Beard Transform
The second beard now keeps up with your power: it has a proper Super Saiyan 3 sprite, so it no longer falls back to the base look when you transform.
v0.16.27
Patch
More Saiyan Hair
New hairstyles are available for Saiyan Male characters in the creator: Gotenks, Hercule, and short Trunks. There is also a second beard option for those who want a bit more face.
Roll a new Saiyan and try them out.
v0.16.26
Hotfix
Transform Hotfix
Fixed a bug where transformations would not activate. Casting a transform would start for a moment, play the sound, then cancel instantly. This affected every transform for everyone.
Transformations are free to activate again (they still drain Ki per second while held). Power up out there.
v0.16.25
Patch
Fixes
A couple of polish fixes.
Tall hairstyles (like Kefla) now display correctly on the character creation and character select screens. They were sitting too small and misaligned, but now line up with the body just like they do in the world.
Casting a transformation your race cannot use (for example Super Saiyan on a Namekian) is now refused cleanly with a message. Before, it would flicker into the cast and play the sound for a moment before cancelling.
See you out there.
v0.16.24
Patch
New Hairstyles & God Forms
Fresh looks for your Saiyan, plus three brand-new transformation skins.
New hairstyles in character creation:
- Saiyan Male: Teen Gohan, Adult Gohan, Long-Hair Trunks
- Saiyan Female: Kefla
New transformation skins (cosmetic forms of Ultimate Power), each with its own custom aura:
- Super Saiyan God: a slim crimson flame with scarlet hair
- Super Saiyan Rose: a graceful rose-pink glow with blossom-pink hair
- Ultra Instinct: a cold silver-white shimmer with argent hair
God-form skins unlock per hairstyle wherever the art exists, so more hairs will gain them over time. Pick your form from the transformation menu.
Transformations are now free to activate: no Ki cost and no cooldown to turn on. They still drain Ki per second while active, so staying powered up is the real cost.
See you out there.
v0.16.23
Patch
Base & House Upkeep
Bases and houses now have weekly upkeep, paid in Zeni. Guild bases draw from the guild treasury; player houses from the owner's Zeni, and any aura emitters you place add to the bill.
If a payment can't be covered you get a red warning each login and 72 hours to pay (a Pay button appears in the Guild and House menus), which also show your next payment and weekly cost. Miss the window and the base is repossessed.
This activates once bases and houses are actually owned.
See you out there.
v0.16.21
Patch
Upkeep Engine
More behind-the-scenes work on the upkeep system. The weekly billing engine is now running on the server. Still nothing visible for you yet, the in-game menus and warnings come next.
See you out there.
v0.16.20
Patch
Upkeep Groundwork
Behind-the-scenes groundwork for a base and house upkeep system. Nothing changes for you yet, it is just the plumbing going in.
See you out there.
v0.16.19
Patch
Z-Shop Previews
The Z-Shop now shows a preview of your own character wearing each alternate Ultimate look, complete with the aura, hair, body, and your current outfit, instead of a generic icon.
Transformation auras have been calmed down. The busiest ones (Super Saiyan 2, 3 and 4) had their crackle and swirl thinned out, and every aura now flows a little slower and reads cleaner.
Also fixed the Z-Shop getting stuck on "Equipping" after you swapped looks.
See you out there.
v0.16.18
Hotfix
Z-Shop Purchase Fix
Buying an alternate Ultimate look in the Z-Shop could get stuck and never complete. That is fixed. Purchases now go through, the look unlocks, and the menu shows a clear result if something is off (like not having enough premium currency).
This also fixes equipped looks not always applying when you transformed.
See you out there.
v0.16.5
Patch
Sprint Smoothing
Sprinting on a high-ping connection is smooth now. The snap-back is gone.
Why it's so much better: when you move, your game predicts where you're going *instantly* while the server confirms it a moment later. The two stay in sync by remembering your recent moves and comparing notes. The bug: that memory was too short for laggy connections, and worse, it was throwing away the exact moves it needed to compare against, so the game kept guessing wrong and yanking you back by hundreds of pixels. We made that memory longer, stopped it from discarding what it still needs, and pointed it at the right moment to compare. Now your game and the server agree on where you are to within a few pixels instead of a few hundred, and the tiny leftover difference blends in invisibly instead of snapping.
Tested at half a second of lag: a 166-pixel rubberband is now about 10 pixels.
See you out there.
v0.16.4
Hotfix
Rubberband Hotfix
A quick fix for a rubberbanding issue some of you ran into after the last update, especially during long sprints on a high-ping connection. Your inputs now flow to the server at a rate that keeps the two in sync without the snap-back.
Smooth sailing.
v0.16.0
Patch
Smoother Servers, Faster Feet
This update is all about how the game feels when the world gets busy. Crowded zones, packed boss fights, and high-ping connections all run noticeably cleaner.
