
These cumulative patch notes cover every update released after the previously announced v0.20260805.12, through v0.20260807.6.
This update addresses Playtest feedback across combat results, capture behavior, core opening, skills, equipment progression, farming, runes, status-effect visibility, the Wiki, and general stability.
Capture availability and the actual capture check now occur at the same point in battle.
A capture now completes promptly after the monster becomes capturable.
When capture is enabled and all capture requirements are met, including having a trap available, the monster is now captured correctly.
Fixed an issue where the hunter could be defeated while the HP display still showed a significant amount remaining.
HP reaching zero and the hunter being defeated are now displayed in the correct order.
Fixed unnatural final damage spikes such as a sudden -285 hit.
Fixed repeated unexplained damage appearing after Emergency Recovery.
Damage is now presented in time with the monster's attack animation and warning.
Capture, victory, defeat, and the displayed HP values now remain in sync.
Status effects inflicted by monsters are now shown with colored effects on the hunter.
The status name, remaining duration, and the monster attack that caused it are now displayed near the HP gauge.
Poison, paralysis, sleep, stun, blast, exhaustion, and other effects now have distinct displays.
The Hunting Log now uses matching colors when a status effect begins or ends.
Fixed unexplained repeated damage looking like a status effect during hunts against monsters that do not use one.
Significantly reduced the time required to open a large number of cores at once.
Batches of around 120 cores can now be opened more quickly and reliably.
Prevented cases where cores were consumed without their rewards being granted.
Reduced cases where opening a large batch appeared to cause a connection error.
Fixed pending cores temporarily disappearing when the inventory refreshed.
Unconfirmed cores remain visible as “Pending confirmation” until the final result arrives.
Older inventory data can no longer remove pending cores from the display.
If core opening fails, the window now remains open and shows the reason along with Retry and Close options.
The opening window can no longer be dismissed with Escape while processing is still in progress.
Reviewed the effects and descriptions of all 60 standard skills and 3 Arcanum skills.
Skill descriptions now explain when the skill works, what it changes, how each level scales, and when it has no effect.
Skill descriptions are now consistent across tooltips, the Build screen, the Production screen, and the Wiki.
Internal terms such as “attempt,” “hunting segment,” and “effective HP” have been replaced with clearer player-facing language.
Precision Strike now grants 5 percentage points of critical chance per level only when attacking a physical or elemental weak point.
Fixed Precision Strike incorrectly strengthening attacks against normal parts at all times.
Fighting Spirit and Resentment now activate only after the monster becomes enraged.
Downed Punisher now activates only while the monster is actually downed.
Affliction Punisher now activates for 6 seconds after a status effect is inflicted.
Counterattack now grants 5% attack per level only while using Shield Hammer.
Removed an outdated activation condition from Counterattack's description.
Hunting Exhilaration, formerly Ultimate Boost, now grants 3% attack per level while equipped.
You no longer need to swap equipment immediately before using an AP Ultimate.
Fire, Water, Thunder, Ice, and Dark Boost now activate only when they match the equipped weapon's element.
Fixed elemental boost skills affecting weapons of a different element.
Elemental damage is now affected by critical hits only when Elemental Critical is active.
Skill descriptions now clearly explain critical chance, critical damage, the base 1.25× critical multiplier, and the 100% critical-chance cap.
Divine Protection is now consistently described and applied as an always-active damage-reduction effect rather than a random effect.
Divine Protection grants 12 reduction points per level, with a total damage-reduction cap of 90%.
Recovery now increases the total damage you can withstand before being defeated by 5% per level while equipped during a hunt.
The description now clarifies that Recovery does not increase the displayed maximum HP or potion healing amount.
You no longer need to swap equipment immediately before healing.
Deflection, Guard Performance, Evade Distance, and resistance skills now explain which monster attacks they affect.
Fixed Loot Increase having no effect on materials with a base quantity of one.
A material with a base quantity of one now has a 10%, 20%, or 30% chance to become two at skill levels 1, 2, and 3.
Loot Increase does not add a different material slot and does not duplicate blueprints.
Gathering Master bonuses no longer disappear when the result contains a fractional bonus; that fraction now becomes a chance to gain one extra item.
Luck increases the base chance of non-guaranteed core rewards by 8% relative per level.
Luck and Loot Increase are fixed when the core is earned. Changing equipment before opening it does not change the result.
