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.