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PATCHv1.2.4.2· August 11, 2026

Daily Patch — 11th August

Two brand-new events — The Bomb and Capture The Orb — plus Fusion Teaching and Fusion Bonds, automatic organization wars finally switched on, and a stack of fixes.

daily patch

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

🔮 NEW EVENT: Capture The Orb

Two teams. One orb. Bring it home.

How it works

  • Sign up server-wide, and at the bell everyone is split into two balanced teams and warped to an arena — each team gets its own base.
  • One orb drops in the middle. Run into it to grab it — no clicking, no channelling, just get there first.
  • It floats over your head where everyone can see it. Carry it back to your own base to score. First team to the target wins.

Carrying it is a commitment

The orb is heavy and it makes you a target:

  • You move noticeably slower.
  • You can't Zanzoken away — no teleporting out of trouble.
  • You can't use skills at all. Your fists still work. Good luck.
  • Take a big hit, get knocked back, or get knocked out and you drop it right where you stood — and everyone gets told where.

So the carrier needs escorts, and the other team needs to hit hard. That's the whole game.

Nobody dies

Get knocked out and you wake up at your own base, healed, safe for a few seconds while you get your bearings — then back into it. Hosts can put a cap on how many knockouts you get before you're benched for the match, or leave it unlimited.

Knowing who's who

  • Your Sense and Scan tabs (classic and new interface) split into your team and the enemy, with every name marked.
  • Your radar does the same: team-mates blue, enemies red.
  • Red markers sit over every opponent on screen, and targeting someone tells you straight out whether they're yours — or whether they're the one with the orb.
  • The Orb tab is your war room: the score, the clock, who has the orb and how many tiles they are from scoring, and both team rosters.
  • Not using the event tab? Your Sense and Scan tabs carry a line at the top with the live score and who has the orb — including whether they're one of yours — on both the old and new interface.

Everything is host-configurable: the arena, how many captures win it, the carry slow, whether skills and Zanzoken are locked, what counts as a "big hit", lives, respawn time, friendly fire, team names and colours, and the rewards. NPC fighters can join in too.


💣 NEW EVENT: The Bomb

A brand-new event where the fighting is the easy part — it's the bomb you should worry about.

How it works

  • A sign-up opens server-wide: a click-to-join link in chat, a popup, and a flashing Bomb tab with a JOIN button. When the countdown ends, everyone who joined is warped to the arena.
  • One random fighter gets a ticking bomb floating over their head — glowing red, impossible to miss.
  • Don't be holding it when it blows. The only way to get rid of it is to beat it onto someone else: deal enough damage to one victim before the fuse runs out and the bomb is theirs. Fuse resets, panic transfers.
  • Whoever's holding it at zero explodes — and they're out (hosts can hand out extra lives). Last one standing wins.

The twist: you cannot die

Ordinary fighting can't eliminate anyone in there. Lethal attacks are forced off, nobody stays knocked down — you get floored, you get back up — and anyone running low on health is topped back up. Fighting normally gets you nothing. Only the bomb takes people out. The whole game is about who's holding it.

Keeping track

  • The Bomb tab is your war room: a live fuse counting down (the tab itself ticks!), who's holding the bomb and where they are — click to target them — plus your own danger meter when the holder starts working on YOU.
  • Target someone and the game tells you straight: 💣 they have the bomb — move! Or, if it's yours: how close you are to dumping it on them.
  • Passes, explosions and eliminations all hit chat as they happen, and the winner gets their moment — along with the "hottest hands" who passed the bomb the most times.
  • Can't fight? Spectate — every Bomb game carries a watch-along button.
  • Not using the event tab? Your Sense and Scan tabs work too — on the old interface and the new one. During the event they rearrange themselves: a line at the top tells you who's holding the bomb and how many seconds are left, the holder gets hoisted to the very top under a HAS THE BOMB divider, and every other fighter is marked below it. It works even when the holder is nowhere near you.

Everything about it is host-configurable: the arena, the fuse, how much damage a pass takes, which attacks count, lives, escalating fuses that get shorter with every explosion, and the rewards. NPC fighters can even join the party.


🩸 Finishing Someone Off Now Actually Counts

If you beat someone down and the last bit of damage came from something other than your fist — chip damage, a bleed, the fall, plain low health — the game used to shrug and record it as nobody's knockout. "Knocked out by low health." You did all the work and got none of the credit.

That's fixed. When a knockout (or a death) lands without an obvious culprit, the game now looks at who was actually fighting them and gives that person the credit instead.

