v1.0.7

Patch v1.0.7.

Polis, Roads & The Hunt

Updated(3)

  • Death respawn no longer refunds trinket charges or repairs gear. Previously, dying in Ancient Roads / Forgotten Polis restored every item to the pristine state it was in when you entered the zone — so a depleted Echidna's Strand came back fully charged, used Lamia's Veil came back loaded, and damaged gear came back fresh. That was a slow energy dupe (use 12 charges, die, get them back). Items you still had at death now respawn in whatever state they were actually in when you died.
  • Orb-modified pickaxes now survive death correctly. If you apply an enchant orb to your pickaxe inside Ancient Roads / Forgotten Polis and then die, you'll respawn with the orb-modified pickaxe instead of losing it. Previously the changed enchant set meant the pickaxe didn't match the entry snapshot, so it dropped as "farmed loot" and you respawned empty-handed.
  • Closed a death-screen disconnect dupe. Dying in Polis / Roads and then "back to title" from the death screen (instead of clicking Respawn) used to leave your inventory on disk in its pre-death state, so on reconnect you'd come back with every kept item still on your body and the same items waiting on the ground from the death drop. The post-death inventory now commits to disk before you can disconnect — items you keep through a death only ever exist in one place.

Tartarus Rift

Updated(3)

  • `/clicklock` now works inside the Tartarus Rift. Previously the rift's command block treated it like any other restricted command and only let you `/rift leave`. Click lock (and its `/cl` alias) is now allowed alongside `/rift leave`.
  • Rift queue window doubled from 60s to 120s so there's more time to gear up and `/rift` in before the event starts.
  • Rift now broadcasts a 5-minute warning so players across the cluster get a heads-up to gear up and warp in before the queue opens.

Bosses

Updated(2)

  • Luck no longer affects boss loot, heroic meteors, or clue caskets. These are scheduled/high-stakes drop tables where the rates are meant to be fixed; luck still affects general PvE tables like Erebus Pit, shades, and caravans. The `/loot` viewer now correctly reads "Luck does NOT affect this table" on the affected entries.
  • A party wiping no longer kills every other party's boss fight of the same type. Two parties summoning the same boss concurrently could lose their fight when an unrelated party died — the death/leave path was ending every active session of that boss type instead of just the session the leaving/dying player was in. Each fight now ends independently.

Path of the Ancients

Updated(1)

  • Exceptional Enchants tooltip rewritten to make clear it only lifts the cap on a few specific enchants (Momentum, Efficiency, Powerball, Lucky) and only by 1 level — previously read as though every enchant could exceed its max.

Cells, Gangs & Outposts

Updated(4)

  • Gen Breaker price dropped from $1,000,000 to $10,000 in `/shop` so the cellblock starter tool is actually reachable for new players.
  • Ancient Mannequins are now usable by anyone with access to the cell, not just the player who placed them. Open the loadout menu, quick-swap gear, rename, and pick up all work for co-owners and granted-access friends.
  • Outpost perks now apply to auto-benched (AFK) gang members. Warping to the AFK world benches you off the active roster, which previously stripped your gang's outpost buff — so the IDLE outpost's AFK-rate bonus, in particular, did nothing for the players it was designed for. Benched members still on the roster now keep the buff; rejoining the active gang to claim it is no longer required.
  • Cell defenses now contribute to cell value on `/celltop` and `/gangtop`. Every defense tile you've placed (guard rooms, frost mages, lightning mages) adds its full placement cost — including the per-of-type scaling — to your cell's ranking, with a new "Defenses: $X" line in the value breakdown. The gang-wide guard upgrade spend (damage/health/speed/defense) now shows only on `/gangtop` instead of being thinned across every cell on `/celltop`, so single high-defense cells climb the cell leaderboard properly.

PvP & Dueling

Fixed(1)

  • Gang-mates can now hit each other in duels. The same-gang friendly-fire block no longer cancels damage between two gang members who are actively dueling.

