Fusion, Wars Rebuilt, Real Trading & More
Fusion is back on and Dragon Ball wishes are restored, plus a full backlog since the 11th: Wars rebuilt from the ground up, King of the Hill, real player-to-player trading, Special Reincarnation and Stat Focus reworked, Dragon Ball hunts as full events, a Friends list, and a big pile of quality-of-life and performance work.
🫂 FUSION IS BACK ON
Fusion is switched on again — both the Fusion Dance and the Potara.
The Supreme Kai will teach it, and he's selling it once more. He won't just hand it over: prove yourself in his trial first, and the secrets of fusion are yours to buy.
Everything in the fusion rework below still applies — your inventory comes back with you, the passenger can follow the fight, and the two of you can trade places mid-fusion.
🐉 DRAGON BALL WISHES ARE BACK
The Earth and Namek dragons had gone quiet — summon them and the wish list came up empty or full of nonsense, so a full set of Dragon Balls bought you nothing.
Both wish lists are restored, every wish intact: Immortality, Revive, Restore Planet, Restore Galaxy, the skill wishes, and the rest of them. Gather seven and the dragon has something to offer again.
🗺️ NEW MAPS
Four new worlds, each built for an event:
- Super Heaven — the Heaven Dragon Balls event
- Sand Land — the Cerealian Dragon Balls event
- Demon Realm — the Demon Dragon Balls event
- Future Desert — the Desert War event
🤝 FUSION STATS READ PROPERLY NOW
A fused character's stat ratings — the High / Very High / EXTREME labels — weren't taking the fusion into account, so a fusion's numbers went up while its ratings sat exactly where they were before. They line up now.
🌍 PLANET EATER BUFFS
Two fighting styles
Planet Eaters now have the Mage style innately — for free, permanently — and can still go and train a second style on top of it. Everything gated behind Mage works for them from the start, and whatever they train works alongside it.
Tougher
+10% durability and +10% resistance.
⚠️ Already playing a Planet Eater? Redo your stats for the new values to take effect — they apply when your stats are set up.
🛡️ YOUR OWN KI BARRIER NO LONGER TRAPS YOU
Raise a Ki Barrier as a Planet Eater and you were sealed inside your own cage along with everyone you'd just caught. Now you can move through your own barrier freely, in or out — and only yours. Everyone else, including another Planet Eater, is still shut out.
And your barrier is as strong as your energy
The wall used to be the same strength for everyone, no matter who raised it. A Planet Eater's barrier now scales with their energy efficiency — triple the energy, triple the wall.
(Server hosts can turn the walk-through part off if they'd rather barriers trap everybody, and they can give this to any custom race they build.)
🤖 TSUJIN CAN USE THE TECHNICIAN STYLE
Tsujin — both the normal race and Baby — no longer need cybernetics to use the Technician fighting style. Its skills and its passives all work on a Tsujin body as it is.
The style was built around installed cyber parts, which never made sense for a race that's already a machine. Arale was let through, Tsujin wasn't.
Server hosts: any race can qualify
There's a new passive — Synthetic Body — that says "this body is machinery in its own right". Anything holding it gets the full Technician style with no cybernetics required. Hosts can give it to any custom race they build, so a robot race of their own invention works exactly the same way.
Technician passives fixed while we were in there
- Backup Systems and Explosive Contingency both used to fire once and then go quiet for the rest of your session. Both re-arm properly now.
- Their cooldowns were random — anywhere from 20 to 40 seconds — and Overclocked Reflexes was random too. All three are flat, predictable numbers now, and hosts can tune each one.
🔧 TECHNICIAN: BACKUP SYSTEMS ACTUALLY KEEPS WORKING
Backup Systems — the Technician repair that kicks in when you're hurt — fired once and then went quiet for the rest of your session. The only way to get it back was to reconnect.
Fixed. It re-arms on its own now, every time, for as long as you're playing.
And its cooldown is a real number
The wait between repairs used to be random — anywhere from 0 to 35 seconds. Sometimes it was back instantly, sometimes it felt broken, and nobody could tell you what it actually was.
