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GuildamationNewsPatch 1.1.5 Test Dummies!
In-game event

Patch 1.1.5 Test Dummies!

Guildamation · published 26 Aug 2026, 03:17 UTC

All newsPlayers around this dateRead on Steam

Patch 1.1.5 expands crafting, improves offline simulation and combat clarity, adds useful UI tools like damage breakdowns and Leave Area controls, and significantly strengthens save recovery and stability.Gathering

- Gathering tiers now grant a 10% extra-primary-resource chance per tier, so mining tiers provide more ore or Sheolcoal without duplicating Small Rocks and other byproducts.

### Combat balance

- Enemy action delays now stack up to 4 seconds for regular enemies and 3 seconds for bosses.

- Improved Hack and Slash now correctly increases Hack and Slash's turn duration by 10% per talent rank.

- EXP Gift now caps at 90%, while bonus EXP from the Friendship Bracelet and other items can continue to grow.

- Onyx Maw Artifact tooltips now show the damage and damage-resistance bonuses provided by each Roman-numeral tier and item quality.

- A lot of enemies that were missing armor now have armor.

- Enemy attacks and Attack-based abilities retain main-stat-only scaling, keeping their outgoing damage and health curves stable after the player three-stat scaling change.

- Auto attacks now multiply three offensive-stat scaling factors: `1 + main stat / 100` and `1 + other stat / 200` for each of the other two stats.

- Attack abilities no longer apply separate flat or percentage base-stat effect modifiers. Holy Strikes now snapshots 50% Strength plus 50% Intellect for its charged Holy bonus, with Holy damage scaling from Luck, and correctly applies its charged bonus to each affected attack.

- Attack abilities now use the same three-factor offensive-stat scaling as auto attacks before multiplying the result by their listed damage coefficient.

### Crafting

- Groups completing long crafts in the background no longer show a false inactive alert while the craft is still in progress.

- Fixed standard crafting recipes remaining hidden after their required materials had already been found and later spent or sold. Boss and zone recipe drops still require finding the recipe item.

- You can now craft a Weapon Polishing Stone for every metal tier from one matching bar, ten Small Rocks, and ten branches. Copper through Iron use Small Branches; Steel and later tiers use Pine Branches.

- Weapon Polishing Stones grant a fifteen-minute Attack buff that starts at +2 Attack and rises by +2 per tier. The new Patient Polishing and Enduring Luster Supplies talents extend its duration.

### Interface

- Item acquired alerts now show the acquired item's actual inventory icon instead of the generic item-type filter icon.

- Damage Meter rows are now clickable and open a live character breakdown for damage done, damage taken, and healing, with ranked ability bars and distribution charts that preserve persistent-effect attribution across saves.

- Top-HUD health and mana values now fit larger numbers inside their bars instead of disappearing when the text is clipped.

- Carryover ability descriptions now appear above the ability picker instead of being hidden behind it.

- Sunrise and sunset now use softer warm tones, and the day/night color grade no longer tints interface panels, text, or icons.

- The Test Dummy Range is now available in release builds through Manual Group Orders after Training Area 2 or higher is unlocked.

- The Test Dummy Range now has a dedicated 32×32 location icon in Manual Group Orders.

- The Test Dummy Range now has an End Combat & Rest button that despawns its dummies and lets the group recover before another test wave.

- Gathering levels now show a lower-left Leave Area button that ends combat and sends the group to the Guild Hall.

- The Leave Area button now uses a dedicated running-away icon instead of the Guild Hall emblem.

- Reoriented the Leave Area running icon to face left.

- The Leave Area runner now matches the Thief's red hair, scarf, sash, leather gear, dark trousers, and daggers.

- Alt-clicking a damage ability in the Talent UI now opens its detailed damage formula, including Attack coefficients, rank scaling, and special ability multipliers.

- Ability damage formulas now show status-effect application chances and Chain Lightning's current conditional bounce probabilities, including their Prowess, Luck, boss, and resistance rules.

- The offline simulation header and live progress timer now show only reward simulation time instead of the total raw offline time.