So the knockout goes in the killfeed with your name on it, and everything that hangs off it finally pays out the way it always should have:

  • Rewards and bounties for taking someone down
  • Event scoring — knockouts that count toward the match
  • Tier steals, Zenkai and the rest of the on-knockout perks

If nobody was fighting them — you starved, fell, or sat in the gravity chamber too long — it still reads as what it was. No free credit for standing nearby.


🥊 Damage Readings Lead With The Damage

Every reading the Damage Machine takes used to open with an attack's raw damage — the number the skill starts from, before its own multipliers are applied. It made some of the hardest-hitting skills look pathetic: a technique reading "Raw Damage: 0.8" had, in reality, just taken 9.6 HP off the dummy.

Readings now lead with the damage actually dealt. The health the attack really took off comes first, in red, and everything else — raw damage, skill multipliers, projectile strength, accuracy — follows behind it as the breakdown that produced it.

The same order applies everywhere a reading shows up: the line in chat, your Damage Lab tab, and the machine's View History. The old "Delta" reading is now just called Damage Dealt, because that's what it always was.


🧹 Classic Interface: No More Mystery Boxes

The event markers in the Sense and Scan tabs were using symbols the classic interface can't actually draw — so instead of a neat little icon next to each name, some of you were getting a blank box.

The classic tabs now use plain text markers that render properly everywhere. Same information, same layout, just readable. The new interface keeps its icons.


🤖 Seven-Three: Copy Protocol And Fighting Style Techniques

Copy Protocol worked fine on the vast majority of techniques — but it had a blind spot with fighting style techniques specifically.

Wrestling, Crane, Turtle, Swordsman, Executioner and the rest all lock their techniques behind having that style. Copy Protocol replicated the technique but replicated that requirement along with it — and Seven-Three doesn't have anybody's fighting style. So those particular copies landed in your slot, looked completely usable, and then refused to fire. You lost the copy and the slot until the buffer degraded.

Techniques that expect a weapon in your hands (an axe, a sword) fell over the same way.

A replicated technique is yours now — it doesn't ask you to have the original owner's fighting style or their weapon. If you copied it, you can fire it. Everything else Copy Protocol already handled is unchanged.


🔒 NPC Options No Longer Vanish On You

If you didn't meet the requirements for something an NPC offers, that option simply wasn't there. No greyed-out entry, no note, nothing — the line just didn't exist.

Which meant there was no way to tell the difference between "you're not ready for this yet" and "this is broken". Talking to the Supreme Kai and finding Learn to Fuse missing entirely looked like a bug, not a locked door — and there was nothing on screen to suggest otherwise or hint at what to work toward.

Options you can't take yet now stay on the list, marked with a 🔒 and greyed out — and they tell you exactly what you're missing. The requirement is printed right on the locked option:

🔒 Learn to Fuse ⚠ You need Power Rank 15 or more and Base BP over 100,000.

You can also click a locked option and the NPC will tell you what you still need, then hand you the menu straight back — so a locked entry is a hint about what to chase next, not a dead end.

If an option has several different ways to qualify, it shows you the one you're closest to finishing, so you get a single clear goal instead of every alternative at once.

This is live on the Supreme Kai now — Learn to Fuse, Get Potential Unleashed, the Kai attempts and the Kai Trials all show up whether or not you can take them yet.

Server hosts choose this per conversation, so other NPCs may still hide their locked options.


🕺 Added Fusion Teaching

You can now teach someone to fuse with you.

The Fusion Dance has always needed both dancers to know it, which meant that unless your friend had gone and learned it themselves, the two of you simply couldn't fuse. Now you can take them on as a student.

How it works

Train with someone until they've built up student points with you, stand facing them, and use Teach — the Fusion Dance now appears in the list like any other skill you can pass on. It is expensive, as befits something this rare, and it sits on the usual teaching cooldown.

What your student actually gets

This is the important part: they learn your dance, not the dance.

  • They can fuse with you.
  • They cannot fuse with anyone else.
  • They cannot teach it to anyone.

They haven't learned the Fusion Dance — they've learned the steps that work with you specifically. Take that same student to a different partner and nothing happens. The dance itself stays as rare as it has always been; what spreads is partnerships.

You can take on as many students as you like, and each one is a separate pairing between the two of you. It sticks — log out, come back, your partners are still your partners.

Everything else is unchanged

If you and another player both genuinely know the Fusion Dance, you can still fuse with each other exactly as before — no teaching, no permission, nothing new required. Teaching is purely a way to bring in a partner who doesn't know it.

Bloodlines still matter, on both counts: you can only teach someone your dance could actually work with.

Hosts can switch teaching off entirely, or cap how many students one fighter is allowed.


