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Patch Notes

Latest version: v0.1.23.

VersionDateHeadlineSummaryTags
v0.1.232026-05-05Static public guide opensMana Panic now has a generated static public guide for wiki pages, patch notes, leaderboards, and legal links, with the game runtime ready to redirect docs traffic there while maintenance can stay focused on gameplay and API routes.documentation, release, maintenance
v0.1.222026-05-05Web entry routes restoredMana Panic now serves the game shell, patch notes, and wiki from Fly root and directory URLs again, so beta and custom-domain visits do not land on a Forbidden page.deployment, staging, maintenance
v0.1.212026-05-05HL Studios accounts arriveMana Panic now opens with High Leverage Studios branding, lets solo players continue offline, and requires a logged-in HL account before hosting, joining, or browsing co-op parties.accounts, co-op, ui, branding
v0.1.202026-05-04Production hides offline download promptsThe live game now keeps the client download and offline update chip out of the production UI while the background cache warmup still runs. Staging and development builds keep the chip available for testing.offline, ui, deployment
v0.1.192026-05-04Reward cards read consistentlyLevel-up reward cards now title-case spell and rune names, show rank targets such as Avalanche Rune I, use final-value stats for first-time picks, keep upgrade comparisons for rank-ups, align icon and text layouts, and show queued multi-level choices as the level being resolved.ui, polish, spells, runes
v0.1.182026-05-04Spell variants become progression upgradesStronger spell and rune variants now show up as replacement upgrades after you own the earlier form and meet the level requirement, keeping the same slot, rank, Ultimate state, and short cooldown. Healing, recovery, haste, and key rune chains are back in class pools without flooding early rewards with high-tier variants.spells, runes, balance, progression
v0.1.172026-05-04Run HUD gets a cleaner battle layoutThe run timer now stays centered with a short objective, spells and runes sit in a bottom action bar above XP, the right HUD focuses on Equipment before Skills, and equipment details stay tucked behind a hover or focus hint.ui, equipment, polish, mobile
v0.1.162026-05-04Hero cards get cleaner polishClass selection now has endlessly looping spell and rune strips that ease into hover speed, cleaner ascension controls, desaturated unselected heroes, locked-card silhouettes, playtime formatting, and smoother Utevo-style backdrop fills.ui, polish, classes, assets
v0.1.152026-05-04Hero cards get Utevo showcase artClass selection now uses Utevo Lux vocation backdrops, banner-name art, walking selected hero sprites, compact spell/rune carousels, and OTClient-style shell primitives across the menus and HUD.ui, assets, polish, classes
v0.1.142026-05-04Bosses get Utevo-style presentationHero selection now uses a selected-vocation showcase before starting a run, while campaign bosses gain Utevo-style presentation presets, phase shouts, camera shake and zoom events, rendered-size target reticles, and punchier floating combat numbers.ui, bosses, targeting, polish
v0.1.132026-05-04Boss clears now trigger Mana PanicAfter a boss reward is resolved, the run now warns that Panic is coming, freezes the timer for a 15-second escape countdown, then restarts monster spawns with a harder, faster director until the party reaches the portal.bosses, director, balance, maps
v0.1.122026-05-03Fleeing monsters stop full-healingRetreating monsters now spend a recovery tier only once they actually start healing at range, then cap repeated retreat regeneration at 50%, 25%, and 12.5% max HP so re-engaging them keeps your damage progress meaningful.balance, monsters, combat, multiplayer
v0.1.112026-05-03Ranked spells can become UltimateOwned spells at rank 3 or higher can now roll one gold-framed Ultimate upgrade per player per run, adding a major power spike, faster reuse, distinct HUD marking, and archetype-specific effects such as extra projectiles, mirrored beams, wider blasts, stronger fields, and party-splash support.spells, balance, ui, multiplayer
v0.1.102026-05-03Passives read stronger and clearerPassive rank-ups now get a conservative broad tuning lift, while passive choice cards describe the next rank with rounded percentage benefits and plain fallback text instead of raw implementation numbers.balance, passives, ui, polish
v0.1.92026-05-03Caster warnings keep a dodge tileMonster warning attacks now leave one adjacent traversable dodge tile in their own newly cast footprint when they would otherwise cover every exit, while real HP hits add only a tiny capped movement stagger that fades quickly.balance, combat, monsters, polish
v0.1.82026-05-03Monster caps scale by mapCampaign maps now use finite alive-monster caps that start higher on later maps, ramp during each map, keep the first hunt sparse, and continue climbing into endless runs while debug logs show the current alive count and cap.balance, campaign, monsters, debug
v0.1.72026-05-03Boss clears reveal chest cleanupMap boss defeats now reveal every unopened chest and add a right-HUD chest counter that counts down to a clear portal prompt, while empty equipment slots use OTClient inventory placeholders and beast target reticles rotate between narrow directional footprints.campaign, chests, equipment, targeting
v0.1.62026-05-03Debug spawn pools stop stretching spellsThe director spawn-pool debug readout now lives in its own left HUD panel, keeping the top run chip compact and spell slots at a stable icon-chip size while debug mode is enabled.debug, ui, polish, validation
v0.1.52026-05-03Bosses fill the battlefieldCampaign bosses now occupy and block a real 2x2 footprint, take hits through any occupied tile, render larger in combat, and show an active Utevo-style HP bar at the top of the battlefield.bosses, combat, ui, polish
v0.1.42026-05-03Target reticles slide cleanlySwitching targets now slides the red target reticle into place instead of snapping instantly, and the solo target outline no longer carries a black backing stroke.ui, combat, targeting, polish
v0.1.32026-05-03Map clears keep gold and ease pressureClearing a map now carries shared gold into the next map while easing the director difficulty by 30% after the next map floor is applied, giving the party a real breather before the climb resumes.balance, campaign, gold, quality-of-life
v0.1.22026-05-03Target reticles match monster footprintsMonster target outlines now size themselves from each creature's sprite footprint, keeping small monsters on one tile while larger monsters and bosses get reticles that match their visible battlefield presence.ui, combat, monsters, polish
v0.1.12026-05-03Creature sprites line up with target tilesMonsters and hero sprites now keep their original Tibia source-frame tile anchor on the battlefield, so target outlines, occupied tiles, and visible creature footprints read as one grid position.assets, monsters, combat, polish
v0.1.02026-05-03Production moves to FlyMana Panic now ships from Fly.io with separate production and staging apps, keeping direct game, wiki, notes, and offline shell links available through the current deployment path.deployment, staging, offline, maintenance
v0.0.1992026-05-03Attack warnings merge into filled shapesMonster attack telegraphs and boss hazard warnings now render as borderless rounded fills that merge neighboring tiles into cohesive attack shapes, while target reticles stay outline-only.ui, combat, bosses, polish
v0.0.1982026-05-03Reticle warnings use one clean outlineCombat warning reticles now animate the outer tile outline directly, removing the extra inset square and center crosshair while keeping the opacity-timed glow.ui, combat, polish
v0.0.1972026-05-03Combat warnings switch to reticle glowsTarget readiness, monster attack telegraphs, movement hints, and boss hazards now use opacity-timed reticle glows instead of full-tile radial fills, keeping warnings readable without covering battlefield sprites.ui, combat, bosses, polish
v0.0.1962026-05-02Hero previews and debug toggles clean upClass sprite trims now cover every opaque pixel across all hero directions and walk frames, hero picker previews use padded pixel-perfect strips to avoid edge artifacts, and the apostrophe debug hotkey now toggles debug mode off from the hero screen without losing saved tuning.ui, debug, assets, polish
v0.0.1952026-05-02Debug mode returns behind a secret hero-screen keyPressing apostrophe on Choose a hero now unlocks session-only debug tuning, director spawn-pool visibility, and downloadable run logs, while normal runs ignore old debug storage unless the tool is explicitly unlocked.debug, balance, validation, tools
v0.0.1942026-05-02Director spawns plan cleaner monster mixesThe campaign director now remembers recent normal spawns and live monsters while choosing the next threat, reducing repeated monsters and role streaks without changing spawn timing, boss gates, opening soft caps, or the 30-minute clear structure.balance, director, monsters, validation
v0.0.1932026-05-02Offline release metadata stays stableOffline cache metadata now computes the same local content version across Windows and Linux checkouts, reducing unnecessary cache churn while keeping production deployment versions explicit.offline, deployment, maintenance
