Update log
Full Vahnora update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Store
This patch wraps up two days of work. The big one is Wild Hunt, replacing the old quest panel entirely, but there's a lot more — reforge got a full rebuild, world bosses respawn twice as fast, and we did a long sweep of UI polish and bug fixes that had been piling up.
Wild Hunt — Daily Kill Tasks
The old quest panel never really gave players much reason to open it. Wild Hunt is the replacement, and the design goal was simple: give you a reason to log in every day and pick what you feel like killing.
Press J to open the panel.
25 daily tasks — one per monster type. Normal mobs, the elite Bighorns, and all six world bosses are covered.
No selection, no slot limit. Every task is visible at once and you can work on whatever you want.
Boss tasks require one kill per day to clear. Six bosses = six separate tasks. Land any one and that boss is done for the day.
Rewards scale with your level and reborn count, so endgame players actually get endgame payouts.
Everything resets at UTC midnight. What you finished stays finished; what you didn't is gone.
Milestone toasts at 25/50/75/100% so you don't have to keep checking the panel.
When something is claimable, a small pill lights up on the J button and the "..." menu overflow.
Each task shows the actual monster sprite — no more generic icons.
World Boss Respawn — 12h to 6h
Cut in half. With Wild Hunt now asking for a kill on each boss daily, two spawn windows per day wasn't enough — you'd miss the only two if your guild wasn't on at the right hours. Four windows means there's almost always a chance to land one.
Reforge Rebuild
Reforge had a few problems: rarity could go down (frustrating), and the cost felt arbitrary because the math wasn't obvious. We took two passes at this.
Rarity can no longer downgrade. A reforge either fails (stays at current rarity) or moves up.
Only one rarity step per reforge. No more jumping from Uncommon straight to Legendary. Each rarity is its own hurdle: Common to Uncommon, Uncommon to Rare, Rare to Epic, Epic to Legendary. To turn a Common into a Legendary you've got four successful rolls ahead of you.
Chance per step depends on item tier. On Iron (the baseline): 30% to upgrade Common, 20% Uncommon, 10% Rare, 5% Epic. Wood tier is a bit more generous; Diamond is noticeably harsher.
Reforge no longer rerolls your stats. Existing attribute rolls are preserved. If you upgrade Epic to Legendary you keep the Epic stat you already had and get one new roll for the second slot. The dedicated Attribute Reroll (250k gold) is still the only way to actually re-roll stats.
Legendary items stay Legendary 100%. If you press the button on one, you just lit 500k gold on fire. The UI warns you. We don't add a confirm because the warning is enough.
Matrix Skin in the Shop
First cosmetic in the shop you can buy with free Crowns instead of paid only. Costs 5 paid or 10 free. Cosmetics tab. Green code cascade — you've seen the movie.
Rune Presets — Polish Pass
We shipped rune presets in the previous patch but the rough edges were piling up. This round is mostly fixes:
Filter buttons changed from "Free / All" to "All / Unequipped / Equipped", with proper empty states for each.
The scrollbar on the rune list
Source
