Patch Notes: 18th May
A brief follow-up to the wipe update; fixing many of the known issues!
Patch Notes
Bug Fixes
Training Pack: Fixed the old pack system conflicting with the new one, causing the training tab to be removed when a previous pack expired. Should now auto-fix. If the tab is still missing, open the pack menu and press Fix Training Pack Tab.
Legacy Dash Attack: Fixed having no cooldown, allowing the technique to be spammed almost indefinitely.
Tree of Might: Fixed the bonus persisting through era resets, causing players to start fresh wipes with millions of battle power.
Beerus: Fixed new skills not appearing in the learn list.
Blueprints: Fixed blueprinting old items allowing them to persist after era reset. Updated era reset to also wipe other items that could be upgraded to disproportionate power levels.
Glorio: Fixed not being able to use Mage Style without manually selecting it. Glorio now correctly receives Mage Style for free.
Instant Kamehameha: Fixed the skill dealing no damage and barely tracking.
Pump Up (Uub): Fixed not being granted automatically. Now given on spawn similar to Humans.
Yasai Passives: Fixed passives not showing in the View Character Passives list.
Saiyan Combat Insight: Fixed the passive still not working correctly. See full rework details below.
Saiyan Battle Instincts: Fixed the passive still not working correctly. See full rework details below.
Special Items & Artifacts: Fixed the equip cap being incorrectly lowered for some players after era reset.
Mastered Instant Transmission: Fixed being unable to teleport to world events.
Power Orb Verbs: Added admin verbs to manage, locate, delete, respawn, and trigger power orb events.
Afterlife Tournament: Fixed NPCs teleporting out of the arena and getting stuck outside with no way to re-enter. Arena walls have been adjusted so NPCs can now path back in if they get knocked out of bounds.
Quality of Life
Power Orbs โ Future Maps: Power Orbs now de-spawn if brought to inaccessible future maps.
Planet Vegeta Fitness โ Training Orb: Planet Vegeta Fitness now has a pseudo-permanent power orb effect. Players training here gradually receive the same benefits as a real power orb, though at a lower rate with a soft cap. Makes PVF a more attractive training spot for players who can't secure a real orb.
Gravity Machine: Simplified the interface. All actions can now be done with single button presses โ no need to set gravity then press activate separately. Refueling no longer requires typing an exact amount, just click refuel.
Ultra Pack: Now includes Omega Knockback, the legacy version of Super Knockback, for players who prefer the old version.
Super Saiyan 3: Reduced the Battle Power requirement from 450 million to 200 million. The previous gap between SSJ2 and SSJ3 was far too large, and Stage 2 eras were triggering before most players could even reach the form. This brings SSJ3 into a more natural progression window.
Balance
Flurry Strike: Significantly lowered the cooldown between individual strikes. Should now allow them to be used in much closer succession.
Eis Shenron: While frozen, you now take significantly less stamina damage from standing on ice tiles. The previous combination of being frozen on top of ice tiles resulted in complete stamina depletion.
Saiyan Passives โ Reworked & Fixed
These passives apply to both normal Yasai and Universe 6 Yasai.
Passive 1: Saiyan Combat Insight
The Yasai Warrior gains a deeper understanding of their opponent's tactics during combat. Each time you successfully defend against an enemy's unique skill โ whether through a perfect block, counter, winning a dragon rush, or auto-dodging an attack โ you gain a temporary boost to attack power. The method of triggering determines the strength of the boost: auto-dodging grants the lowest increase, countering a skill gives the second highest, and perfect blocking or winning a dragon rush grants the most.
When active, your character flashes as a visual indicator. The boost lasts a short duration and has a cooldown before it can trigger again.
Passive 2: Saiyan Ascendancy
The Yasai Warrior's potential is amplified with each Super Saiyan transformation. Upon entering any SSJ form, you receive an extra increase to battle power on top of the form's normal boost, making your transformations hit harder than other races. Additionally, each SSJ form enhances total stamina by 30%, allowing for longer sustained combat, more ability usage, and greater overall endurance in every fight.
Passive 3: Battle Instincts
The Yasai Warrior naturally adapts to repetitive attacks. Repeated uses of the same skill by a single opponent deal diminishing damage โ your body learns to absorb and resist what it's already been hit by.