v0.0.1922026-05-02Animated creature sprites render cleanlyPlayers and monsters now use each sprite sheet's trim data while animating, so stray pixels outside the creature body no longer leak onto the battlefield or wiki previews.assets, monsters, wiki, polish
v0.0.1912026-05-02Staging keeps pre-launch social links hiddenMana Panic now treats the live www.manapanic.com host as production, beta.manapanic hosts as staging, and any other host as development. Telegram and Reddit links stay visible on production, while staging and development builds hide those community URLs from the hero picker.deployment, staging, ui, community
v0.0.1902026-04-30Co-op peers get trusted local feelCo-op peers now send input and receive snapshots more often, run a longer trusted presentation lead, smooth remote players, monsters, and homing projectiles more aggressively, and show local attack and spell feedback immediately while the host snapshot catches up.multiplayer, performance, combat, quality-of-life
v0.0.1892026-04-30Opening spawns no longer wait for killsThe campaign director now keeps spending spawn credit during the first map opener even if the first monster is still alive, so early waves ramp by time instead of waiting for the player to secure a kill.balance, monsters, director
v0.0.1882026-04-30Save cleanup keeps current progress focusedThe browser save path now reads only current Mana Panic storage keys. Existing Mana Panic unlocks, ascension progress, class records, and offline readiness stay on the active save path without carrying old Tibia Survivors migration reads.saves, offline, maintenance
v0.0.1872026-04-29Opening hits deal full damageThe early campaign damage grace has been removed, so monster hits and hazards now use their full combat damage from the start of a run.balance, combat, monsters
v0.0.1862026-04-29Boss attacks punish portal rushingCampaign bosses now ignore the opening damage grace, start their ground barrage sooner, hit harder across all six maps, and leave longer danger zones so standing still in boss attacks is no longer safe.balance, bosses, combat
v0.0.1852026-04-29Google tag ships in the page headProduction builds now place the configured Google tag script directly in the page head so GA4 tag detection can find the Mana Panic measurement ID before the game runtime boots.analytics, deployment, visibility
v0.0.1842026-04-29Portal markers stay visibleDiscovered boss portals now keep their Portal label and direction indicator while the boss is active and after the boss is defeated.maps, ui, bosses
v0.0.1832026-04-29Target corners render cleanlySingle-color target outlines now close their square path cleanly so the black backing stroke no longer peeks through as a stray corner pixel.ui, targeting, polish
v0.0.1822026-04-29Chest reveals hide their valueUnscouted chests now hide cost and rarity until discovered, revealed rare and legendary chests use matching labels and marker colors, and the basic attack target fill now lives inside the targeted tile instead of below it.chests, ui, targeting
v0.0.1812026-04-29Offline downloads back off during runsOffline caching now runs faster from menus and reward or pick screens, while active gameplay keeps the lower download concurrency and browser-yield pauses so caching is less likely to disturb combat.offline, performance, ui
v0.0.1802026-04-29Portals and chests can be scoutedPlayers now call out nearby boss portals and chests, then the whole party gets shared Portal and Chest direction indicators. Treasure Sense also increases the range for spotting those map objectives.maps, coop, ui, passives
v0.0.1792026-04-29Target indicators carry attack timingBasic attack cooldown has moved off the skills panel and onto the local player's target indicator, co-op target outlines now share one full-size segmented color frame per monster, and monster telegraphs now show square radial timing fills until impact.ui, combat, coop, targeting
v0.0.1782026-04-29Spawn pressure ramps back inThe campaign director now only slows the very first run minutes, then returns to the previous map pressure instead of resetting the slow ramp on every map. Normal monster hits and telegraphs also hit harder again, and the run start line is back to 'I need to find the portal...'.balance, combat, director, monsters
v0.0.1772026-04-29Opening pressure is playable againEarly campaign spawns now ramp in instead of flooding immediately, the first map has a small alive-monster brake, low-health flee/regeneration waits until players have secured opening kills, and auto-targeting now prefers the lowest-current-HP monster already in attack range.balance, combat, targeting, monsters
v0.0.1762026-04-29Campaign combat pushes back harderMap monsters are tougher across the six-map clear route, Knight and basic attacks no longer erase normal enemies as easily, early survival grace is shorter, and midgame enemy damage ramps harder so damage-only builds need real positioning and gear support.balance, combat, monsters, classes
v0.0.1752026-04-29Equipment dismantle callouts are cleanerEquipping a new item no longer shows a battlefield dismantle callout for the replaced gear, while untouched weaker drops now say Weaker equipment... Dismantled! when they are converted to XP.equipment, ui, clarity
v0.0.1742026-04-29Map one through six get campaign pacingThe normal ascension-clear route now uses six campaign map eras with softer director time floors, curated monster pressure, lower early boss durability, fairer boss barrages, clearer rush-or-farm pacing, and stronger portal push guidance once a map is ready.balance, maps, director, bosses
v0.0.1732026-04-29Party spectators can follow the fightDowned co-op players can now cycle through living party members while spectating, players who join an in-progress room can watch the current run until the next round, and chests now make the opener call out the missing gold in yellow when the party cannot afford them.multiplayer, chests, ui
v0.0.1722026-04-27Run reports and party death flow improveEnd-of-run reports now include total damage dealt, and multiplayer peers keep spectating the live run after going down instead of freezing before the party wipe death screen.multiplayer, ui, combat
v0.0.1712026-04-27Holy Mark feedback is clearerHoly-marked enemies now show a visible holy effect, and the basic attack that consumes the mark displays its damage number in yellow.combat, spells, ui
v0.0.1702026-04-27Rune descriptions and burst damage are clearerParalyze Rune descriptions now describe the spell as a wide slowing burst without referencing another rune, Sudden Death Rune hits much harder while relying on the damage stat instead of multiplier copy, and Holy Mark now makes the next basic attack hit for 2x damage.runes, ui, balance
v0.0.1692026-04-27Player elements become combat effectsPlayer fire, ice, energy, earth, holy, and death abilities now deal neutral damage while their element adds rank-scaling gameplay effects: vulnerability, slows, weakening, stuns, holy marks, and heavier death hits. Enemies also call out those statuses on the battlefield.combat, spells, balance
v0.0.1682026-04-27Run HUD shows time and gold togetherThe top run HUD now groups the smaller difficulty meter on the left, visible run time in the middle, and current gold on the right, while gold is no longer repeated in the player stat panel.ui, hud, quality-of-life
v0.0.1672026-04-27Reward choices pause the run clockRun time and difficulty now stop advancing while level-up rewards, boss rewards, gear comparison choices, or pause menus are open, then resume when gameplay returns.ui, balance, quality-of-life
v0.0.1662026-04-27Paladin starter weapon hits harderPaladin one-handed distance weapons now start from a 30% stronger floor, so the starter weapon has more opening pressure and every later Paladin weapon still lands above that baseline.paladin, equipment, balance
v0.0.1652026-04-27Retreating monsters recover before returningRunaway monsters now keep their retreat state after crossing the low-health threshold, hold at long distance to regenerate up to full health, and only then come back unless the player interrupts the recovery.monsters, balance, combat
v0.0.1642026-04-27Pickup gain text now mergesRapidly collected gold and XP pickups now update one battlefield gain number instead of creating a separate floating text for every pickup.pickups, ui, clarity
v0.0.1632026-04-27Pickup bobbing is calmerBattlefield pickup bobbing is now three times smaller and twice as slow so drops stay lively without distracting from combat.pickups, ui, clarity
v0.0.1622026-04-27Battlefield pickups are easier to readXP now drops as one centered blob that scales with its value, gold splits into scattered coin pickups, all battlefield pickups gently bob with varied timing, and the run timer now appears only in the difficulty meter tooltip.pickups, ui, clarity
v0.0.1612026-04-27Gold and monster pressure are clearerMonster gold now drops on the battlefield and is only added when collected, XP uses a distinct magic pickup sprite, non-boss ranged attacks must be used near the player, retreating monsters can recover if ignored too far away, and the difficulty meter now shows run time with a short tooltip.balance, monsters, pickups, ui
