Path of Idle Immortals Playtest Β· public Β· first seen
Background exploration and offline settlement looked enemies up in an outdated hard-coded table whose IDs matched no real enemy β so every background battle dropped the same fallback herb, and every offline hour was worth almost nothing beyond base XP. Loot now flows through the same per-enemy drop tables as manual combat (12 missing enemies configured; all 35 map enemies across the 12 maps are covered), including luck bonuses, level filtering, and enhancement-stone drops.
The exploration event system ships 8 hidden chains β someone you once helped repays you later, rivals ambush you over looted goods, a disciple you once taught brings a sect inheritance, a tip you gave becomes a secret-realm lead, and more. Due to a matching bug (trigger patterns shared zero words with any actual choice text), NONE of them had ever fired since launch. They now trigger from explicit choice behavior tags; linked event flavor text has been rewritten. The Fortune attribute also works again: above 30 fortune you can meet the rare "Celestial Fortune" event, and fortune tips event rarity odds.
Choices promising "materials x3", spirit liquid, space shards or ancient scrolls only wrote a log line β the items never existed. They are real items now. The mystery caravan's spirit-stone charge (a penalty that never applied) also works. And a safety net: idling now stops on low HP / losing streaks / no potions β the check existed but was never called, so background exploring used to grind on unprotected.
Event cooldowns and in-progress event chains used to reset on every restart β the 1-hour cooldowns and the 72-hour Celestial Fortune window were meaningless. They now persist in the save (v45 β v46). Old saves load as-is with the field defaulted; nothing is lost, no action needed.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 4195351 | 8580249316339342719 | 1933799602614600670 |