For melee, this applies to repeated skill strikes (not basic attacks, dash attacks, flash kicks, or uppercuts). For ki attacks, it activates against projectile skills dealing more than 5% health damage per hit. Basic ki blasts are excluded. The longer an opponent relies on the same move, the less effective it becomes.
Passive 4: Prideful (Elite & Low Class)
Exclusive to Low and Elite Class Yasais. Pride drives these fighters to push through damage. Grants enhanced damage resistance, particularly when health drops below 50%. Elite Class Yasais receive a stronger version of this resistance than Low Class.
Passive 4: Arrogance (Regular Class)
Exclusive to Regular Yasai. Emboldened by their natural combat prowess, Regular Yasais deal increased damage across all attack types, with an additional boost when health falls below 50%.
Passive 5: Tail
The Yasai tail provides both tactical advantage and vulnerability. Reduces damage from attacks received from behind, grants a 5% reduction in energy depletion, and provides enhanced resistance to direct back-hits when the tail is sufficiently trained.
Passive 6: Saiyan Spirit
Extends the duration of Blazing Soul when the Yasai is angered. The effectiveness scales with investment in the anger stat โ without sufficient anger, the benefit is negligible.
Instant Kamehameha โ Reworked
The old Instant Kamehameha was almost non-functional โ it dealt little to no damage and barely tracked its target. It has been completely rebuilt from the ground up as Instant Kamehameha Wave, now a proper super beam built on the same reliable system as Max Power Kamehameha.
- Real damage & tracking: Now fires a true charged Kamehameha wave with proper impact damage, stun, slow, and increased critical damage against low-health opponents โ no more whiffing for zero damage.
- Anime-accurate execution: You now charge the technique first, then instantly transmission directly onto your target and fire the wave point-blank โ exactly how it works in the show. No more telegraphing the teleport before the charge.
- Target acquisition: Locks onto your current target if they're nearby, otherwise automatically finds the closest valid opponent in a full 360ยฐ radius.
- Auto-migration: Anyone who had the old broken version is automatically upgraded to the new Instant Kamehameha Wave on login โ no action needed.
Available to Low Class Yasai.
Training Orb โ How It Works (Planet Vegeta Fitness)
The pseudo-permanent power orb mentioned above is a new Training Orb โ a stationary, admin-placed variant of the real Power Orb. It does everything a real orb does for nearby players, just dialed down and built to live permanently in a training area like Planet Vegeta Fitness.
The main server ships with two default Training Orbs: one at Earth Tower and one at Planet Vegeta Fitness โ so there's always a spot to passively train even when no real Power Orb is up for grabs.
For players:
- Train within range of a Training Orb and you gradually receive the same set of benefits as a real Power Orb โ passive EXP, Combat Points, Z Points, BP gains, body passive EXP, and skill/transformation mastery.
- All of it is scaled down to a configurable fraction (default 35% as effective as a real orb) and the usual soft caps still apply, so it's a steady QoL boost โ not a replacement for fighting over a real orb.
- The orb is semi-transparent, walk-through, and can't be picked up or claimed โ it just sits there doing its job.
Technical / how it's built (For Admins):
- It's a true subtype of the Power Orb, so the benefit logic is shared (no duplicated code). A single effectiveness multiplier scales every benefit channel โ both the per-tick grants and the external BP/mastery multiplier effects โ so nothing slips through at full strength.
- The effectiveness value is read live every tick, so admins can retune it on the fly and every existing placed orb updates instantly.
- It is fully independent of the Power Orb event/cap system: it does not count toward the real-orb cap, isn't part of the event spawn/despawn flow, has no capsule, and you can place as many as you want, anywhere.
Admin controls (new "Training Orbs" verb category):
- Create Training Orb โ spawns one at your location. Prompts whether it should be Save-able (persists through reboots) and lets you set its alpha/transparency (including fully invisible).
- View Training Orbs โ lists every training orb with its location, coordinates, and save-able status.
- Teleport To Training Orb โ jump to any placed orb from a list.
- Delete Training Orb / Delete Nearby Training Orb โ remove a specific orb (from the full list or just the ones near you).
Update Website
Created a dedicated update website for easier access to all patch notes and update logs. Players can browse updates sorted by date, filter by tags, and search for specific changes without scrolling through Discord channels or in-game menus.
Visit updates.dragonuniversegame.com to view all update history.