v0.0.1602026-04-26Stun locks are preventedAfter a stun ends, players now get 1 second of stun protection, active stuns can no longer be refreshed by another monster stun, and monsters prefer non-stun attacks while the player is already stun-protected.combat, monsters, balance
v0.0.1592026-04-26Rarity power is less extremeEquipment rarity multipliers now scale from 0.8x to 2.5x instead of 5x, weapon range stays at the base weapon value, and range contribution is excluded from rarity-scaled pickup scoring.items, rarity, balance
v0.0.1582026-04-26Monster attacks become sharper but fairerLarge monster and boss AOEs now carve dodge pockets instead of becoming solid screen-filling blocks, beam widths are capped, boss HP is greatly increased, and monster hit damage has been raised so missed dodges are meaningful without relying on stun locks.balance, monsters, bosses, combat
v0.0.1572026-04-26Paralyze rune becomes an area slowParalyze Rune now casts a wide burst that deals no damage but slows every monster caught inside for 10 seconds, giving rune builds a real crowd-control tool instead of a single-target slow.runes, balance, combat
v0.0.1562026-04-26Class unlocks are now map-basedClass unlocks now follow map progression instead of survival time: Paladin unlocks by reaching Map 2, Druid by reaching Map 4, and Sorcerer by reaching Map 6. The locked class cards now show those map requirements directly.classes, maps, progression, ui
v0.0.1552026-04-26Runecraft doctrine respects class rune accessBoss reward doctrine choices now only include Runecraft for classes that actually have rune access, so rune-less classes such as Knight no longer see a dead doctrine choice.balance, classes, runes, bosses
v0.0.1542026-04-26Boss portals now create cleaner boss phasesChests no longer roll starter-grade equipment, run start now points players toward finding the portal, boss portals no longer show floating labels, stepping into a portal calls out the incoming boss, boss nameplates are larger, bosses spawn far from the portal, and the director stops adding new regular monsters until the next map once a boss phase starts.bosses, chests, maps, ui, balance
v0.0.1532026-04-26Bosses now demand chest farmingBoss HP, minimum HP floors, telegraph damage, barrage size, and barrage cadence were rebuilt so rushing map bosses without opening chests is much riskier. Free class boss damage was reduced so chest gear, passives, and rarity spikes matter more for boss clear speed, and the old balance sweep scripts were removed.balance, bosses, chests, tools
v0.0.1522026-04-26Monster HP pressure is easedThe global monster HP multiplier was reduced from 3x to 1.5x, including the boss HP floor path, so enemies still last longer than before but no longer feel as inflated.balance, monsters, bosses
v0.0.1512026-04-26Difficulty meter gets cleanerThe difficulty meter is now white, the center dot no longer has a dark outline, and the gauge viewport has more room so the arc no longer clips at the top.ui, difficulty
v0.0.1502026-04-26Equipment totals are visible in the HUDThe player stat panel no longer repeats movement speed, and the equipment panel now shows a compact total of every stat currently provided by equipped gear below the paperdoll slots.ui, equipment
v0.0.1492026-04-26Difficulty meter is quieterThe top difficulty meter was reduced to a compact single-color gauge so it reads as useful run pressure without dominating the combat view.ui, difficulty
v0.0.1482026-04-26Difficulty HUD, gold, stuns, and monster durability tightenedThe top run HUD now shows a compact speedometer-style difficulty meter instead of timer text, while the hidden run clock keeps advancing through choices and boss fights unless the run is explicitly paused. Gold moved into the player stat panel under Speed, weak gear dismantle callouts now read as Dismantled weak equipment!, monster hard-control effects are normalized and capped so old paralyze/freeze durations cannot leave players stuck, and monster health now has a 3x global multiplier that also affects boss HP floors.ui, balance, monsters, status, loot
v0.0.1472026-04-26Run HUD now shows director difficultyThe run timer chip now replaces the map number with a Risk of Rain-style director difficulty label: Easy, Medium, Hard, Very Hard, Insane, Impossible, then HAHAHAHA after the 30-minute mark.ui, director, difficulty
v0.0.1462026-04-26Map gold is now a per-map economyThe run timer chip now shows shared gold in yellow and no longer exposes boss-gate distance, so players need to find the gate on the map. Shared gold resets to zero when entering each new map, while both monster gold rewards and chest costs scale upward by 34% per map to keep later-map chest economies larger without carrying old-map savings forward.ui, loot, maps, economy
v0.0.1452026-04-26Bosses get real health pools and gold is clearerShared gold now appears directly under the equipment paperdoll in the right HUD, centered in yellow so chest currency is always visible while comparing gear. Boss health was rebuilt with much higher phase multipliers and hard minimum HP floors so low-health boss templates can no longer be deleted instantly, even on Map 1 before gear comes online.ui, bosses, balance, loot
v0.0.1442026-04-26Equipment now comes from chests onlyMonster kills no longer drop equipment directly; they now award XP plus shared gold scaled from the kill's XP value, and that gold funds chest gear. Chest battlefield text now prioritizes the actual equipment result or a yellow dismantle XP message, bosses get protected safer spawns so they cannot be deleted by the gate moment, and entering the next map after a boss clear advances director pressure by four minutes.loot, chests, bosses, director
v0.0.1432026-04-26Map six now unlocks ascension without ending the runKilling the Map 6 boss now awards the ascension clear while still leaving the cleared boss gate available for Map 7, Map 8, and deeper endless maps. Endless maps keep the final-tier boss and chest pressure online, and the monster director adds more spawn rate after every map beyond the ascension clear.maps, ascension, endless, director
v0.0.1422026-04-26Chest loot now follows map-era item bandsChests now use the old five-minute gear windows by map: Map 1 rolls the former 0:00-5:00 item band, Map 2 rolls 5:00-10:00, and so on through Map 6's 25:00-30:00 final band. The wiki now explains boss gates, map resets, chest types, map loot bands, and boss candidates using the new map-based progression instead of the old automatic boss timer.loot, maps, wiki, bosses
v0.0.1412026-04-26Runs now use wrapped maps, gold chests, and boss gatesThe battlefield loop is now a tighter 100x100 wrapped map with shared gold from monster kills, walk-over chests that show their gold cost on the tile, and rare or legendary chest variants that force higher item rarity. Timed five-minute bosses have moved onto boss-gate tiles: each cleared map advances the boss phase, refreshes obstacles and chests, and eventually reaches the previous 30-minute final boss pool on map six.maps, loot, bosses, multiplayer
v0.0.1402026-04-26Equipment drops now roll rarityEvery dropped item now rolls Poor, Common, Uncommon, Rare, Epic, or Legendary rarity with real stat and power multipliers from 0.8x up to 5x. Equipment slots show rarity outlines, equipment hover cards show a matching rarity pill and multiplier, and auto-pickup comparisons now use the final rarity-scaled item math in solo and co-op.equipment, loot, balance, multiplayer
v0.0.1392026-04-25Every class now starts from its weakest gearStarter loadouts now pick the lowest-power class-relevant weapon and offhand directly from the equipment roster instead of using old hand-picked upgrades. Sorcerer and Druid start with Chiller plus Spellbook of the Novice, Paladin starts with the weakest distance weapon as a two-handed crossbow and no offhand, and Knight starts with Sickle plus Heavily Rusted Shield.balance, classes, equipment
v0.0.1382026-04-25Boss recovery buffs are removed and monster cadence risesBoss kills no longer grant the temporary Battle Momentum, Boss Breakthrough, or Boss Ward buff cards. The global monster director spawn-rate multiplier is now 1.0, raising the baseline wave cadence while keeping the harsher opener and anti-idle pressure in place.balance, combat, monsters, ui
v0.0.1372026-04-25Ascension zero now punishes idle play from the openerAscension 0 has a sharper opening director, closer early spawns, faster monster escalation, and a stronger anti-idle pressure model so standing still collapses in the first minute instead of cruising through the run. Area, rune, spell, passive, and survival build scaling also gained more late-run payoff, giving coherent active builds more ways to break through while weak or greedy plans still fail.balance, combat, ascension, progression
v0.0.1362026-04-25Ascension zero gets a beatable action-build passAscension 0 now has a clearer path to victory for active movement and coherent builds, with a fifth-boss final-push transition that breaks the horde before the clear boss. Standing still is punished across the whole run, boss recovery is stronger after earned wins, late normal-wave pressure is less likely to end viable runs before the finale, and the live A0 matrix now shows many different build styles clearing while passive hold-still play fails.balance, combat, ascension, progression