Updated(3)

  • `/duel leave` now forfeits an in-progress duel instead of being blocked. Either `/duel leave` or `/duel forfeit` works mid-fight.
  • `/duel spectate` now actually teleports you to the arena. Previously it would put you in spectator mode but leave you where you were standing.
  • `/duel` from Forgotten Polis or Ancient Roads now gives a clear error. The duel arena lives on the main mines; previously starting a duel from those worlds would silently fail mid-teleport. Now you're told to `/spawn` to the main mines first.

Enchants

Updated(8)

  • Adrenaline now triggers below 50% HP, not below a flat 5 hearts. With Health Boost gear pushing max HP well above 20, the old absolute threshold meant the proc almost never fired before you died — adrenaline now scales with your actual max HP so the safety net actually catches you.
  • Traps proc rate increased by 50%. Base chance bumped from 0.78% to 1.17% and the per-level scaling from 0.39% to 0.585%, so a maxed Traps enchant now snares targets noticeably more often in fights.
  • `/enchants` menu now lists Traps' actual proc rate and root duration instead of the vague "Chance to proc" line — base %, % per level, and seconds per level are all read from config.
  • Lucky and Cavern Luck no longer stack across pieces — they now only boost proc rates on the item carrying them. Lucky on your sword boosts weapon-procs (Lightning, Scorch, Electrocution, Poison, Bleed, Pummel, Frostblade, Weakness, etc.); Lucky on a chestplate only boosts that chestplate's procs (Enlighten heal chance, etc.). Previously levels were summed across helmet + chestplate + leggings + boots + main hand, so stacking Lucky on armor silently boosted your sword damage — that exploit is closed.
  • Elemental Mastery can now go on any armor piece, not just chestplates — slot it on helmet, chest, leggings, or boots. The reduction does not stack across pieces (highest level wins), so it's still capped at the same total reduction as before.
  • Weakness L6 reduced from +70% damage to +50% damage. The per-level scaling drops from 11.67% → 8.333% (so L1 = +8.3%, L6 = +50%). Stacking 1.7× on top of full-power Bleed ticks was killing maxed players in ~3 seconds; the new 1.5× still hits hard without being a one-application execute.
  • Bleed no longer stacks on players. A re-proc on someone who's already bleeding now replaces the existing instance (latest hit wins on damage, attacker, and duration) instead of layering a second instance. Long axe fights could previously build up 2–3 simultaneous Bleeds whose ticks fired on the same 1-second cycle, combining into roughly 3-heart simultaneous hits that felt like a single overpowered Deep Wounds proc. The cap matches existing NPC behavior (Bleed has always been single-instance on caravan guards and shades).
  • Enlighten now sends a chat message when it procs, e.g. `✦ ENLIGHTEN healed +5.2 HP`. The visual heal indicator + proc text were the only signals before, which players were missing in busy fights — chat feedback makes the heal feel impactful when it lands.

Defensive Enchant Buffs

Updated(5)

  • Enlighten heal magnitude buffed 5×. Heal multiplier raised from 0.5 → 2.5, so a proc now heals 250% of the damage taken instead of 50%. Live stats showed Enlighten averaging only 1.43 HP per proc — most hits are small chip damage that the half-heal barely covered. At 2.5× a Lightning hit for 30 damage now heals back ~75 HP, making the enchant feel like the legendary save it's supposed to be.
  • Painkiller damage reduction buffed +20%. Base reduction while active raised from 40% → 48% (and the bundled per-level scaling 4% → 4.8%). Painkiller fires only when you're already at low HP and on a long cooldown — when it finally lands, it should be a meaningful save.
  • Deflect chance buffed +25%. Per-level proc chance raised from 3% → 3.75%. Deflect fully negates the elemental proc when it fires, so even a small chance increase compounds well against frequent Lightning/Scorch/Pummel salvos.
  • Damage Limiter chance buffed +50%. Base proc chance 5% → 7.5%, per-level 1.25% → 1.875%. At max level it now triggers ~19% of hits (was 12.5%), making the next-hit halving a more reliable safety net in extended fights.
  • Elemental Master now covers Scorch, Poison, and Pummel in addition to Lightning and Electrocution. The enchant was previously only filtering for vanilla fire/lightning damage causes plus the LIGHTNING/ELECTROCUTION custom enchant events — so Scorch's fire-burst proc, Poison's DoT ticks, and Pummel's block hits were all bypassing it completely. Live data showed only 0.04 prevention per equipped hit (basically nothing); after this fix, an L3 wearer should see ~30% reduction on every Lightning/Scorch/Poison/Pummel proc that lands.

