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.