🔁 Event Rotation: Out With The Zen Exhibition

The Zen Exhibition Match has been taken out of the event rotation. The two new events — The Bomb and Capture The Orb — take its slot.

It was a nice idea that nobody ever played. The match leaned on NPC fighters to fill it out, and those NPCs never behaved well enough to make it worth showing up for, so rounds opened to an empty arena more often than not. Rather than leave a slot in the rotation that everyone skipped, it now runs the two events that were actually built to be played by people.

Nothing else in the rotation changes — the Tournament, FFA, Team Elimination, Boss Rush and the rest all keep their places.

Rotation is host-configurable, so a server that wants the Zen Exhibition back can simply put it back.


💞 Fusion Bonds — Your Fusion Levels Up

Fusing with the same person over and over makes that fusion stronger.

Every pairing now has its own bond, and it levels up like anything else you train. It is entirely per-partner — your bond with one friend says nothing about your bond with anyone else. The two of you build that one together.

It grows from what you DO together

The bond ticks up slowly the whole time you're merged — but that trickle is the floor, not the point. Standing around fused will get you there eventually; it'll take a very long time.

What actually builds a bond is using the fusion:

  • Earning rewards is worth the most by far — events, bosses, quests, tasks. Anything the fused warrior earns feeds the pairing, and the bigger the reward the bigger the gain.
  • Every bit of EXP and combat points the fusion earns adds to it.
  • Using your techniques trains it too — each time one of your skills gains mastery while fused, the bond gains a little as well.
  • Taking people down is worth a lot — kills most of all, knockouts close behind. It only counts on opponents you'd have been rewarded for anyway, so there's nothing to farm here that you couldn't already.
  • The Hyperbolic Time Chamber is the single best place to train a fusion. It's where Goten and Trunks perfected theirs, and it shows — every moment you spend fused in the rift pours into the bond. The Gravity Warzone does the same on a gentler scale.

So a pairing that goes out and fights, clears events and earns things together will outlevel one that sits in a corner many times over. You'll see it level mid-fusion, with both of you told at the same moment.

Split up and it's safely banked on both of you. Neither of you needs the other online to keep it.

What a bond gets you

As the pairing levels:

  • Your fusions last longer.
  • The fused warrior hits harder.

A pair who've fused a hundred times are a genuinely more dangerous fusion than two people trying it for the first time — same characters, better bond.

Where to see it

The Progression tab has a new 💞 Fusion section, sitting alongside Body, Skills, Daily Tasks and Transformation. It lists every partner you've ever fused with, strongest bond first — each one showing their name, the bond's level, a progress bar to the next, and how many times the two of you have fused. Click any of them to open it up and see exactly what that bond is currently worth.

Your bonds also appear on the Transformation Mastery window underneath your forms, since a fusion is a transformation like any other. Take a pairing all the way and it reads PERFECTED.

Hosts can tune how fast bonds grow, what each level is worth, and how high they go — or switch the whole thing off.


🌍 Fixed: Automatic Organization Events Were Switched Off

Invasions and wars can be sparked by the world itself — you don't need somebody with the rank to declare one. The system picks two organizations that are active, warns everyone, and starts a planet invasion between them; every couple of invasions it escalates into a full war. You defend or you capture, exactly as if a player had declared it, with all the same scoring and rewards.

It has been switched off this whole time. Not rate-limited, not rare — disabled, so it has never fired once. If you've never seen a war start on its own, that's why.

It's on now.

What to expect

  • Conflicts start on their own during quiet stretches, with a warning first so both sides can scramble.
  • They won't interrupt anything — no auto event will start while a world event or another organization event is already running, and there's a minimum gap between them.
  • There's a grace period after a wipe, so nobody gets dragged into a war before they've had a chance to settle in.

This was the fix for the emptiest stretch of a fresh server — the days right after a wipe when nobody has the standing to declare anything yet. It should have been doing that all along.

Automatic invasions now give attackers time to actually get there

An invasion you declare yourself starts with you already standing on the zone. One the world starts has nobody there at all — both sides have to notice the announcement and travel.

That wasn't accounted for, and it showed immediately: defenders who happened to be home walked into the zone, nobody had reached it yet, and the invasion was called a successful defence in about four minutes — against an attack that never had the chance to arrive.

Automatic invasions now wait much longer for attackers to show up before calling it a no-show, and they're slower to fizzle out if the zone empties after the first clash — so a wiped attacking force can regroup and run back instead of handing the planet over. Invasions you declare yourself are unchanged.

Hosts control all of it: how often, how much warning, how many members an organization needs online, how many invasions before a war, how long an automatic invasion waits for attackers — or switch it back off.