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GrimveilNewsv0.7.6
Game update

v0.7.6

Grimveil · published 2 Sep 2026, 13:48 UTC

All newsPlayers around this dateRead on Steam

## Interface Settings

  • Added an "Arc Bar Settings" sub-panel off the Interface menu with sliders for the HP/MP arc bar's size, opacity, height, spacing, and thickness. "Spacing" moves the HP and MP halves apart or together; "Height" controls how tall each one reads.

  • The Escape menu's Video/Audio/Interface/Arc Bar panels can now be dragged by their title bar, so you can move them out of the way to see the change you're making underneath.

  • Fixed the Interface panel's controls occasionally overflowing past the bottom of the panel onto the game view.

## Damage/Healing over Time Scaling

Damage-over-time and healing-over-time effects (Poison, Burn, Bleed, and HoT
heals like Soothing Light and Divine Renewal) were barely getting stronger
as you leveled up, even though everything else did. Fixed:- DoT/HoT abilities now scale properly with level — long-duration ones like
Bleed, Flaming Arrow, and the HoT heals saw the biggest increases.
- Poison and Burn damage now benefits from spell damage % gear, like other
spells already did.

## New Mini-Boss: Goblin Warlord

A level 35 goblin mini-boss, the Goblin Warlord, has entered the fray. He charges
into range, rallies himself with a battle cry, and cuts down anyone standing too
close with a whirlwind of steel. Expect tougher loot and a longer respawn than his
rank-and-file kin.

## Skull Durations

Red and black skulls now clear on a fixed schedule instead of fading gradually as old kills age out of the tracking window.

  • A red skull now lasts a flat 14 days once earned.

  • A black skull lasts 7 days — and escalating to black resets your progress entirely. Even if you were a day away from clearing your red skull, going black means serving the full 7 days black, then a fresh 14 days red before you're clean again.

How you earn a skull in the first place hasn't changed — still 6 unjustified-kill points in a day, 12 in a week, or 30 in a month for red (double that for black), weighted by how far below your level the victim was.

## Teleport scrolls now channel

Teleport scrolls no longer teleport you the instant you use them. Using one
now starts a 3-second channel with a progress bar above your character,
matching mining and forestry. Moving, attacking, casting another ability, or
taking damage cancels the channel before it completes — and if it's
cancelled, the scroll isn't consumed and its cooldown doesn't start.


## Gold System Overhaul

The gold currency system has been completely redesigned with a new multi-tier structure. What was previously called "gold" is now **copper**, the base currency. Copper now converts upward into silver, gold, and platinum:

  • 100 copper = 1 silver

  • 100 silver = 1 gold

  • 100 gold = 1 platinum

This gives the game a more traditional fantasy economy with better granularity for both small transactions and high-value items.

## Fixes

  • Added a "Change Email" option to Account Settings. I recommend anyone who signed up using a fake email to change the email associated with your account, otherwise you have no password recovery method. Changing your email requires your password and resets verification, so check your inbox for a new confirmation link afterward.

  • Quest and task-board kill credit now goes to whoever (or whichever party) dealt the most damage to the mob, matching how loot-bag locking already worked.

  • Fixed melee attack speed getting stuck at a stale pace — equipping/unequipping gear, a buff wearing off, or a respec could all change your true attack cooldown without ever telling your client, so auto-attack kept firing at the old rate until something happened to expose the real, faster cooldown.

  • Added a new level 20-30 area with goblins and more demon rats.

  • Fixed oversized mobs (1.5x scale or bigger) clipping oddly through overhead tiles like tree canopies — they now render in front when south of the tile and behind it when on or north of it, matching how loot bags already draw relative to other entities.

  • Increased the party XP bonus for having different classes in your group: 2 different classes now gives +33% (was +20%), 3 different classes now gives +67% (was +40%). 4+ different classes still gives full XP to every member.

  • Fixed poison cloud (and other ground hazard effects) remaining visible from the floor above or below where they were cast.

  • Fixed a bug where trying to use a food/potion item your bag no longer actually had (e.g. after a client/server desync) could be retried without any limit, each attempt blocking the whole zone with a database lookup — this was causing server-wide lag spikes. The client's inventory now also gets refreshed automatically when this happens, so a stale item stops being usable instead of failing silently forever.

  • Fixed the "verify your email" link from the sign-up email leading to a blank page — it now confirms verification and lets you resend the link if it expired. Account settings also shows whether your email is verified.

More from Grimveil

Other announcements

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