PvP Damage Stacking Rework — "Increased" vs "More"

Updated(4)

  • PvP damage multipliers now stack additively (PoE-style "increased") instead of multiplicatively. Swordsman, Axeman, Execute, Bloodlust, Berserk, Frenzy, Enrage, Fearless, Consecration, and the Orb of Moros damage implicit all feed into one shared additive bonus pool: `damage × (1 + sum of bonuses)` instead of `damage × product of multipliers`. A heavy stack (e.g. Swordsman +40%, Bloodlust +40%, Frenzy +30%, Consecration +20%) drops from a 2.62× burst down to 2.30× — about a 12% damage reduction at the top end (more on bigger stacks), while a single multiplier on its own still feels exactly the same. Procs that were one-shotting full-HP players should now leave the target alive in one hit.
  • MonsterHunter is the one exception — it remains a "more" multiplicative layer that compounds on top of the additive pool. Since MH only fires against monsters (NPCs in PvP zones — caravan guards, shades, wraiths, Erebus / LMS guards), it doesn't contribute to player-vs-player burst at all, and keeping it multiplicative rewards your MH investment in mixed PvP+NPC fights without reintroducing one-shots in duels.
  • Renamed the 10 additive enchants' wording from "more damage" to "increased damage" so the tooltips match how they actually stack (PoE-style). MonsterHunter keeps "more damage" because it's still a multiplicative layer; Weakness, Voodoo, and Armor Trim damage% also keep "more damage" as they're separate multiplicative layers on top of the additive pool.
  • `/help` modifier-wording entry rewritten to explain the increased-vs-more distinction with the new architecture: increased = additive pool, more = separate multiplicative layer (MonsterHunter, Weakness, Armor Trim damage).

Endgame Items

Updated(1)

  • Orb of Moros tooltip now clarifies that trims still work after corruption. A corrupted item can't take any more orbs/scrolls, but armor and pickaxe trims (and the Trim Remover) keep working as normal.

Mining Bots & AFK

Updated(3)

  • AFK Upgrades now cost AFK Points instead of Obols. Both Cap Expansion and Earn Rate Boost are paid from your AFK balance — no more spending shop currency to upgrade an in-game grind. New base costs: Cap Expansion 1,000 AFK Points × tier (1k / 2k / 3k …), Earn Rate Boost 2,000 AFK Points × tier (2k / 4k / 6k / 8k / 10k for the five tiers). Per-season, resets at map reset, same as before.
  • AFK Shop Money Bag now scales exponentially with player level instead of being a flat $150K regardless of who you are. Level 30 gives ~$50,000, Level 100 gives ~$5,000,000, scaling smoothly between. Buying a Money Bag at low levels is now mostly token; at endgame it's a meaningful payout.
  • Tracker Lootbox cost dropped from 400 → 250 AFK Points so cosmetic stat trackers are more accessible from the AFK shop.

Quality of Life

Added(1)

  • Live mining rates now appear in the Stats HUD on PrisonsMod. A new Mining section shows your XP/h, Energy/h, and $/h while you're actively mining — same numbers the action bar displays, in a draggable widget you can place anywhere on screen. Rows hide when their rate is zero (e.g. mining contraband only shows the XP row), and the whole section disappears a few seconds after you stop mining. Enabling the section in the widget settings also defaults the action-bar XP/h / Energy/h / $/h trio off (so the same numbers aren't shown twice), the same way the booster widget does it; flip it back on under `/toggles` → Action Bar → Show Rates if you want both.