v0.0.1352026-04-25Steady spawn cadence rises to 85 percentThe fixed director cadence now uses a 0.85 global spawn-rate multiplier, increasing baseline monster arrivals while keeping threat credits and live monster caps removed.balance, monsters, director
v0.0.1342026-04-25Steady spawn cadence is set to 75 percentThe fixed director cadence now uses a 0.75 global spawn-rate multiplier, matching the intended 75% rate while keeping threat credits and live monster caps removed.balance, monsters, director
v0.0.1332026-04-25Steady monster cadence uses the 0.55 global rateThe new steady director now applies a 0.55 global spawn-rate multiplier to its fixed cadence, reducing baseline monster arrivals without reintroducing threat credits or live monster caps.balance, monsters, director
v0.0.1322026-04-25Monster spawning now uses a steady cadenceThe monster director no longer spends threat credits, no longer slows down when stronger monsters enter the roster, and no longer stops because too many monsters are already alive. Normal waves now spawn on a fixed cadence while the roster itself keeps scaling into larger threats, including during boss pressure and recovery windows.balance, monsters, director
v0.0.1312026-04-25Stuns now pause tile stepsStun, freeze, and paralyze now all fully lock player actions while active. If a stun lands mid-step, the player pauses at their current position with the original target tile preserved, then resumes that same tile step once the stun expires.combat, movement, bugfix
v0.0.1302026-04-25Death and stun callouts are fixedFainted! is now queued directly when the solo death transition starts so it still appears if the player was already marked dead. Freeze and paralyze effects that land from yellow stun telegraphs now say Stunned! in the battlefield callout, duplicate same-frame stun callouts are suppressed, and monster spawn pace is reduced to the requested 0.75 multiplier.combat, feedback, monsters, bugfix
v0.0.1292026-04-25Exeta Res, status feedback, and spawn pressure are clearerKnight Challenge now starts at a centered 5x5 taunt area, then keeps growing by 2x2 tiles per rank so later ranks land at 7x7, 9x9, and beyond. Harmful player conditions now pop battlefield callouts that match their telegraph tile color, solo deaths show Fainted! over the fallen player, and the global monster spawn pace is 50% higher than the previous staging value.classes, combat, feedback, monsters, bugfix
v0.0.1282026-04-25Monster spawn pacing is cut in halfThe global monster director now earns spawn credits at half the previous rate across every ascension level, reducing wave frequency while keeping the new harder monster attacks, crowd-control tiles, and durability model intact.balance, monsters, ascension
v0.0.1272026-04-25Monster combat now demands dodging from the first minuteEnemy attacks now resolve as physical red damage while special warning tiles add crowd-control pressure: yellow stuns, green slows, blue weakens outgoing damage, and pink exposes the player to heavier incoming damage. Monster attack footprints, initiation range, spawn pressure, boss durability, and class mitigation were rebalanced around a much harsher A0 where standing still dies immediately but active builds can still clear the 30-minute objective.balance, combat, monsters, classes
v0.0.1262026-04-25Ascension zero is now an action-first balance targetOpening pressure is much sharper, standing still is punished immediately, monster pursuit and ranged pressure are more reliable, and A0 now clears only through active play and coherent builds in the live matrix. Gear and passive scaling were reduced where Tibia stats had become too explosive, attack speed and basic DPS are surfaced in gear comparisons, level-up offers are more varied, and high ascension debuffs now stack into a much harsher climb.balance, combat, ascension, quality-of-life
v0.0.1252026-04-25Low-ascension clears and passive builds get a second matrix passBoss health and late boss damage are smoother, ascension penalties are less cliff-like, and monster damage pressure is slightly lower. Paladin, Druid, and Sorcerer gain stronger boss throughput and survival, while Survival, Celerity, Fury, Arcana, Treasure Sense, and other passive-heavy routes now contribute more finishing pressure instead of only delaying death.balance, classes, ascension, progression
v0.0.1242026-04-25Midgame movement and class balance get a full live-matrix passPlayer movement is faster from the start and ramps harder after the second boss window, with stronger haste, Celerity, Survival, and class speed bonuses. Map clutter is more open, the first kill now guarantees the first level-up, bosses have less extreme health and damage scaling, and all classes gain stronger survival and boss throughput after a full automated balance sweep.balance, classes, movement, quality-of-life
v0.0.1232026-04-24Opening monsters push harder with short attacksEarly monsters now attack more often with stronger short melee pressure, slightly shorter warnings, and more reliable pursuit bursts when kited. Challenge reward cards also now show the taunt area increase when upgrading Exeta Res.monsters, combat, classes, balance
v0.0.1222026-04-24Exeta Res now taunts a larger area as it ranks upKnight Challenge now taunts a 6x6 tile area at rank 1, then gains another 2x2 tiles of coverage per rank. Its targeting logic, hover preview, and tooltip all use the same rank-scaled footprint.classes, combat, balance
v0.0.1212026-04-24Short area spells now wait until they can hitPlayer auto-casting now checks the actual affected tiles for self-centered area attacks such as Berserk before spending the cast. Target-centered area spells and runes also no longer treat their splash radius as extra placement range.combat, classes, bugfix
v0.0.1202026-04-24Monster attacks no longer teleport enemies when they resolveEnemy attack telegraphs now keep their original warned tiles while the caster continues normal tile movement during the cast window. Monsters no longer blink to a planned attack tile when a melee swing, projectile, or area attack lands.monsters, combat, bugfix
v0.0.1192026-04-24Monster attacks now stay closer to their Tibia rolesEarly and natural melee monsters now mostly fight in adjacent or two-tile melee patterns instead of gaining synthetic long-range area attacks. Ranged and caster pressure now ramps later and stays more tied to canonical ranged behavior, while melee-heavy enemies can occasionally trigger a short pursuit haste on a long cooldown when they are being kited.monsters, combat, balance
v0.0.1182026-04-24Damage-over-time spells now scale from target health and ranged telegraphs show their full impactPoison, fire, energy, curse, bleed, and holy DOT ticks now compute from max health instead of tiny flat values: monster DOTs tick for 1% or 2% of player max HP, while player DOT spells scale from monster max HP, spell rank, and spell or physical power. Ranged monster telegraphs also now flash their impact effect over every warned tile when the telegraph expires, including green poison and earth attacks.combat, balance, visuals
v0.0.1172026-04-24Poison and earth monster hits now use visible green impact effectsMonster attacks whose extracted data looked generic but are actually poison, venom, earth, acid, or plant hits now resolve with clear green impact animations, including single-target poison projectiles and poisoned snake-style melee hits.combat, visuals, bugfix
v0.0.1162026-04-24Monster ranged attacks now show their hit effects after ground telegraphsProjectile and thrown monster attacks now carry their own attack-kit impact effect through to the landing hit, and one-shot monster hit effects render above creatures so attacks like spider volleys visibly pop after their warning tiles resolve.combat, visuals, bugfix
v0.0.1152026-04-24Player ranged attacks and projectile spells now fly over map obstaclesRanged basic attacks, wand shots, and targeted projectile-style spells and runes now keep firing at enemies within range even when rocks, branches, or other blocking map props sit between you and the target. Movement blockers still block movement, and monster attack behavior is unchanged.combat, bugfix, quality-of-life
v0.0.1142026-04-23Baseline player health regeneration is doubledNatural HP regeneration now starts from a base value that is twice as high for every class, so all characters recover more health passively before item, condition, and passive bonuses are layered on top.balance, classes, quality-of-life
v0.0.1132026-04-23The battlefield now keeps running during the solo death transition instead of freezing immediatelySingle-player deaths no longer hard-freeze the battlefield during the corpse hold and death-overlay fade. Monsters, telegraph countdowns, projectiles, hazards, and lingering effects now keep resolving visually against the fallen player’s last position until the death UI has fully faded in.ui, quality-of-life, bugfix
v0.0.1122026-04-23Every reward overlay now carries the missing Level Up or Boss Defeated title prefixThe last leftover reward cards that still opened with generic Choose a reward copy now use the same direct Level Up or Boss Defeated wording as the rest of the post-announcement cleanup, including the local level-up screen and the peer multiplayer reward view.ui, quality-of-life, bugfix
