0.119 Update: Class Passive Fixes, Tavern Wishes & a Smoother Start

挂机放置修仙录 · published · build 26400561

What's Next

We're refining each class's skills and passives so different combinations offer more interesting ways to build a strong team. This update starts by fixing class passives, which should make many parties stronger. As builds develop, we'll adjust enemy strength in future updates to keep battles challenging.

Classes & Combat

- Fixed personal combat-skill passives across all 25 classes. With the character alive and the corresponding skill equipped, passives no longer stop working because of low mana or the skill's cooldown. Effects triggered by basic attacks only trigger from normal basic attacks.
- Restored the protagonist's missing elemental insight and missing class passive effects, including stacking critical chance. The healing-reduction passive now also applies to enemies that spawn later.
- After a soul-capture effect succeeds on a target, it no longer repeatedly checks that same target.
- Manuals you already own are no longer blocked by the old academy-level requirement. Artifact fifth-skill scaling now continues up to tier 15 instead of stopping at tier 9.
- Fixed occasional inconsistencies in loot results from the same battle and adjusted how automatic breakthroughs are triggered.

Tavern & Recruitment

- Added a Class Collection showing the classes you have and haven't met. Hover over a portrait for class details. Pages stay in place, and unreleased classes no longer appear in the collection or guest list.
- Added Tavern Wishes. Select a class you've met in the collection to give it three times its usual visitor selection weight. Quality chances stay the same. You can change or disable your wish for free.
- Added Refresh Now. Spend spirit stones to bring in a new group of visitors without waiting for the timer. Wishes also apply to these refreshes.
- Invitation-based recruitment now settles the cost for a batch together.
- Visitor cards clearly show portraits, names, quality, class and price. Details now include the joining level and time until the next visit. Fixed the banner displaying a code key instead of text.
- Named companions keep their own names instead of sharing names with random visitors.

Starting Out & the Tutorial

- All character backgrounds now start with 1,000 coins.
- Auto-sell is now off by default in new games, keeping early Common gear in your bag so you can equip and replace it. Existing saves keep their previous settings.
- New games start with half as many enemies on the earliest floors, gradually returning to the original count at floor 25. Normal enemies on the first map's first floor deal 10% of their previous attack damage; elites and bosses are unchanged.
- Ironbrow Ox elites on maps 1–5 no longer specifically pursue the protagonist.
- The tutorial now gradually assembles a team built around armor reduction and drunken sword attacks, introducing how resistance reduction, area attacks and healing work together.
- New games offer Qin Shi as the free starting recruit. Your first Tavern visit still brings a regular group of random visitors; the first-recruit-free offer applies only to Qin Shi.

Interface & Descriptions

- Added personal passive descriptions to basic attacks, combat skills, character creation, companion details and the Tavern. Descriptions follow the equipped combat skill, distinguish basic-attack and combat-skill cooldowns, and use cleaner numbers with less repeated text.
- Renamed Defense to Physical Resistance and simplified its tooltip.
- Fixed Stay on Floor and Auto Advance becoming unavailable while browsing another map on the Expedition page.
- Improved the Power-saving Idle panel and top-bar currency display, including large values and language switching.
- Aligned shipbuilding buttons and added material icons with source tooltips.
- Fixed rapid repeated Shop clicks completing duplicate purchases, and added localized text for new descriptions.

Materials & Loot

- The Shop regularly stocks hides and ore at 50 coins each, with no purchase limit. Fixed these permanent stock entries not being added to older saves.
- Guardian bosses have a 5% chance to drop a Dragon Eye Crystal.
- Corrected bonus chest rolls so excluded material weights are no longer redistributed to gems and recipes. Extra gem drops will be slightly less frequent as a result.

Economy Changes

- Rebalanced spirit-stone refresh costs, shipbuilding costs and realm trait reroll costs using each realm's income from extended idle play, bringing spending closer to how resources actually accumulate.
- Paid manual refreshes in the Shop once again become more expensive with each use in the same stock cycle. The counter resets when the stock rotates naturally.
- Team amulet upgrades have a lower starting cost, with costs increasing at each upgrade level.
- Reduced gem sale prices to 10% of their previous values to close the buy-a-gem-pack-and-resell-for-profit loop. Also reduced coin rewards from commercial voyages to bring them closer to idle income at the same stage.

Known Issue

When the Tavern has many visitors, the character artwork can cover part of the left panel. We plan to fix this in the next update.

Thank you for your feedback. We'll keep improving class combinations, combat performance and controls.