Performance
- Crowded areas stay smooth. We rebuilt how the server keeps track of everyone around you. Packing players into one spot no longer drags the whole server down, so busy hubs and big group fights hold their pace instead of grinding to a crawl. The bigger the crowd, the bigger the win.
- Steadier at peak. The server now handles far more players at once with room to spare, so the lag spikes during busy hours should be much rarer.
Movement and high ping
- Faster on your feet. Base movement speed is up for everyone. Chasing, kiting, and just getting from A to B all feel quicker and more responsive.
- High ping feels fairer. Playing from far away? Your movement and your casts now predict ahead more accurately, so what you see on your screen lines up much closer to what actually happens on the server. Less rubber-banding, and fewer "I clearly dodged that" moments.
See you out there.
v0.15.0
Release
One Launcher, Three Platforms
The DBZee launcher gets a full rebuild, and macOS players can finally join us. Same window, smoother updates, and a download page that works on every modern browser.
New launcher
- Verified, incremental updates. The launcher checks every game file before launch and only re-downloads the ones that actually changed since last time. First-time installs are still a single pull, but day-to-day patching gets a lot lighter.
- Patch notes in the launcher. The launcher window now opens straight to the post you're reading right now, rendered live from the news feed. No more bouncing between the site and the game.
- Trusted downloads. All three platform downloads ship from a proper HTTPS download page now. No more "couldn't be downloaded safely" warnings or "keep anyway" detours when you grab the launcher for the first time.
macOS support
- DBZee runs on Mac. Intel and Apple Silicon are both supported, one download, the launcher matches your CPU automatically. macOS 10.13 (High Sierra) or newer.
- First-run note. macOS treats community builds as unrecognised software. The very first time you open the launcher, right-click the app and pick Open from the menu. Click Open again on the warning. macOS remembers your choice from then on. Step-by-step on the download page if you get stuck.
Notes for returning players
- You can delete your old DBZee folder and grab the new launcher fresh. The launcher manages its own files now, and your account, characters, items, and houses are all stored on the server, so nothing local matters.
- Update your bookmark to . The old direct-to-file download links still work today but won't be there forever.
Catch you out there.
v0.12.5
Patch
Loci exits get a real door
Locus exits stop yanking you off the pad, General White hits less but finds you faster, and animated markers tell you who has something for you.
Locus exits
- Walk-over auto-warps are gone. Every exit prompts "Leave Loci". you choose when to leave. The safety pad always glows; the completion pad only lights up after the locus is cleared, with a tubular pulse rising off it when it's ready.
- Locked exits explain themselves. Interact with a sealed completion pad and chat lists every objective you still owe.
General White
- Attacks on sight and closes the gap. No more loitering 260 px back waiting his turn.
- Less HP, less per-hit damage, longer gaps between heavies. a small Ice Shard filler stitches the rotation. Ranges are tighter too.
- You can hit him during wind-ups. Mountain Stomp and Frostbite Salvo no longer grant invulnerability mid-cast.
NPC indicators
- Tutorial NPCs pulse a "talk" marker. Pages where an NPC actually hands you a technique or reward pulse "give" instead. World portals carry a steady "interact" marker.
AoE feel
- Impacts land the frame they hit. The visual fills the full damage radius instantly. no more "the ring hadn't reached me yet" hits.
Quality of life
- Stack tooltips show exact counts. 5,123 Zeni reads as 5,123 on hover, not 5K.
- Shift+right-click Delete works again, and items flagged no-delete suppress the popup entirely.
- Collection Log separates hidden ("???" slots, so you can tell something's there) from undiscovered (greyed real name + icon).
- NPC KI bars slide into the HP slot when the enemy is at full health, so a fresh cast no longer floats below empty space.
- Lighting cleanup. Indoor lamps no longer banding into visible squares; off-screen lights cost nothing.
- Tab-targeting no longer cycles onto your own sprint afterimages.
v0.12.0
Release
Muscle Tower & the Calibration Locus
A new boss, a new dimension, sharper combat math, and a smarter loot table.
New content
- General White holds the top of Muscle Tower. Plants a heavy stomp, lobs ice chunks in arcs, and past half-health his frost gear surges to a faster slam timer.
- Calibration Locus. Two waves of drones, then a senior Overseer. Recover the Calibration Chip to clear it.
- Frost Swarm and a new Bomb technique type that drops or lobs ammo into ground bursts. AoE impacts now pick from dome, explosion, and frost-shatter styles instead of the old shared blue ring.
Combat & progression
- Damage feels meaningful again. Every stat point adds real damage, defense has its own diminishing-returns channel, and every hit lands with a ±10% wobble.
- Vitals scale 30× per stat point (was 10×). HP/KI keep pace with offence.
