Ultimate Blacksmith Tycoon · build 23885251 · published
Added job Levels and a Job Tree. Your current job now levels up through dispatches (up to Lv10), and higher levels gradually strengthen that job's effects. Advanced jobs now also require "reaching Lv X in a prerequisite job first" — almost every job beyond the 7 starting jobs has prerequisites, so you grow and evolve your adventurers' careers over time. (Existing adventurers keep their current job, but switching to a new advanced job now requires leveling its prerequisite jobs.)
Added 8 new jobs. Focused on the under-served magic archetypes (Rune Knight, Hexweaver, Spellsniper, Chronomage, Wardmaster, Spiritcaller, Spellbreaker) and defense (Phantom Guard), opening up builds that were hard to make before.
Job passive effects are now shown. The hidden passives some jobs carry (e.g. ATK ×1.30, Crit +5%) now appear in the encyclopedia and adventurer detail, making the difference between jobs clear.
Starting jobs now accept more weapons. Weapons that previously had no early job (two-handed spear, scythe, etc.) are covered — each starting job now accepts several weapon types (any one), so every weapon has a place.
Minor visual tweaks (job effect text color, etc.).
Note: job level-up pacing, prerequisite levels, and the numbers on new jobs / weapon groups are still being tuned — we'll keep adjusting based on how it feels.
Thanks as always for playing Ultimate Blacksmith Tycoon — please keep the reports and requests coming!