Appraiser now increases the chance of receiving rare-or-higher automatic gathering rewards by 10% relative per level for each hunt completed while equipped.
Circulation Efficiency, formerly Smelting Efficiency, now increases the strength of an active farm boost from smelting by 20% relative per level.
Medicinal Activation, formerly Medicine Duration, now increases the effect of active stat medicines by 12% per level during hunts while equipped.
Artisan now increases the equipped weapon's base attack and armor's base defense by 2% per level.
Skills no longer require equipment swapping immediately before opening cores, producing items, smelting, healing, or using AP actions.
Combat skills apply while you are actually hunting with that equipment.
Idle, gathering, and farming skills apply to the time spent using that equipment.
Luck and Loot Increase are fixed when the core is earned.
Hunting Exhilaration moved from Utility to the Attack category.
Medicinal Activation and Artisan moved from Idle/Farming to the Utility category.
Rune targets were updated to match these category changes.
Status Resistance, Medicinal Activation, Poison Resistance, Blast Resistance, and Exhaustion Resistance are now obtainable from the appropriate charms.
The Inventory and Rune Gacha now list the skills each rune actually strengthens.
Rune descriptions now clarify that runes strengthen already-active skills in the matching category.
Adjusted early progression so equipment upgrades can better keep pace with AR gains.
Reduced the common-material requirement for AR1 T1 weapons from the first six monsters from 32 to 16.
This adjustment applies to all six weapon types.
A monster's guaranteed first-clear blueprint is selected uniformly from that monster's eligible unowned weapon and armor blueprints.
When all six eligible blueprints are unowned, each has a 1-in-6 chance. The equipped weapon type does not affect the roll.
Existing account AR values are unchanged.
Updated the current weapon-tree structure to include squad weapons correctly.
Fixed Apex blueprints appearing without a rarity.
All Apex blueprints are now Legendary.
Fixed Apex blueprints dropping from normal or elite monsters.
Apex blueprints now drop only from their corresponding Apex monster.
When Advance to Next is selected for an Elite monster, auto hunting now stays within the unlocked Elite roster instead of returning to Standard monsters.
After the last unlocked Elite monster, the route wraps to the first. Standard and Apex routes likewise remain within their selected tier.
Fixed the fullscreen button moving the window to the top-left without expanding it.
Fixed completed farm materials automatically entering the Inventory after changing a plot, equipment, or farm upgrade.
Completed materials now remain ready to harvest until Harvest is selected.
Changing a plot or its equipment no longer collects pending materials automatically.
Each plot now shows how many items are ready to collect.
Each plot now shows the time remaining until the next item is completed.
The farm screen now shows the total number of items waiting to be harvested.
Fixed material names, owned quantities, and points per item wrapping vertically one character at a time on the Research screen.
Research materials now use a wide, single-column layout.
On narrower screens, quantity buttons move to the next line without crushing the material information.
Skill descriptions on the Build and Production screens now show specific effects and values for each level.
Display modes are now limited to the default 1280×720 window, Mini Mode, and Fullscreen.
Reduced cases where dialogs or controls could be cut off at unsupported window sizes.
Added per-part effectiveness values for Slash, Blunt, and Ranged damage to all 30 monster entries.
Added per-part effectiveness values for Fire, Water, Thunder, Ice, and Dark damage to all 30 monster entries.
Added enraged modifiers, directly targetable parts, and melee/ranged recommendations.
You can now compare whether melee, ranged, or elemental weapons are more effective against each monster.
Removed the outdated Wiki statement that monsters attack once every 45 seconds.
Updated the combat explanation to reflect that attack timing differs by monster ability.
Updated the Wiki with the difference between farm production and harvesting, pending harvest counts, first-clear blueprint odds, auto-hunt tier rotation, and status-effect displays.
Added every rune's affected skills to the Wiki.
Updated Apex blueprint entries to show Legendary rarity and Apex-only drops.
Added specific effects and level scaling for all 63 skills.
Improved synchronization of player status, current location, hunt target, AR, Gold, AP, and equipment immediately after connecting.
Reduced long waits when opening a large number of cores.
Improved overall client security and stability.
This update focuses especially on HP and defeat synchronization, capture reliability, large core batches, accurate skill effects, early equipment progression, farm harvesting, and clearer status-effect feedback.Thank you for continuing to share Playtest feedback and reproducible bug reports.