- Level 1000 is the endgame target. The XP curve has been rebuilt around that summit instead of walling out near 200.
Loot
- Quest drops only show up when you still need them. The Calibration Chip only rolls for players who haven't yet cleared its objective.
- Party-wide rolls. On bosses that opt in, every nearby teammate rolls independently with their own objective state. the chip drops for everyone who still needs one.
- Cleaner rare-drop rates. Tables express a "nothing" weight, so the chip lands on roughly 1 in 32 kills without padding the pool with junk.
Quality of life
- Spells are now Techniques everywhere in the UI.
- Collection Log gains a Techniques tab and reveals hidden treasures as you find them.
- Party warps warn and hard-confirm when teammates are out of range.
- Objective pass/fail messages land in chat.
- Respawns unified: bosses 120s, drones 30s.
- Login & warp settling: no more phantom heal numbers or vitals snap-overs.
- Performance pass; tab-targeting respects the viewport again.
v0.10.7
Patch
Cleaner HUD, cleaner state
A pile of comfort-and-clarity fixes. Status effects read at a glance, story flags survive a server reset, and a few longstanding visual glitches finally die.
HUD & combat readability
- Status effects, redesigned. Out: text pills above the chatbox. In: a 20×20 icon grid right of your HP bars, three columns wide, with a live countdown on each. Hover to read named stats ("Strength +2", not "stat_flat +2") and full descriptions that wrap into a tidy tooltip.
- Damage and heal numbers match the rest of the HUD font and size. no more giant popups dwarfing your vitals.
- Character panel now splits Active Effects into Equipment / Passives / Spells / Consumables, so you can see where each buff comes from. Conditioning and friends are properly tagged Passive.
Bug fixes
- Crimson and Amber Vials heal and restore Ki instantly, with no lingering "active" badge.
- Logging in no longer fires phantom +50 HP heals when your equipment carries vitals bonuses. Vitals load full and quiet.
- Stacked inventory items keep the highlight on the stack you actually clicked, not the top one.
Story persistence
- One-shot events remember they fired across server resets. One shot is one shot.
- Lost a progression flag? The system checks your bag and learned techniques on login and restores flags you've clearly already earned. Wearing the uniform means the uniform step is done.
- Re-running a story event no longer hands you a duplicate starter kit.
Quality of life
- +1K orb-spend button joins +10 / +50 / +100 in the Character panel.
v0.10.0
Release
Wake up in the Bloom.
Your first hours on Solum, end to end. A chip in your head, a robot smiling about it, regulation issued to you cold from the press, a baseline read off your first clean burst, and two new faces in the south corridor with potions, philosophy, and four foundational techniques.
The orientation arc
- FLOR-15. Greets your batch in measured corporate cheer. Walks you through movement, the skill bar, interaction, your menus, and your loadout. Will repeat any section on request.
- A reptilian newcomer. Panicking quietly. Worth a listen.
- Sergeant Aldis. Pulls you in the moment you cross his line and issues the regulation kit. liner, cuffs, pacers. Refuses to talk to anyone out of uniform.
- Calibration tech. Reads your chip, seeds your first offensive routine, and sends you to the dummies. Bring back a clean burst for your stat residue.
- Drill Unit 04, the soldiers, the scientist. Short conversations, each with a quiet wrong note.
The practice yard
- "I should follow the steps." A new threshold catches you wandering off before a dummy hits the floor. Walks you back. Clears the moment the dummy drops.
- HEALBOT MK-IV. Hands over 10 Crimson Vials and 10 Amber Vials, refills your channels every visit, and stocks both at 50 zeni at the dispensary.
- The Sage. Speaks in tides and candles. Teaches Charge, Surge, Revert, and Conditioning in one sitting. Pairs the transformation with explicit advice to save the reserve.
Vials
- Crimson Vial. 30 HP. Amber Vial. 30 Ki. Both stack to 15 and drop into the F1–F3 quick-use bar.
Behind the curtain
- Auras and projectiles get their voices. Charge channels, transformations, and projectiles all carry looped sounds. Beams hum, transformations drone, volleys can collapse to a single shared track.
- Natural regen as a buff. Status effects can grant flat HP/Ki/Stamina per second on top of base and equipment.
v0.9.8
Patch
Solum Bloom comes alive.
The Bloom's halls finally light up the way they should, dialogue stops flickering between every line, and idle kicks send you back to the login screen instead of stranding you in the world.
Inside the Bloom
- Warm pools of light, dim everywhere else. Solum Bloom HQ now runs an indoor tint with overhead lamps, ceiling spots, and a handful of small accent fixtures. The atmosphere matches the place.
- One lamp is on the way out. A single fixture occasionally bursts into a brief flicker before settling. Worth standing under for a moment.
