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PATCHv1.2.4.1· August 10, 2026

Daily Patch — 10th August

Team event fixes so you can always tell friend from enemy, the new Damage Machine for testing your skills, performance work and balance changes.

daily patch

⚠️ These changes go live after the server reboot. The server restarts shortly — everything below applies once it's back up.

⚔️ Team Events: Never Hit Your Own Team Again

Team fights had one simple, maddening problem: in the middle of a brawl you couldn't always tell who was on your side. Team Elimination especially — a dozen fighters, ki flying everywhere, and you'd burn your best combo on a team-mate.

So we went through every single place you look during a fight and made all of them answer the same question: is this one mine, or do I hit it?

👀 Every way you can now tell friend from enemy

There are now six, and they all agree with each other:

WhereWhat you see
On the battlefieldA red marker sits on every enemy. Only you see your own markers
The radar🔴 red blips are enemies, 🔵 blue blips are your team
When you target someoneA line telling you straight out whether they're yours, and their team's name
The event tabFlashes while the event runs and lists your team
Sense tabEnemies grouped at the top, everyone marked 🔴/🟢
Scan / Scouter tabSame grouping and marks, with exact power readings

Whichever tab, HUD or play-style you use — new interface or classic — you get the same answer. No more squinting at names trying to remember who got put on which team.

🎯 Target someone and the game just tells you

Lock onto a fighter and you get a straight answer, in their team's colour:

  • 🟢 They're on your team — hold your fire.
  • 🔴 They're an enemy — go.

It names their team as well, so you always know who you're up against.

🔵 The radar splits by side

Most people never look at a tab mid-fight — they read the radar. So the blips themselves split during a team event: 🔴 red is someone to hit, 🔵 blue is your team.

It's always from your point of view. It doesn't matter which team you were put on or what it's called — red is never yours. Your usual radar colours (friends, enemies, league, IT list) come straight back when the event ends.

📡 Sense and Scan reorganise themselves

Both tabs — classic and new interface — rearrange during a team event:

  • Enemies are listed first, under their own heading, so the people you're hunting are at the top instead of scattered down the list.
  • Every name is marked 🔴 or 🟢, no matter which team they're on. You never have to remember team names, only "is this one mine".
  • Anyone not in the event sinks to the bottom, unmarked.
  • Your own sorting (by power or by distance) still applies within each group.

🧹 And the bounty line knows to be quiet now

Out in the world, targeting someone tells you whether beating them pays a reward. That line had been following you into events, where kills pay nothing and it was crowding out the thing you actually needed to read. It now stays out in the world where it belongs — and still shows up as normal for organization wars, invasions and bank robberies, which happen out on real planets.

🗺️ Where all this applies

Every team event, on both fight engines:

  • Team Elimination
  • Tournament of Power
  • Purgatory
  • Team arena matches

In a plain free-for-all or a 1v1 everything looks exactly as it always has — everyone is an enemy there, so there's nothing to mark and nothing to sort.

Hosts can recolour the radar blips, reword the targeting lines, or switch the whole thing off for their server.


🥊 The Damage Machine

The old Punch Machine was built when the only attack in the game was a punch. It's been retired. In its place: the Damage Machine — a buildable station that deploys a proper training dummy you can beat on to see exactly what your attacks do.

How it works

Walk up, click it, deploy your dummy. Then hit it with anything:

  • Basic melee, melee techniques, and projectiles all register — every skill in the game reads correctly, because the dummy is hit by the same combat code that hits a player.
  • Every hit prints a full reading: the attack's name, its raw damage, its multipliers or projectile strength — and the dummy's actual health change, before → after, so nothing slips through the numbers.
  • The dummy is standardised — identical stats for everyone, every time — and matches your Battle Power, so readings are comparable between players, between builds, and between sessions.

Make it your kind of test

At deploy you choose:

  • What it registers — everything, projectiles only, basic melee only, melee techniques only, or all melee.

  • How its health behaves — heal after every hit for clean one-shot readings, or let damage stick so you can test damage-over-time, full combos… and break it. (It reassembles with a fresh bar.)

  • And it reads the price too: every hit shows what it cost you — the ki and stamina you spent since your last reading — so a skill's damage and its bill sit side by side.

A damage report totals your session: hits landed, total damage, your best hit and what dealt it.

🥊 The Damage Lab tab

Chat scrolls — the Damage Lab tab doesn't. On the new interface it appears whenever you're testing (or targeting a dummy) and keeps your readings pinned newest-first, with the dummy's live health and your session totals up top. Shift-click the dummy to target it and the normal target bars track its health too.

The machine remembers as well: click it and View History shows the last readings taken on it — everyone's, with names — so you can compare against whoever tested before you. Hover over the machine or a dummy for a quick status tooltip.

Where to get one

Bulma sells the Damage Machine for 25,000,000 Resources. Buy one, drop it wherever you train, and it's yours.

The old Punch Machines are gone

Every Punch Machine placed around the world has been replaced with a Damage Machine. They were built back when the only attack in the game was a punch, so they told you almost nothing — now the same spots give you real readings for every skill you own. They're fixed in place and can't be broken or taken.

The machine itself

  • One dummy per person — but everyone around it can have their own out at once.
  • It runs on power, and testing drains it — faster with more dummies out, faster again the harder you go. At 0% it shuts down until someone repairs it.
  • Dummies never linger: walk away, log off, let the timer run out or drain the machine and they're gone.

Host-configurable throughout, and available to place on any server.


⚡ Performance & Balance

Smoother fights

We've been looking into the random lag spikes people have been reporting — where the game runs perfectly and then freezes for a moment for no obvious reason. A few performance improvements have gone in that should help, especially during busy fights.

If you still catch a spike, let us know what was going on at the time — it all helps narrow it down.

Bases are easier to break into

Wall strength has been lowered, making it a bit easier to break into the newer bases. Beam changes had pushed bases into being tougher to crack than intended, so this brings them back in line.


📖 Guides In The Build Menu

Building has a lot of quiet rules — which pieces you can fly over, what actually keeps people out, how science ties into it — and until now the only way to learn them was to ask someone.

The Build Menu now has a Guide tab. Open the menu, click it, and read the server's building guide right there while you're building, instead of alt-tabbing or asking in chat.

Each server pins its own guide, so a roleplay server can teach its own rules.