- The offline simulation page now localizes its headings, statuses, controls, tooltips, empty states, and recent activity in every supported language.

- Offline simulation now plays a random in-game music track while rewards are being processed, then restores the active level's normal audio.

- Offline simulations lasting at least 30 seconds now offer Quick Finish, which applies the observed average EXP, Job EXP, gold, and gathering-item rewards to the remaining time without estimating equipment or other events.

- Offline reward updates now reach the progress UI promptly when new items or crafted rewards are recorded.

- Tactics now keep showing the correct ability icon when a saved ability is no longer available to the character, while retaining the attention warning.

- Critical-hit damage is now shown in red in the Tactics History tab.

- Advanced tactics can compare stack counts for Revenge, Trial by Blows, and Holy Strikes.

### Performance

- Full-guild combat now caches action-timer visibility and skips hidden-group timer-bar work, substantially improving frame rate when many characters are loaded.

### Characters

- Thieves now use their complete weapon-and-arm animation while crafting at the Blacksmith.

- Character experience requirements grow by 36% per level after level 40 instead of continuing the earlier 55% growth rate.

### Stability and save recovery

- Improved Windows startup stability by removing a file-logging failure path that could crash the game during startup.

- Returning from offline simulation now preserves Continue requests made while banked results are saving and reveals gameplay without waiting for optional UI prewarming or hidden-level map work.

- The backup restore window now opens reliably.

- Status-effect animations now reconcile when background combat ends, preventing expired effects from looping forever and restoring animations for statuses that remain active.

- Fixed the Job Change window retaining a freed character during deferred layout refreshes.

- Returning to the main menu during background combat no longer lets pending tactics or spell damage run on characters that are leaving the scene.

- Health, maximum health, and overhealth now saturate safely at their numeric limits instead of rolling over or becoming negative.

- Removing a carryover stance now clears its active stance effect, and removing carryover Dual Wield safely returns the second weapon to inventory.

- Fixed Phoenix Fluff recovery leaving a resurrected party stuck in the party-wipe state until the normal recovery timer expired.

- Groups resurrected with Phoenix Fluff now rest back to full health before resuming their combat orders when Rest to Full HP After Combat is enabled.

- Characters now receive their normal health and mana recovery when they cast a support tactic during post-combat rest, preventing always-available support abilities from leaving a group stuck resting below full health.

- World-level backgrounds now load around the live party camera when offline simulation finishes after traveling to another area.

- Closing the game during offline simulation now stops at a safe boundary, saves earned progress, banks only the unprocessed time, and resumes from that remainder instead of restarting the full simulation next launch.

- Offline intervals shorter than 10 minutes are now banked instead of launching the offline simulator; simulation becomes available once at least 10 minutes have accumulated.

- Hide now ends reliably when its timer reaches zero and restores targetability when removed, replaced, or cleared during character loading.

- Removed item IDs in saved inventory and equipped-item data are now discarded during loading instead of creating iconless, unsellable inventory entries.

- Steam Cloud now follows Guildamation's custom save directory, and legacy migration preserves any existing custom snapshot instead of mixing it with stale save generations.

- Existing guilds no longer overwrite missing or unreadable inventory data with an empty autosave, preserving recovery files instead.

- Active save backups now use three retention tiers: the immediately previous save, an hourly checkpoint, and a daily checkpoint.

- Save validation now retries transient read failures, reducing false save failures on Windows.

- Save publication now retries transient Windows failures while retaining the prior valid save if replacement cannot complete.

- Save files now detect tampering or misplaced data and recover from validated backups without letting a bad primary save hide a good backup.

- Atomic saving now verifies the exact generation written, retries transient publication failures, preserves the previous generation, and resumes interrupted recovery cleanup.

- Legacy saves and custom user-directory migrations now preserve valid newer saves and can resume safely after interruption.

- Legacy recovery files and completed migration archives are kept for seven days when needed, while incomplete migrations and sole recovery candidates are preserved.

- New saves use Zstandard compression when it reduces size, while older unwrapped and version 1 or 2 saves remain loadable.

- Island Beach and Island Inland now load their props correctly in clean installs.

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