v0.0.1112026-04-23Reward screens now open directly and the death UI waits for a corpse beat before fading inLevel-up and boss-reward pauses no longer burn time on a separate announcement card before the actual choices appear, and single-player deaths now leave the fallen character on the battlefield for two seconds before the death overlay fades in across the next second.ui, quality-of-life, bugfix
v0.0.1102026-04-23Free starter infir spells are gone and healing uses mana againClasses no longer begin with the weak free combat or heal spells, those starter-only infir variants are removed from the playable spell roster, and healing returns to mana costs with Light Healing moved to a doubled 56 mana and 2-second cooldown instead of the recent zero-mana cooldown floor.balance, classes, cleanup
v0.0.1092026-04-23Saved mobile installs and social previews now use the mana potion iconThe web app now ships proper iOS and Android install icons based on the mana potion, and the site, notes, and wiki pages now advertise Mana Panic social cards with the mana pot image plus a unified title and description.ui, quality-of-life, web
v0.0.1082026-04-23Auto-heal now jumps ahead of offense when a fresh hit breaks one-shot protectionHealing spells now take casting priority over offensive abilities, and self-heal immediately becomes the top auto-cast whenever a recent hit drops you below the one-shot-protection threshold, so the AI tries to restore that safety window before spending the turn on damage.balance, classes, bugfix
v0.0.1072026-04-23Starter and promoted heals now cycle faster while staying cooldown-gatedThe weak opening heal now starts at a 6-second floor and the promoted heal now starts at a 5-second floor, so sustain feels less sluggish after the cooldown-only conversion while still staying gated by heal ranks instead of mana spam.balance, classes, quality-of-life
v0.0.1062026-04-23Healing now runs on cooldown instead of mana while the old combat mana economy comes backBaseline mana regeneration and offensive mana flow were restored, while healing spells were converted into zero-mana tools with real cooldown floors so sustain no longer starves combat casting and only becomes fast again if you invest ranks into the heal itself.balance, classes, bugfix
v0.0.1052026-04-23Boss spacing now starts after the boss dies and baseline heal sustain is much tighterThe next boss timer now schedules its full five-minute window from the moment a boss fight ends instead of silently ticking during the fight, and baseline sustain was reined in across mana regeneration, heal throughput, auto-heal urgency, and heal mana costs so low-investment builds can no longer idle-tank bosses just by looping heals.bosses, balance, bugfix
v0.0.1042026-04-23The hero-picker header now places Patch notes after the version labelThe class-selection header link order was tightened so the live game version stays grouped with the right edge of the menu links and the Patch notes link now sits immediately to its right.ui, quality-of-life
v0.0.1032026-04-23The hero picker now shows the shipped version and co-op rooms are version-gatedThe class-selection header now shows the current game version, public room discovery only returns parties running that same version, and private or public lobbies now warn about version mismatches while blocking the host from starting until every connected player is on the same build.ui, multiplayer, bugfix
v0.0.1022026-04-23Co-op class progression now syncs correctly to every client on boss checkpoints and 30-minute clearsParty hosts now broadcast the shared survival-time progression milestones that used to run only on the host, so each client applies its own class unlocks and clear-time progression from the same co-op checkpoint and victory result instead of peers quietly missing those unlocks.multiplayer, classes, bugfix
v0.0.1012026-04-23The passives card now stays compact until it actually needs to scrollThe left-side passives panel no longer stretches to consume the whole remaining column by default. It now grows naturally with its rows up to a capped height, then switches into internal scrolling only after the build list is tall enough to need it.ui, quality-of-life, classes
v0.0.1002026-04-23The passives panel now scrolls internally when your build list gets too tallThe left-side passives container now keeps its card height and turns its content area into an internal scroll region once mastery and passive rows exceed the available space, instead of letting the whole card keep stretching.ui, quality-of-life, classes
v0.0.992026-04-23The starter heal now costs twice as much mana for every classThe weak opening heal spell that every class starts with, Exura Infir, now spends double its previous mana so early sustain asks for a more meaningful tradeoff instead of being nearly free.balance, classes, bugfix
v0.0.982026-04-23Monster cast direction now follows the damaging footprint instead of special marker tilesEnemy directional attacks now choose their cast step from the tiles that actually deal damage, so non-damaging marker cells such as teleport-style center tiles no longer trick monsters into aiming a wide cast the wrong way.monsters, combat, bugfix
v0.0.972026-04-23The unused ammo and torch gear lane is goneThe right-side equipment paper doll no longer reserves a dead ammo slot, and the lone Magical Torch gear item was removed from the shipped roster so paladins no longer roll a one-off legacy equipment lane that had no broader system behind it.ui, equipment, cleanup
v0.0.962026-04-23Equipment slot frame art now renders at 50% opacityThe black Tibia slot-frame sprite used by the right-side equipment paper doll now renders as a half-opacity layer, which softens the slot interiors without altering the placeholder icons or item art.ui, equipment, quality-of-life
v0.0.952026-04-23Empty equipment slots now use a dark gray fill instead of blackThe paper-doll equipment panel now renders empty slot interiors with a softer dark gray background behind the placeholder silhouettes, so the empty gear slots read more like the rest of the HUD instead of dropping to flat black.ui, equipment, quality-of-life
v0.0.942026-04-23Repo check now installs cleanly in GitHub Actions againThe npm lockfile now includes the missing @emnapi peer packages that newer npm versions require when resolving the wasm runtime used by the repo checks, so the GitHub Actions install step can run npm ci successfully again instead of failing before the actual verification tasks start.tooling, repo, bugfix
v0.0.932026-04-23The checked host-party row now keeps its copy anchored left instead of inheriting the public-button spacingThe create-party host setup row no longer shares the same space-between layout as the offline co-op row with the public-party button, so turning the checkbox on keeps the copy block anchored on the left instead of sliding across the card.ui, multiplayer, bugfix
v0.0.922026-04-23Public party browser no longer shows the unreliable latency columnThe public room list now drops the latency field entirely, so the browser only shows room name, player count, host ascension, status, and join action instead of exposing a ping value that was not trustworthy enough to keep.ui, multiplayer, quality-of-life
v0.0.912026-04-23The co-op text block now toggles the checkbox again and no longer shifts when checkedThe create-party copy on the class-selection co-op card is a proper label target again, so clicking the text turns the checkbox on as well as off, and the left-side copy block now stays visually anchored instead of nudging sideways when the checkbox state changes.ui, multiplayer, bugfix
v0.0.902026-04-23The public-party browser button now sits inline with the co-op toggle instead of dropping underneath itThe class-selection co-op card now keeps the See public parties control on the right side of the same row as the multiplayer checkbox and description, so the panel reads as one cleaner line instead of pushing the browser button down into a second block.ui, multiplayer, quality-of-life
v0.0.892026-04-23Updated clients now force-clear managed runtime caches on first boot without touching progressionThe updated build now performs a one-time runtime cache purge as soon as it boots, clearing the managed offline/service-worker caches and stale offline-ready flags for that release while leaving class unlocks, ascension, highest levels, and total time played intact because those progression records stay in separate localStorage keys.bugfix, offline, quality-of-life
v0.0.882026-04-23Offline cache buckets now rotate per build so stale script HTML can no longer poison new releasesThe service worker now keeps a versioned runtime cache instead of reusing one permanent bucket across every deployment, clears older offline caches on activation, and refuses to cache text/html responses for non-navigation requests, fixing the broken-load case where a hashed JavaScript file could get stuck serving cached HTML after an update window.bugfix, offline, web
v0.0.872026-04-23Online play now supports secure private invites plus a real public party browserHost setup now lets you choose private or public rooms, private invites now require a secret join token instead of only the peer id, the class screen can browse and sort public parties by name, latency, player count, and host ascension, and joining an in-progress room now keeps you waiting in the party for the next round instead of dropping you into the active run.multiplayer, ui, security
