
[Custom New Realm]
1. Fixed the issue where attributes would drastically drop upon entering a custom new realm after cultivation breakthrough.
2. Fixed the problem of "Immortal Ascension Trial" popping up immediately when pressing Breakthrough in the new realm.
3. Fixed the issue where custom breakthrough pills couldn't be crafted or wouldn't appear in inventory even after purchase.
4. Fixed the issue preventing access to Immortal Path and Forbidden Lands after reaching level 73.
5. Added seven new "Uniform Scaling" options: Breakthrough Pills, HP loss on failure, Experience loss on failure, Lifespan reduction on failure, Movement Speed, Flight Speed, and Void Flight Speed.
6. Adjusted Flight Speed, Void Flight Speed, and Lifespan Reduction on Failure to scale incrementally from the peak values of the previous realm.
7. Fixed the issue where guide parameters reverted automatically after being set.
8. Added "Thunderstorm Damage Multiplier."
9. Added automatic generation of loot drops when creating a new realm.
10. Fixed the issue where data from the previous realm (from another mod) couldn't be read, resulting in silent degradation into direct copying.
11. MOD Editor now includes "Breakthrough Thunderstorm," allowing direct modification of damage for each of the nine thunder waves in every major realm, as well as specifying which "Cultivation Breakthrough Pills" can be used. Clicking the original entry applies an override with the same ID; changes take effect after saving and relaunching the game.
12. All Thunderstorm fields have been localized into Chinese, along with detailed mechanism explanations.
13. Fixed the inconsistency between the pills displayed in the cultivation trial pop-up and those actually consumable.
[NPCs and Sects]
14. Disciples will no longer randomly remove equipment you've given them.
15. Items gifted to NPCs will no longer disappear without reason.
16. NPCs can now use cultivation techniques.
17. Sects will no longer die out completely.
18. Added "Recruit into Sect": When you are the sect leader and there is an available slot, approaching any wandering cultivator will add a "Recruit into Sect" button in dialogue. If the NPC's affinity is sufficient, they will agree. Their position within the sect will be automatically assigned based on cultivation level and recorded in the sect's chronicles.
19. Fixed issues with custom free NPCs (avatars) not being deletable and their appearance changing every time the save file is loaded.
[MOD Editor Usability]
20. After creating, duplicating, cloning, or importing models, the list will remain at your previously scrolled position instead of jumping back to the top.
21. Entries now have names: Reward Library, Skill Effects, Realms, Breakthrough Thunderstorms, Forging Assistant Effects, Shops, etc. Previously, entire columns showed only "Unnamed" and raw numbers; now they display notes, effect descriptions, or item names, enabling Chinese search functionality.
22. Single-click view, double-click create: Click once to view all fields in read-only mode; click again to clone or create an override. This prevents accidental creation of multiple entries. The currently selected row is highlighted.
23. Added "Copy Current Entry" button: Use the current entry as a template to quickly copy multiple instances and then fine-tune each individually—ideal for creating dozens of monsters without manually filling each one from scratch. Monster dungeons will automatically generate independent attributes, avoiding the issue where modifying one affects all others.
24. Added Ctrl+Left-Click multi-selection; right-click in the list to batch-clone entries.
25. Added "Effect Quick Reference" collection: Lists all five categories of effects—Flight, Hit, Particle, Startup, and Casting—with full names, usage counts, and details on which skills use them. Simply copy the ones you need.
26. Expert Mode now has an accessible entry point (scroll to the bottom of the left list and click "Show All Core Tables").
27. Fixed the issue where particle effects, flight effects, hit effects, and bone bindings in skill effects could not be deleted after being entered.
28. The Effect ID dropdown now displays the originating mod name, clearly indicating which entries belong to your own mod and which come from subscribed mods.
29. Fixed the issue where custom shop items didn't display properly: "Belongs to Shop" and "Tab Category" are now dropdowns with default values. Items can be directly selected by name, and the system checks and alerts invalid entries during save. Also corrected the incorrect description of tab categorization.
30. Marked several decorative fields as "changing them has no effect": exploration level, erase pixels, drop protection, color temperature in the map table, and the "Immortal Grass" table. Medicinal herbs, ores, and treasure chests on maps are now listed in the "Mechanism" table.
31. When recording coordinates with F8, the coordinates will automatically be copied to the system clipboard.
[Other Fixes]
32. Fixed the issue where failing a cultivation breakthrough would permanently lock players at "World resources warming up..." preventing game entry: previously, an abnormal NPC data point could halt the entire loading process; now, it skips that single NPC and allows the rest of the loading to complete normally.
33. Fixed the issue where custom monster models disappear before their names: the visibility range for monster models was previously fixed; now it dynamically extends along with the "name visibility distance" you set (original monsters do not retreat, so they won't vanish earlier).
34. Damage numbers now support units such as "billion" and "trillion," avoiding long strings of "ten-thousands."
35. Added save file synchronization protection: if critical save files are missing from the source directory, synchronization will be aborted with an error message, preventing loss of saves that cannot be recovered later.
36. Other bug fixes and MOD optimizations.