Finishing your faction's supply quest now opens a new area for good. Voidborn get their own supply quest, and enemy abilities show their proper names in combat.
added
Timber for the Shelters now opens the Lower Districts for good.
New Voidborn quest, Hides for the Wells, which opens Sunwell Oasis.
changed
A themed page for missing pages, and dashboard errors keep the rest of the page up.
fixed
Enemy abilities show their proper names in combat logs and reports.
The dashboard title band shows the line for the capital you are in.
The dashboard loads faster and the live combat connection is steadier.
The region map is bigger, with the three realms around the Borderlands. A new Quest Log tracks your quests, and every character starts this release at their capital gate.
added
Quest Log, with daily and weekly tracking and an optional Home Quest panel.
Taskmasters in each Mission Hall, plus two new quests: Timber for the Shelters and Walk the Lower Districts.
Notification preferences in Settings.
changed
The region map is bigger (56×44), and everyone starts at their capital gate.
The known map is reset to your faction's starting knowledge.
More pages use the Night glass look; Captains can set a division motto.
Item cards show rarity names, and Help explains stats and promotion requirements.
fixed
Bank, shop, repair and combat actions are steadier under load.
The signed-in screens have a new look: a sidebar that lists every page, a status bar with your pools and experience, a character card you can open from anywhere, and a redesigned Profile.
changed
New look for the signed-in screens: a sidebar listing every page, a status bar with pools and experience, and a character card.
The Profile has a large portrait, stats and schools, the Soulbrand, record and bio, with tabs on a phone.
Profession bars show progress within the current level, so a new level starts empty.
Mission Hall main buttons are blue; Claim stays gold. Hospital bars use each pool's colour.
fixed
Character Select shows the level within the rank, matching the rest of the game.
Squad selection shows names instead of codes.
removed
The top bar on the public front page and news pages; the logo links back to the front page.
Characters can hold two professions, carry a limited pack of materials and store the rest in a paid city storehouse, and the travel map shows where materials are found.
added
Hold two professions; the first fill of each slot is free.
A carried pack of 30 material units, with paid city storehouses for the rest.
The travel map shows where materials are found.
changed
Profession levels no longer depend on rank; recipes well below your level give less experience.
The travel map now shows only the land your character has seen, officers run their division from Captain Quarters, and licensed missions fight their own tougher opponents.
added
Fog of war: the travel map shows only what your character has discovered.
Captains and lieutenants run their division from Captain Quarters.
changed
A knocked-out character wakes on the home hub tile.
Licensed missions fight their own harder opponents; opponent strength is recalibrated.
Melodic Slash now weakens its target, players sharing an internet connection stop tripping each other's limits, and Scout wins follow the usual activity rules.
fixed
Melodic Slash lowers the target's damage dealt by 30% for 2 turns instead of raising it.
Gameplay request limits apply per account, so players sharing a connection no longer block each other.
Scout wins follow the related-account and daily pairing limits when earning division activity.
Solve daily Investigations for Obols and a pool top-up, fight on a redesigned battle page, see your next step on Home, and take on new optional mission challenges.
added
Investigations in the Mission Hall: three rewarded cases a day pay Obols and restore up to 20% of Stamina and Resonance.
Home shows Your Next Action with a status banner.
Six optional rank- and license-gated mission challenges for developed characters.
World Boss kills count toward your Division's activity.
You are told when one of your other characters is attacked.
changed
The battle page has a new layout with action and effect inspectors and a Chronicle of the fight.
Enemy health in missions, arenas and dungeons is retuned so fights at your stage end sooner, and practice fights are shorter.
The Techniques page has compact faction filters and a loadout card grid.
A copy technique with nothing to copy strikes on its own, and a seal can lock a revealed Dominion technique.
fixed
Signing in to an account that already has characters goes to your characters, not to character creation.
Levelling up or ranking up is refused cleanly while you are in a fight.
Scout no longer offers Attack on a player who is still protected after recovery.
The battle page no longer crashes on a malformed update or rolls back to an older state.
Five combat log and status wording errors are corrected, and faint text is easier to read.
Technique details stay on screen during a fight, dashboard actions respond without waiting, Scout no longer brings back players who have left, and training and combat no longer trip over each other.
changed
Technique details in combat open in a panel that stays on screen, can be pinned with a click and closes with Escape.
Techniques that list their mechanics no longer repeat the same description underneath.
fixed
Dashboard actions such as Sleep and Wake no longer wait behind the background status check.
Scout no longer restores a player who has already left your map tile after a delayed update.
Training, stat redistribution and combat starts at the same moment no longer conflict, and a refused training session spends nothing.
Inspect your techniques and every active effect during a fight, follow each round more easily, see both fighters again on mobile, and find Spar opponents as you type. Hospital discharge and regeneration now follow clearer rules.
added
Open your own techniques in combat to see power, level, cost, cooldown and effects.
A Current effects summary for each fighter, with remaining duration, pending state and whether Cleanse or Clear removes each effect.
Spar opponent search suggests matching player names as you type, without reloading the page.
changed
The Chronicle groups each round by fighter and folds repeated stat changes into expandable summaries.
Technique descriptions state their outcome directly and number each effect on its own line.
Hospital discharge restores HP only; Resonance and Stamina regenerate normally from discharge, and time spent downed no longer counts.
fixed
Mobile battles show both portraits, status chips and all of your resources again; only the compact round and timer header stays pinned.
The recovery panel refreshes readiness when your wait ends, and mission links keep the grade of your active mission.
Applying Rankings filters no longer reloads the whole page.
Explore published Soulbrands, Masks, and their techniques before choosing a build. Commitment-locked techniques are clearer in combat. This release note also recaps the Combat Alpha setup flow and v0.2.6 ordinary technique expansion.
added
A public signature guide with search, faction filtering, and published signature and technique details, linked from Help and Combat Alpha.
