Demo Update: Sect Management, Spirit Beasts, Demon Tides and Server Saves

须弥仙业 · published

Demo build 26360791 is live.
This release includes 23 patch-note entries across 6 categories.

Highlights


• Continue your sect on another PC with server saves. Manual and automatic recruits retain their belongings.
• Updated pill gifting, study and matchmaking, and fixed beast filters and petition deliveries.
• Revised first-tide deployment, sealing platform battles and overlapping tower runs and tribulations.
• Improved hall navigation, cave nameplates, desktop controls and artwork, with fewer assets loaded on cave entry.

Full patch notes


Founding, recruitment and saves
1. Both opening paths now guide you through naming your sect, repairs, recruitment, the founding pill and switching caves. In immersive mode the highlight follows the clickable target.
2. A damaged recruitment platform cannot charge spirit stones. After repairs, the arrival bar appears above the platform, and the joining notice appears when the disciple enters the scene.
3. Registration saves the disciple’s identity, home cave, belongings and recruitment cost. Switching caves or logging back in during recruitment preserves the recruit and items, and the automatic plan counts them once.
4. Server saves let you continue on another PC. Save and exit on the first PC, then launch the demo with the same Steam account on the other.

Managing and training disciples
5. Use a pill from the quick roster to choose a disciple, including one in another cave. Clicking a disciple while holding a pill lets them take it on the spot and consumes one dose.
6. Fixed cross-realm study and repeat scroll charges after loading. Each of the fourteen realms has one slot each for a cultivation technique and an immortal art. Unequipped and inherited finishing moves retain their level and attributes in storage.
7. The dual cultivation picker shows each partner’s name and realm. Disciples no longer form a partnership just because a year has passed. Existing partnerships and player-arranged matches are preserved.
8. Filter for idle disciples when assigning work and see what a busy disciple is doing. Loading an alchemy queue preserves its quantities and leaves an empty furnace empty.

Beasts, equipment and rewards
9. Beast ownership and rank filters now return the correct entries. Feeding and locating target the displayed beast, and petitions show the name, portrait and rank of the beast actually handed over.
10. Arts, pills and spirit fish now show consistent rank order and colours across lists and cards. Weapons, artifacts and beasts keep their own rank systems. Durability filters now work correctly after paging through equipment.
11. Flying-sword mail shows the items and quantities delivered to storage. Reopening a letter does not claim it twice. Secret realm loot can be checked again in the reward record.

Demon tides, seals and the tower
12. When rebuilding Pine Valley, the first tide warning points to the cave being defended. The battle waits for the assigned defenders to be ready, and both sides appear by the altar and shield.
13. Breaking a seal now leads into the defenders’ arrival, the boss fight and its drops. Fighters, health bars and results remain visible with effects off. Survivors of the dragon turtle battle recover to their own maximum health.
14. A tower run with a beast can continue while another cultivator in the same cave undergoes a tribulation. The outcomes resolve separately. Locating a character or beast during a run shows a notice without pulling you out of the tower.
15. Tower health bars follow melee lunges and disappear with defeated fighters. Chains keep their place when switching graphics quality, and the combat window fits again after expanding. The Gu-catching float and jar sequence remain usable with ambient effects off.

Sect hall, rosters and cave visuals
16. Buildings, caves, furnishings and flying artifacts can be paged through in the hall. The roster, storage ring and sidebar track pages independently. Filtering returns to page one. Closing a market profile keeps your place; Esc closes the top panel.
17. Hovering over a character or beast card shows that entry, and its question mark opens the full portrait. Scroll item descriptions for pills, ores, furnaces, seeds and artifacts without turning the card underneath. Fixed the final furnishing slot’s preview and cave label.
18. Dao forms sit properly on the cushions in the cultivation plaza. Luo Tingxue’s Dao form has revised height and footing across animations. The pine, red wall, crane and stone tablet have been repositioned in White Crane Cave.
19. Updated menu art for seclusion, study, technique storage, artifact racks, beast pens, matchmaking, weddings and dual cultivation. Revised building window frames and card text across all three languages.

Desktop, immersive mode and performance
20. Desktop mode shows the current cave’s name below the toolbar. Each immersive layer has its own plaque; hovering shows its bonus. The toolbar hides the spirit stone balance and keeps the settings gear.
21. Both settings panels control the desktop strip width. Drag the expanded or collapsed Taiji icon, and double-click or use a custom shortcut to toggle it. Cave jobs continue while collapsed. In immersive mode, right-click the single bottom Taiji control to open the hall.
22. Graphics quality, frame rate, cave backgrounds, combat effects and ambient cultivation effects have separate controls. Weather, grass and mist, meditation glows and furnace flames follow their respective settings while jobs and combat continue.
23. Entering a cave preloads fewer hall catalogue, character and beast detail assets. Fixed resources left over after hall paging, quitting during recruitment and quitting after a fresh login in immersive mode.