Fixed(3)

  • Ancient Mannequins removed from the Erebus Pit drop table. Pit guards no longer roll mannequins as a rare drop — the entry has been pulled. All other pit loot is unchanged.
  • PV affinities can now be bound to multiple vaults. Tagging two PVs as Enchant Dust no longer strips the tag from the first one — auto-routing fills the lowest-numbered matching PV first and skips ahead to the next one once it's full. Same applies to the Uncategorized overflow tag.
  • Clue Scroll AH tasks cut down. "Buy from AH" and "List on AH" tasks no longer scale up to 14 items on top-tier scrolls — now capped at 5, with a gentle ramp from 1-2 at Simple to 2-5 at Exceptional.

Updated(23)

  • `/store` has a new "General Items" tab stocked with Fortune's Dice. Three new SKUs: 1 die for 150 Obols, a 5-pack for 600 (120 each, save 150), and a 10-pack for 1,000 (100 each, save 500). Open `/store` → General Items.
  • Ancient Mannequin drop chance from bosses halved. Echidna, Lamia, Thanatos, Hephaestus, and Uber Hephaestus all drop mannequins at half the previous rate (weight 0.5 → 0.25).
  • New `/mod` command prints a clickable link to the latest PrisonsMod release so players can grab the client mod without leaving the game.
  • Diviner's Dice rare rolls now give the real bundles. The Pickaxe Prestige and Warp Miner bundle outcomes were resolving to empty placeholder bundles with `[Placeholder — pending contents]` lore; they now give the proper bundles defined in the bundle config (Pickaxe Prestige = 5x Stat Reroll Token, 5x Perk Reroll Token, 2x Stat Swap Token, 2x Perk Swap Token; Warp Miner contents intact). The non-existent "KOTH Lootbag" outcome was removed from the pool.
  • `/loot` now hides drops you haven't seen yet. For caravans, bosses, shades, wraiths, and the oracle, every loot entry starts as `???` with its rarity and drop chance still visible — the first time anyone on the cluster actually rolls that drop, the item is revealed for everyone permanently. Rare/Legendary/Mythic first-discoveries trigger a cluster-wide announcement.
  • XP curve rebalanced for levels 45+. Players were hitting the day-3 cap of 60 within ~15 minutes of season launch, then sitting at cap. Levels 50-69 now cost ~4× as much XP, levels 70-89 ~4× as much, and levels 90+ ~2.5× as much — bringing the day-3-cap stretch closer to ~1 hour of active mining at observed XP rates. Tiers 0-1 (levels 1-29) and tier 2 (levels 30-49) are unchanged from the earlier light bump; prestige thresholds untouched.
  • `/levelcap` menu now highlights the current day with a beacon instead of another ender chest — easier to spot which day you're on at a glance.
  • `/configsplit reload` now correctly applies live edits to level XP costs without needing a restart or the admin GUI.
  • `/rules` no longer lets you take items out of the menu. The click-blocker was only installed on the hub, so opening the rules GUI on the main cluster let players walk away with the paper icons — fixed.
  • Personal vaults raised from 8 to 32. PV Expansion items keep working past the old cap — every expander used beyond PV 8 starts filling PV 9, then PV 10, and so on up to PV 32. Each vault still maxes at 54 slots. Rank rewards are unchanged (Ascendant still grants enough rows for the first 8 vaults at full size); anything beyond that is expander-only.
  • Affinity presets auto-spread across all your unlocked PVs. Players with more than 8 PVs now get each category on its own vault (no more clustered groups), plus extra Dust / Shards / Orbs vaults round-robined into the remaining slots so a 32-PV layout actually fills every vault. The base presets are unchanged for players still on 8 or fewer PVs.
  • PV affinities, presets, and `/pvsort` unlock at 3 full PVs instead of being locked to Ascendant rank. As soon as you have 3 fully-unlocked PVs — from rank progression OR from buying PV expanders — you can set affinities, apply presets, and use the smart shift-click + sort features.