- Two new terminals. A staff memo and a Curatorial dashboard, both readable from the side rooms. Worth a second look once you know what you're growing into.
- The orientation hold now sits in front of FLOR-15 so you can't slip past her before she's done.
Dialogue panel polish
- No more pop-out, pop-in between lines. Consecutive lines swap content in place. One window, one tone. not nine separate popups.
- Continue is there from the start. The button no longer flashes in at the end of the typewriter. First click skips to the end of the text; second click advances.
- Text stops dancing as it types. Words near the end of a line no longer jump around mid-typewriter.
- Tighter panels. Short messages get a snug box and the Continue button sits right under the text. Long messages still get full height.
- Two-column choices. Dialogues with four or more options lay out in two columns instead of one tall stack.
Disconnects
- Idle kicks return to the login screen reliably. Go AFK long enough to get kicked and the client now consistently lands back on the login screen with the reason shown, instead of getting stuck in the world.
v0.9.4
Hotfix
Switch, log out, log back in.
Logout finally lets go of your session, Switch Character drops you on the roster like it's supposed to, and crashing mid-login no longer locks you out for fifteen minutes.
Switch Character actually switches
- Lands on the character-select screen reliably. The "couldn't switch right now. try again in a moment" message no longer fires on every press. Pick Switch Character, pick your next character, play.
Logout, then log back in
- No more "already logged in" wall. Clicking Logout now waits for the server to release your session before kicking you to the login screen, so the very next login attempt goes through cleanly.
- Crashed clients release their session. If your client closes during login or while you're on character select. alt-F4, hard crash, power blip. the session unsticks after five minutes of being idle instead of sitting blocked until your token naturally expires.
Behind the scenes
- Character saves recover automatically when the server is under heavy write load instead of being quietly dropped, so your latest position and inventory stay intact during busy moments.
v0.9.2
Patch
Transformations
Power up.
The transformation system is here. Real shader-driven auras that hug your character's silhouette, body, hair, and equipment all included, and they cast actual light on the world around you. Cast SSJ at night and watch the gold pour onto the dirt at your feet. Cast MUI in a cave and the silver-blue hum lights the rocks. No more stickers slapped on a sprite.
Lights, actually
- Auras emit real light. A new dynamic-lighting system attaches a Light2D per transformed character whose shape is the aura's shape. Embers cast pools of light, the outline ring casts a corona, the flame body throws a flickering wash. Step into a dark dungeon transformed and you light the room.
- Toggleable in Video settings. Two new options under Escape → Video: Shader Effects and Dynamic Lighting. Drop them independently on lower-end machines. Default ON.
- Cave overlays now play nice with lights. The per-scene tint used to overpaint everything. Now it routes through the same CanvasModulate path as the day/night cycle, so auras, orbs, and torches brighten through the dim.
Silhouette tracking
- Effects hug your character, not a circle around them. A hidden render target mirrors your body, paperdoll, and hair into a silhouette texture every frame. Switch hats mid-transformation and the gold ring reshapes around the new outline.
Idle, finally
- Idle pose after 30 seconds of standing still. Equipment and hair stay on. Move, cast, take a hit and you snap back to normal.
Under the hood
- Per-overlay color editor with live preview in the Content Editor
bottom_clip_y knob to keep effects from drifting under the feet
- Transform status effects now use proper indefinite duration, no more auto-clearing on buff sync
- Adding a row in the Content Editor auto-rebuilds body and paperdoll caches
v0.9.1
Hotfix
Dragon Ball stability pass
Pedestal cast contention is now resolved exclusively server-side. No more double-place races on guild war scenes. Ball state survives a server restart including the 10-second loot grace timer. Character deletion correctly re-rolls any held balls back into the world dormancy pool.
- Pedestal "Someone else is placing there." now fires deterministically for the second contender.
- Logout drop is now silent (no global broadcast), matching spec.
- Guild-kick while holding balls now drops at your current scene-local coords and warps you out of the war scene.
- Admin panel gains a Dragon Balls tab: live state per ball, full activity log, per-ball Respawn button.
v0.9.0
Patch
The seven balls go live
The Dragon Ball system shipped. One of each ball exists across the whole world at any time. Some balls live at fixed world coordinates; others sit dormant on a specific NPC and require persistent grinding to drop. Players carry up to seven; balls can't be banked, traded, mailed, dropped manually, sold, or destroyed.
- Guild pedestals support 10-second placement and theft casts, interrupted by movement, damage, or any other action.
- Global cross-scene chat broadcast fires on every pickup, re-pickup, and successful theft.
- Above-head indicator persists across scene changes and stacks when carrying multiple balls.
- Wish points trigger when a single guild sustains all seven balls on its pedestals for one continuous second. Balls then scatter via a fresh weighted re-roll.