v0.0.862026-04-23Diagonal monster beams and wide cleaves now render as filled bands instead of checker gapsWide monster telegraphs no longer lose tiles just because they are aimed diagonally. Diagonal beam and wave-style attacks now stitch their staircase bands into solid footprints, so attacks like Honour Guard cleaves keep the same intended pressure off-axis that they already had when cast straight.monsters, combat, quality-of-life
v0.0.852026-04-23Lean repo guardrails now run lint, strict TypeScript, unused-code checks, and cycle checks togetherThe repo now ships a real ESLint setup, stricter TypeScript flags for unused locals and parameters plus fallthrough and return safety, a task:done verification command, corrected knip entrypoints for Playwright coverage, and CI that runs the full repo check on pushes and pull requests.tooling, quality-of-life, repo
v0.0.842026-04-23Unused balance-testing tooling and hidden runtime override panels are goneThe dead balance sweep script and its npm hooks were removed, the old downloadable run-log export path was deleted, and the hidden debug balance override panel plus spawn-pool debugger no longer exist, so local runs cannot be silently skewed by stale testing state.cleanup, tooling, quality-of-life
v0.0.832026-04-23Monsters now reposition if their current tile cannot actually pressure the playerEnemy movement no longer treats preferred range as permission to idle. If a monster is holding distance but none of its usable attacks can really connect from that tile, it now keeps stepping into a better pressure position instead of stalling in place and doing nothing.monsters, ai, quality-of-life
v0.0.822026-04-23Wave density and gear drops are pulled back to a lighter tuning passThe earlier spawn and loot pacing swing was too aggressive, so normal monster spawn pace is now only 20% faster than the old baseline instead of doubled, and monster gear drops are only reduced by 20% instead of being cut in half. The XP coin stack compression stays in place so the battlefield still carries fewer pickup sprites for the same reward totals.balance, director, items
v0.0.812026-04-23Equipment now climbs on clear power ladders and gear pickups resolve instantlyThe equipment roster now normalizes each slot onto a straightforward upgrade lane so higher-rank gear is always the objectively better choice for that body part or weapon lane, old low-impact Tibia stat noise is stripped out, monster gear pickups now auto-equip or auto-dismantle immediately in solo and co-op without ever opening a keep-or-swap screen, and the empty paper-doll slot silhouettes now all render with the same subdued opacity.items, ui, quality-of-life
v0.0.802026-04-23Waves are denser, gear drops are rarer, and XP stacks compress much harderThe director now spends spawn credits twice as fast for much denser monster waves, equipment drop rates from monster kills are cut in half so the field does not flood with loot, and XP pickup conversion now rolls at 25 gold per platinum and 25 platinum per crystal so the same experience totals require far fewer sprites on the battlefield.balance, director, performance
v0.0.792026-04-23Boss rewards are now doctrine-only and the reward screen is labeled accordinglyBoss kill rewards now roll only from the class-relevant doctrine pool instead of mixing in regular level-up options, and the boss reward overlay now clearly presents itself as Select a Doctrine so the reward step reads like a distinct doctrine pick rather than a generic upgrade screen.ui, progression, bosses
v0.0.782026-04-23New equipment battlefield shouts now only announce the item itself with a clearer pauseThe battlefield pickup callout for fresh gear no longer dumps stat lines into the floating shout stack and now waits longer before speaking the item name, so the green New Equipment header lands first and the actual item name reads as a cleaner second beat.ui, items, quality-of-life
v0.0.772026-04-23The equipment panel now uses a Tibia-style paper doll with real item tooltipsThe right-side equipment HUD now renders a fixed Tibia-like slot layout with OTClient slot frames and empty-slot silhouettes instead of a generic gear card list, and hovering or tapping a filled slot now opens a proper tooltip with that item's stats, bonuses, and effects.ui, items, quality-of-life
v0.0.762026-04-23New equipment callouts now stack the item name and its stats right on the battlefieldEquipping a fresh item now keeps the green battlefield pickup shout, then follows it with the item name and a short delayed stack of the stats, resistances, and effects that piece adds so upgrades read like a quick loot feed instead of a single generic flash.ui, items, quality-of-life
v0.0.752026-04-23Monster telegraphs now keep much broader pressure lanes and hit harder when they commitThe full monster roster now leans much harder into long beams, wider cleaves, and broader impact footprints, while runtime telegraph shaping stops hollowing out most large enemy casts into tiny checker gaps, attack selection favors those pressure tools more often at range, and big telegraphs resolve faster and heavier so dodging them asks you to redirect instead of casually sidestep a thin line.balance, monsters, telegraphs
v0.0.742026-04-23Monster attacks now only fire when their real aimed footprint can actually reach youMonster attack selection now validates the resolved attack shape instead of only using loose distance checks, so diagonal melees, angled beams, and other shaped attacks stop proccing when your actual tile or committed movement tile would not be inside the finished hit area.bugfix, monsters, telegraphs
v0.0.732026-04-23Monster ranged casts now land with the same impact beat as melee telegraphs and warning colors stay simplerDirect monster projectile attacks now play a real impact effect when they land instead of only melee telegraphs getting that post-cast visual beat, and enemy warning tiles now keep the standard danger tint unless the move is using a clearer elemental damage type such as fire, ice, energy, earth, holy, or death.telegraphs, monsters, visuals
v0.0.722026-04-23Every monster now has a rebuilt move kit with clearer telegraphs, stronger close threats, and smarter ranged pressureThe full monster roster was reauthored around theme-driven move kits instead of mostly random warning patterns, so beasts pounce and maul, dragons breathe and sweep, casters throw real spell lines and bursts, vermin snare and poison, giants crush and quake, and single-target monster missiles now keep tracking the player after the cast so every ranged skill meaningfully commits to hitting you while shorter-range attacks stay scarier and harder-hitting up close.balance, monsters, telegraphs
v0.0.712026-04-22Gear now drops much more often, hits much harder, and coop loot swaps pause the whole partyEquipment stats now scale far more aggressively inside the run, attack-speed swings are shown directly on item replacement cards, normal and elite monsters drop gear much more often, Paladins now open with a spear plus shield, coop item swaps pause everyone for a 15-second keep-or-equip vote, expired party reward timers roll a random reward instead of defaulting to the first card, and every doctrine was buffed substantially so Ascension 0 runs can snowball into much stronger builds.balance, items, multiplayer
v0.0.702026-04-22Reach upgrades now extend real basic-attack range instead of getting swallowed by class base rangeReach, Arsenal, and Predator range bonuses now add on top of your vocation's real basic-attack reach instead of competing with the hidden class baseline, so Paladin, Druid, and Sorcerer basic-range numbers now climb immediately when you invest into range and those upgrades finally widen live target checks in normal play.bugfix, combat, passives
v0.0.692026-04-21Removed the leftover balance toolingThe unused Knight balance script and its repo hooks are gone, and the remaining generated-data helper names no longer expose dead tooling in the shipped project.cleanup, tooling, repo
v0.0.682026-04-21Passive rank previews now respect real attack speed capsPassive choice cards like Onslaught and Fury now preview their next rank using the same derived attack-speed math as runtime, so capped attack intervals stay flat instead of incorrectly showing a slower next rank.bugfix, ui, passives
v0.0.672026-04-21Monsters got tougher, bosses got nastier, and loot now climbs through the whole runAll monsters now spawn with roughly double their previous health, bosses are pulled from meaner templates and hit far harder, the director drags high-threat enemies into the roster much earlier before the 30-minute clear, and gear drops now stay low-tier in the early minutes before ramping into top-end items by the 25 to 30 minute stretch.balance, bosses, director
v0.0.662026-04-21Opening infir combat spells now hit at half strength before their real upgradeEach class now starts with a deliberately weaker combat spell whose damage stays at 50% of its promoted version until you learn the full spell, including the Knight and Paladin starters now dealing only half of the normal martial auto-attack floor.combat, balance, classes