  • Shift-clicking items into a PV no longer silently fails for non-Ascendant players using PrisonsMod. The mod cancels the vanilla click client-side to avoid prediction flicker, then asks the server to do the placement. The server was dropping the request without a fallback if the player wasn't yet Ascendant, leaving items stuck in the hotbar with no feedback. Items now move into the open PV exactly like vanilla shift-click, regardless of rank.
  • Affinity routing now also requires the mod's PV feature to be on, not just the mod installed. If you turn off PrisonsMod's PV overview in its settings (or uninstall the mod entirely), shift-clicking into a PV reverts to vanilla behavior — no more items being silently routed to other vaults by affinity bindings you set earlier and forgot about. `/pvsort` rejects with a clear message in the same case.
  • Drag any PV onto another in the `/pv` overview to swap them. Contents and affinities both move, so you can sit your overflow Dust vault right next to your main one without moving items by hand. The swap is rejected if the receiving vault doesn't have enough slots for what's coming in.
  • Meteors can no longer land above y=140. Previously the heroic meteor system would happily target high terrain or skybase rooftops up to y=300; now any candidate spot above y=140 is skipped so meteors actually come down where players can fight over them.
  • `/suggest` hourly limit raised from 3 to 10 per player. The old cap kicked in fast for anyone running through a batch of ideas; now you can submit up to 10 suggestions per rolling hour before being asked to wait.
  • PvE drop counts now appear in the Stats HUD on PrisonsMod. Ancient energy, boss essences and keys (echidna/lamia/hephaestus/thanatos), shards, enchant dust, erasers, mystery and exceptional orbs, scrolls, satchels, fortune's dice, motes, promethean sparks, mining bots, bot fuel, lootboxes / lockboxes / seasonal crates, and every other recognised PvE drop now tally in real time alongside the existing kill counts. Variants like dust percent / eraser charges / orb tier / booster duration collapse into one row per category so the HUD stays readable; lootbox / lockbox / crate subtypes are sent with their rarity and the mod has a per-widget "Show lootbox subtypes" toggle to expand them. Items the plugin doesn't recognise fall back to their material name so nothing slips through. Previously the drops section was silently empty because the server never populated it.
  • Double-boosting the Discord now grants 1000 Obols instead of 500. The boost reward is now per-slot: a single boost is 500 Obols (unchanged), and a second boost from the same player adds another 500 — applied both on initial linking and on the 30-day renewal. Players who were already double-boosting before the fix get the missing 500 the next time their boost status is polled.
  • LMS daily reward simplified to Fortune's Dice or a Global Booster Box, 50/50. The previous booster entry had a typo in its item id and was silently giving players a plain chest block; Stat Reroll and Perk Swap were also removed from the daily pool to keep the reward focused.
  • Mystery Godly Enchant tooltip now says "Ancient Energy" instead of "roo energy" — leftover naming from before the rebrand. Same change applied to the "Charge with…" line on revealed enchant orbs.
  • Meteorite Hunter now appears in the PrisonsMod buff panel. The enchant was missing from the Mining Energy breakdown — it now shows as a potential 2x layer with your current daily block count vs. cap (`X/cap today`), so you can see how much of the meteorite-energy bonus you have left for the day at a glance.
  • Item rename now supports hex colors. Use `&#RRGGBB` alongside the existing `&a`/`&l` legacy codes to pick any color when renaming a pickaxe, weapon, or armor piece with a nametag — e.g. `&#FF55AAP&#AA55FFe&#5555FFe` for a custom gradient. Previously these hex codes showed up as literal text on the item.