Previously shipped in v0.2.6: 11 ordinary techniques per supported faction, adding more attacks and support choices to Combat Alpha builds.
Earlier Combat Alpha release: MAX TEST BUILD, signature selection and kit equip, plus RESET & REFILL for each player's own active Warden or Voidborn.
changed
Previously shipped in v0.2.6: signature commitments and reactive counters were updated to recognize the new ordinary techniques.
fixed
Commitment-locked techniques show Committed and cannot be selected while blocked; descriptions remain available.
Every division now has its own news board, where authorized officers can post and authors can edit or remove their own updates, and officers can invest standing in a division-wide recovery boost.
added
A dedicated news board for every division, where authorized officers can post and authors can edit or remove their own updates.
Spirit Wellspring, a division-standing boost that improves out-of-combat recovery for every member.
Equipped gear with a durability bar now wears down with use, a broken piece contributes nothing until repaired, and the Provisions Shop's Armourer fixes it for Obols.
added
Gear durability - each equipped piece that carries a durability bar wears down one point on a win, a loss, or a forfeit. A turn-cap or other no-winner ending does not wear gear.
Broken gear contributes nothing until repaired, and marks your character's rail.
A repair counter at the Provisions Shop's Armourer, per piece or all at once, for Obols.
changed
Gear is per-instance now, with each piece its own item and its own wear instead of stacking.
Selling worn gear refunds a prorated amount; broken gear sells back for nothing.
A second ladder beside rank. Every character starts on Bronze, certification trials promote you up from there, and a licensed mission scales its XP and currency by the license that mission requires.
added
Mission licenses - Bronze, Silver, Gold and Titanium. Every character starts on Bronze; the rest are earned by passing a certification trial.
A certification trial per rung above Bronze, one-shot per character, tuned to a fresh entrant of the tier below.
Licensed missions scale XP and currency by the license the mission requires, not by a higher license you hold. Stat and pool grants are not scaled.
One-shot story quests, cleared once per character, some gated on visiting a location first.
The Blade Sanctum, a briefing location in the capital where the awakening quest begins.
Your earned license shows as a badge on your character sheet and public profile.
Bronze, Silver and Gold supporters get visible perks - name colour, larger avatars, and Gold unlocks technique slots 9 and 10 - and every account gets a session idle timeout.
added
Supporter name colours and larger avatars, by tier, across the game.
Gold unlocks technique loadout slots 9 and 10.
A server-enforced session idle timeout - 60 minutes free, 90 on Silver, 120 on Gold - with a warning and a recovery page.
fixed
Sign in again after an expired session lands you on the sign-in page.
A scheduled boss with one health pool everyone chips at while it is alive. Damage you deal counts on the board; a fight that dealt none does not appear.
added
A scheduled world boss with a shared health pool.
A boss page with countdown, health bar, and a contribution board.
Damage chips the pool while the boss is alive and its window is open, win or lose, and later damage still reaches the board. A fight that dealt none does not appear on the board. A fight a balance update retired mid-encounter moves neither.
Mission and Profile no longer show stale state after a fight, the Arena button works from a clean start, and you can no longer farm your own second character.
changed
You can no longer interact with your own other character. Same-account PvP, Scout targeting, and seat feeding are all blocked.
fixed
Your Mission card showed stale status after a victory, so you had to refresh the page before you could claim the reward.
Your Profile kept showing pre-fight numbers after a combat ended.
The Arena's Practice button did nothing from a clean start, so a fight never began.
Sleepwalking: the travel map stayed interactive while you were asleep, letting you move before the server pulled you back. It is blocked now, and a Wake button is offered instead.
In PvP, submitting or fleeing over the fallback connection could act on a stale turn.
On desktop, a growing combat Chronicle stretched the Action panel and shifted the Strike button out from under your cursor.
The combat pages had no main landmark, so screen readers could not skip to the fight.
Damage, technique progression, and technique classes were rebuilt together. Fights now run a consistent length at every rank.
added
Every technique has a class, which sets its training ceiling, how fast it climbs, and whether it can lose levels. You are warned before anything de-levels.
changed
Damage, technique progression, and the technique taxonomy were replaced together.
A duel takes about the same number of turns at high rank as at low rank. It used to drag out or end on the first exchange.
The ability catalogue was rebuilt.
Damage-over-time effects derive their power from the technique that applied them, so a lingering burn scales with the strike that caused it.
Enemy stats come from the same formula your character does, so difficulty steps up smoothly and no longer spikes at rank boundaries.
Enemy descriptions are written in the language of the stat that actually drives them.
fixed
The weapon contribution to damage had been left out of an earlier rescale. Weapons scale with the rest of your kit again.
A brand-new character could deal 0 damage.
Several turn-order and stale-turn edge cases that could leave a fight unresponsive.
From tier 2 up, a cheap house did nothing, because the camp rate swallowed it. House and camp now add together.
changed
No existing house owner's rate drops. The top of the ladder now reaches 1,106/min at tier 5.
fixed
Sleep regeneration is now your camp rate plus your house bonus. It used to take whichever of the two was larger.
Every house beats camping by its full bonus at every rank tier. Previously a tier-3 player with a 15/min house regened at the 78/min camp rate, gaining nothing from the purchase.
Two profile stats were showing the wrong school names, the technique catalogue gained filters, and system text was rewritten.
added
Filters on the learnable technique catalogue, by school, effect, rank and Soulbrand.
Battle and training counts on your profile activity.
changed
System text was rewritten in plain language, including errors, fallbacks and combat prose.
New world map and key art.
fixed
Two general stats on your profile were labelled with the wrong school names, because the labels were hardcoded in the page and never read from the game's own content.