v0.0.652026-04-21Dead monsters now lose every queued telegraph, missile, and lingering zone instantlyKilling a monster now immediately clears its pending telegraphs, in-flight spell projectiles, boss warning patterns, and lingering damage zones so dead casters cannot finish attacks after they have already died.combat, bugfix, telegraphs
v0.0.642026-04-21Every class now opens with weak Tibia starter spells that grow into the real linesKnight, Paladin, Druid, and Sorcerer now all spawn with a weak Exura Infir-style self-heal plus one weak infir combat spell, and taking the matching full spell reward upgrades that starter directly instead of adding a duplicate spell slot.combat, classes, progression
v0.0.632026-04-21The director now reaches the full monster catalog by the 30-minute clearDirector roster progression now ramps 75% faster, the full monster catalog can join normal spawns by the 30-minute clear window, and a much larger slice of the melee-only roster now gained real ranged attack variants, including more blink-style blue-tile reposition attacks.balance, director, monsters
v0.0.622026-04-21Wiki and web docs were cleaned up to match the shipped buildThe public wiki data and repo docs were refreshed around the current runtime, and the site now keeps only the live Google Analytics path instead of carrying extra unused analytics wiring.web, wiki, quality-of-life
v0.0.612026-04-21Healing pools were simplified to Exura, with a real Druid ally-healAll vocations now keep basic Exura as their only self-heal, while Druids alone keep Heal Friend and, in coop, cast it on the selected green ally or the lowest-health friend instead of defaulting back to self.combat, classes, balance
v0.0.602026-04-21All vocations now share one scalable Tibia haste lineKnight, Paladin, Druid, and Sorcerer now all roll the normal Utani Hur haste instead of their stronger class-specific haste variants, giving runs a calmer early movement buff that still scales into a very strong late-game speed tool as you rank it up.combat, classes, balance
v0.0.592026-04-21Knight taunts preview correctly and martial spells hit like real weapon artsHovering Exeta Res now highlights its full 5x5 taunt footprint, and Knight and Paladin physical combat spells now scale from your current basic-attack damage so they stop lagging behind your weapon swings as ranks go up.combat, bugfix, ui
v0.0.582026-04-21Grass fixes no longer force a full offline cache resetOnly the battlefield grass tiles now get a versioned refresh after release, while the offline cache stays on a stable bucket so existing cached game files and long-term character progression storage are not churned by every visual hotfix.bugfix, offline, visuals
v0.0.572026-04-21Party peers now play much smoother under normal lagJoined players now run a more optimistic presentation layer between host snapshots, with softer movement reconciliation, smoother projectile tracking, and peer-side timer updates that keep cooldowns and combat feedback feeling responsive even when the host link is not perfect.multiplayer, performance, quality-of-life
v0.0.562026-04-21Reloaded clients now force fresh art after each shipped updateRuntime game assets now carry the current build id in their URLs, so reloading after an update pulls the new textures and sprites instead of hanging onto stale cached copies from the previous release.bugfix, offline, visuals
v0.0.552026-04-21Battlefield grass was restored to the original flat Tibia tileThe battlefield now ships the original dark flat grass tile again, and the scene exporter pins future refreshes to that same curated source instead of the newer leafy grass that was overriding it.assets, bugfix, visuals
v0.0.542026-04-21Instant heals and haste stances were split back into their real Tibia rolesKnight and Paladin once again keep an instant exura-style heal alongside utura recovery, while Charge and Sharpshooter are now pure movement haste buffs with no Tibia-style attack or stat penalties baked into the run.combat, classes, balance
v0.0.532026-04-21Battlefield grass was restored after the wrong ground tile shippedThe battlefield now uses the flat OG Tibia grass tile again instead of the leafy jungle ground that slipped into both staging and main, while the extraction mapping was updated so future asset refreshes keep that same grass.assets, bugfix, visuals
v0.0.522026-04-21Tibia battlefield art and vocation combat tuning landed togetherBattlefields now pull in extracted Tibia grass, obstacle, missile, and effect art with a cleaner branch-only obstacle read, directional spells no longer cast diagonally, Knight and Paladin stance spells now work as real self-buffs, and Paladin, Sorcerer, and Druid gained the new regen and cooldown balance pass.assets, combat, balance
v0.0.512026-04-21Class spell pools now keep only the stronger heal and haste linesKnight, Paladin, Druid, and Sorcerer no longer roll the weak early Tibia heal variants or duplicate heal/haste lines, and Knight Challenge now taunts every nearby monster for 15 seconds while the mana shield is active.combat, classes, balance
v0.0.502026-04-21More Tibia class spells now show up in rewards, plus one-shot protectionKnight, Paladin, Druid, and Sorcerer can now roll more non-apprentice combat spells in level-up rewards, and players above 99% health can no longer be killed outright by a single hit, which now leaves them at 1 HP instead.combat, rewards, survival
v0.0.492026-04-20Freeze announcements now use a clean fade instead of a timer barThe freeze cards no longer show the colored countdown bar and now simply fade in, hold, and fade out across the two-second announcement window.ui, quality-of-life, feedback
v0.0.482026-04-20Freeze announcements can now be skipped with a deliberate tapLevel-up, boss-kill, and death freeze cards now dismiss early on a click or tap, but a touch that was already held for movement when the freeze appeared must fully release before a new tap can skip it.mobile, ui, quality-of-life
v0.0.472026-04-20Freeze announcements are now short and directThe level-up, boss-kill, and death freeze moments now show only a concise headline instead of extra subtext, and the level-up flow now says straightforward reward wording instead of calling it a mutation.ui, quality-of-life, progression
v0.0.462026-04-20Mobile pause button now sits in the empty lower-left cornerThe mobile pause control moved out of the bottom-center lane and now anchors to the open lower-left pocket, keeping it reachable without covering the main bottom HUD strip.mobile, ui, quality-of-life
v0.0.452026-04-20Telegraph variants and no-charge gear cleanup were finishedMonster telegraphs now assign stronger per-attack variants so one monster's move list does not collapse into repeated warning patterns, and the shipped wiki/build data now match the runtime pass with no item charges, updated Knight/support spell tuning, and the real distributed per-monster gear-drop model.telegraphs, data, bugfix
v0.0.442026-04-20Telegraphed combat, loot flow, and death reports were rebuiltLevel rewards now roll only from the full passive-and-skill pool, empty-slot gear auto-equips, loot compares use two cleaner cards, monster attacks now always telegraph with more varied and dodgeable footprints, and runs end with a real damage breakdown plus a mobile pause button and stronger Knight/support spell tuning.telegraphs, loot, ui
v0.0.432026-04-19Cleared maps now refill instantly and bosses last much longerIf you wipe every live enemy off the field, the director now immediately spawns a fresh monster from the current roster instead of leaving the run empty, and every boss-eligible monster template now carries a new 10x boss HP multiplier so real bosses survive far longer.balance, director, bosses
v0.0.422026-04-19Web package cleanup trims redundant build clutterThe shipped web build and asset-refresh pipeline now avoid recreating redundant local build clutter, keeping the package leaner and reducing the chance of stale duplicate folders confusing future updates.web, stability, quality-of-life
v0.0.412026-04-19Large boss AOEs now leave a few safe pocketsBig boss bursts, waves, zones, and ground barrages now carve one or two small random holes into their warning footprints, keeping boss fights hard while giving skilled movement a fair chance to solve the nastiest patterns.balance, bosses, telegraphs
v0.0.402026-04-19Early melee monsters now use wider telegraphs soonerThe very first plain-melee enemies stay simple, but the next early monster tiers now widen their melee telegraphs into front cleaves instead of sticking to one-tile warning squares for too long.balance, telegraphs, monsters
v0.0.392026-04-19Skill panel now shows cleaner XP progressThe skills panel no longer repeats how each skill earns XP on every row, and now just shows the progress amount itself for a cleaner read during runs.ui, skills, quality-of-life
v0.0.382026-04-19Update warning now says the click ends the runThe in-game update prompt now makes it explicit that clicking the update button is what ends the current run, so players do not mistake the warning for a passive status message.ui, offline, quality-of-life
v0.0.372026-04-19Reward picks now explain themselves more clearlySpell, rune, passive, mastery, and gear reward cards now use short plain-English descriptions so players can tell at a glance what each pick actually does instead of decoding terse labels or internal stat shorthand.ui, rewards, quality-of-life
v0.0.362026-04-19Opening waves eased off and monster XP went upThe first two minutes now start at roughly half normal spawn pace and ramp back to the current rate by 02:00, while monster kill XP is up by 30% so the calmer opening still keeps player progression moving.balance, director, progression
v0.0.352026-04-19Shielding now levels correctly and explains itselfShielding now gains XP when incoming hits are blocked or reduced, and the skill panel now shows both numeric progress and a plain-English reminder of how that skill levels.ui, skills, bugfix
v0.0.342026-04-19Gear compare screens now show the full item rollEquipment swap prompts now show the full stat breakdown and the full keep-vs-swap diff, so substats like elemental resists and other secondary bonuses no longer disappear behind a single headline stat.ui, loot, quality-of-life
v0.0.332026-04-19Patch notes now visually match the wikiThe /notes page now uses the same panel, typography, and layout language as the wiki, with a warmer release-notes color palette so both pages feel like parts of the same site.ui, web, quality-of-life
v0.0.322026-04-19Class selection now links to Reddit tooThe class-selection external links now include the Mana Panic subreddit alongside the wiki, patch notes, Telegram, and Discord links.ui, community, quality-of-life
v0.0.312026-04-19Ascension controls no longer break class selectionThe class-selection cards no longer use invalid nested button markup when ascension is unlocked, so each unlocked class keeps its own ascension controls inside the card and players can change per-class ascension without the layout falling apart.ui, ascension, bugfix
v0.0.302026-04-19Gear pickups now pause for a keep-or-swap decisionTouching gear on the battlefield now opens a comparison screen showing the current item against the dropped one, with the unkept item dismantled into XP based on item strength instead of the game auto-equipping or auto-scrapping it behind the scenes.ui, loot, quality-of-life
v0.0.292026-04-19Bosses no longer flee at low healthBoss monsters now ignore low-health retreat behavior and stay engaged with the player until the fight is resolved, so runs cannot stall because a boss ran offscreen or became impossible to chase down.bosses, combat, bugfix
v0.0.282026-04-19Normal waves now ramp much harder after 5 minutesNormal monster spawn pace now doubles at 05:00, doubles again at 10:00, and doubles again at 15:00, while the director also pulls tougher monsters into the pool earlier so the road to the 30-minute win condition is less forgiving.balance, director, survival
v0.0.272026-04-19Class selection now links to Telegram and DiscordThe class-selection header now links straight to the Mana Panic Telegram and Discord alongside the existing wiki and patch-notes links, so players can jump from the hero picker into community channels.ui, community, quality-of-life
v0.0.262026-04-19Patch notes UI trimmed and wiki copy clarifiedThe patch notes page no longer shows a backfill counter, and the wiki now explains monsters, bosses, drops, pacing, spells, and runes in more intuitive player-facing English instead of leaning so hard on raw shorthand and internal tuning labels.ui, wiki, quality-of-life
v0.0.252026-04-19Offline download status moved into the character HUDThe offline download indicator now lives in the left character panel area with explicit "Downloading Game For Offline Play" copy and a simple percent readout, while update prompts now warn that reloading will end any ongoing run instead of showing a version hash.ui, offline, quality-of-life
v0.0.242026-04-19Equipment panel now grows before it scrollsThe right-side equipment panel no longer reserves a fixed remainder height up front. It grows naturally as items are equipped, then only turns into an internal scroller once the HUD column actually runs out of room.ui, quality-of-life
v0.0.232026-04-19Hero links, sprite recenter, and 10-minute density rampClass selection now links straight to the wiki and patch notes, the player battlefield sprite is recentered with a quarter-tile down-right anchor shift, run-log download stays debug-only, and normal waves double their spawn pace after 10 minutes while XP drops to half.ui, balance, quality-of-life
v0.0.222026-04-19Monster immunity stacks capped to one elementEvery monster and boss now keeps at most one non-physical player-attack immunity, while physical immunity is removed entirely so Knight runs can always damage the roster.balance, monsters, bosses
v0.0.212026-04-18Patch notes page, scrollable equipment, visible buff timersAdds a public /notes page, keeps the right-side equipment list scrollable when the HUD runs out of room, and shows active spell buffs like Haste and Mana Shield in the bottom buff bar with remaining duration.ui, web, quality-of-life
v0.0.202026-04-18Boss telegraphs now leave dodge roomBoss AOEs now floor their warning time by actual tile escape time so huge hits stay threatening without turning into unavoidable deaths.balance, bosses, combat
v0.0.192026-04-18Ability upgrades scale meaningfullyRank-ups now give larger cooldown, duration, and potency gains for long-cooldown spells and other scaling abilities instead of tiny flat improvements.balance, abilities, progression
v0.0.182026-04-18Gear salvage XP and softer contact meleeUnusable gear pickups now convert into XP, while boss and high-threat contact melee became less oppressive so telegraphed danger matters more than unavoidable touch damage.balance, loot, bosses
v0.0.172026-04-18Base regen and spawn pace doubledEvery class now starts with twice the baseline health regeneration and the director spends spawn credits twice as fast for denser waves.balance, director, survival
v0.0.162026-04-18Class unlocks work with any classSurvival-time unlocks are no longer locked to a specific starting class, and the class-selection copy now reflects that rule.progression, ui
v0.0.152026-04-18Downloadable run logs on the death screenThe death overlay now exports a JSON run log with timeline, damage, build, and boss data so balance feedback can be backed by real runs.ui, telemetry, quality-of-life
v0.0.142026-04-18Opening pacing and monster patterns correctedThe early director ramp now escalates sooner, monsters keep the attack patterns listed in their own data, and physical hard-wall enemies like White Shade are kept out of the spawn and boss pools.balance, director, monsters
v0.0.132026-04-18Player sprite anchor shifted leftThe battlefield player sprite now sits half a tile further left so the animation anchor lines up better with the logical tile position.visuals, player, ui
v0.0.122026-04-18Wiki monster patterns synced to runtimeThe wiki now derives monster attack patterns from the same live rules the client uses, including conditional melee labeling where the behavior depends on state.wiki, data, monsters
v0.0.112026-04-18Cracked stone blockers on grass battlefieldsBattlefield grass obstacles now use a cracked stone-style blocker sprite instead of the older placeholder obstacle art.visuals, terrain
v0.0.102026-04-18Corpse sprite sizes normalizedLarge corpse sprites now render at a consistent in-game footprint instead of some monsters leaving oversized bodies compared with others.visuals, corpses, quality-of-life
v0.0.092026-04-18Early monsters take longer to killThe player burst path was tightened and early monster health was retuned so the opening stops melting under stacked auto-casts.balance, opening, combat
v0.0.082026-04-18Telegraphed monster hits punish harderMonster telegraphed attacks now use a much stronger early-game damage curve so obvious danger tiles hit like real threats instead of chip damage.balance, telegraphs, combat
v0.0.072026-04-18Player occupancy tile indicatorA white square now marks the tile the player currently occupies so movement lock, collision, and incoming damage all read from the same logical square.ui, readability, movement
v0.0.062026-04-18Branch obstacle art restoredThe branch obstacle that was supposed to remain scenery no longer renders as an accidental corpse sprite.visuals, terrain, bugfix
v0.0.052026-04-18Corpse mapping fixed and opening fights hardenedSeveral monster corpse mappings were corrected at the content level, while early enemies and phase-one bosses were retuned to stop evaporating under damage-spell starts.corpses, balance, opening
v0.0.042026-04-18Idle openings are no longer safeThe opening now applies real anti-idle pressure so standing still in the first minutes leads to escalating threat and incoming damage instead of free clears.balance, opening, director
v0.0.032026-04-18Corpse assets fixed and reward copy trimmedWrong corpse sprites were corrected, reward-screen descriptions were shortened, and a root-cause fix stopped Reach and projectile overlap from producing absurd early one-shots.corpses, ui, combat
v0.0.022026-04-18Knight balance passKnight balance was tightened to flatten early boss spikes, surface support choices sooner, and improve the run pacing around phase one and two.balance, knight
v0.0.012026-04-18Fading monster corpses landedDefeated monsters now leave their mapped Tibia corpse on the battlefield for a few seconds before fading away.corpses, visuals