It's a flat 30 seconds now. Server hosts can change that if they want it faster or slower.
🤖 SEVEN-THREE: COPY PROTOCOL FIXES
Copy Protocol is off cooldown in 5 seconds
It used to sit on a 90-second cooldown after a successful copy (30 on a miss), which left Seven-Three standing around doing nothing between steals.
It's 5 seconds now, either way. The point was never to ration the scan — the technique you steal brings its own cooldown into the slot, and that's what actually limits you. Go and take things.
Charged techniques finally work when you copy them
Copy a skill you have to hold to charge — and it fired at the weakest possible strength, every time, no matter how long you held the key.
Held techniques check whether you're holding their button, and a copied skill isn't on your hotbar — it's sitting inside the copy slot. So the game looked for a button that wasn't there, decided you weren't holding anything, and fired instantly at minimum power.
Now it watches the copy slot's own button. Hold it and the stolen technique charges exactly like it does for the person you took it from — full power included.
🦍 PRIMAL TITAN STARTING STATS FIXED
Primal Titan's starting stats were off. They've been redone:
- +30% max energy
- +10% strength
- +10% force
- +13% resistance
⚠️ Already playing a Primal Titan? You'll need to redo your stats for the new values to take effect — the change applies when your stats are set up, so an existing character keeps the old ones until then.
🎒 NO MORE WEARING THE SAME ITEM TWICE
Some special items existed twice over without anyone realising. The shops sold one version, boss drops and drop tables gave out another — same item, same name, same effect, but the game treated them as two unrelated things.
So if you got a Turtle Shell from a boss and bought one from a shop, you could equip both at once and get the item's effect twice. Same for Piccolo's Turban, the Z Sword, Saiyan Armor, Korin's Staff and the rest.
That's over. The game now knows the two versions are the same item. Equip one and the other simply won't go on — you'll be told which one you're already wearing.
If you were already wearing two
Next time you log in, any doubled-up pair comes off — both copies — so nothing is being counted twice any more. You'll get a message telling you which item it was.
You don't lose anything. Both copies are still yours, sitting in your inventory. Just re-equip whichever one you prefer, and you're done.
🛠️ RANKS NO LONGER BREAK YOUR SKILLS
A long-standing one: take a rank — Kaio, Kaioshin, Guru, Demon Master, any of them — while you already knew some of what it hands out, and those skills stopped working. Fly, Power Control, Sense, Telepathy: dead until you relogged, then fine again as if nothing had happened.
Ranks were handing you a fresh copy of every skill in their list without ever checking what you already had, so you ended up holding two of the same skill. The relog "fixed" it because logging in clears out duplicates.
Now a rank only gives you what you don't already have. Skills you'd already learned are left exactly as they were, and nothing needs a relog.
Things that are supposed to stack still do — a rank that hands out a senzu still hands you one when you're already carrying some.
⚖️ RACE BALANCE CHANGES ARE PUBLIC NOW
Transformations have had a Recent Balance Changes feed for a while — every tweak, old value → new value, who did it and when. Races didn't really have one: the page existed, but ordinary race edits were never being recorded, so it sat there nearly empty while races quietly changed underneath you.
Now every race change is logged. Edit a race, publish an override, create or delete one — each writes a row showing exactly which fields moved and what they moved from and to. It's on /races under Recent Balance Changes, and staff get the same feed on the admin side.
Your server can tell you in Discord
Server hosts get a Push a balance change panel on their server page. They tick the changes they want to announce, add a note if they want to explain themselves, and it posts to their Discord — race by race, field by field, old → new. Anything already posted drops off the list, so you won't get the same change twice.
Global changes show up for every server, since every server inherits them.
↩️ REPLY STRAIGHT FROM THE MESSAGE
Telepathy: click Reply
Someone telepathies you. Answering used to mean opening your Skills tab, finding Telepathy, picking their name out of the player list, and typing — three steps to answer a line already sitting in your chat.
Now the message itself carries a ↩ Reply button. Click it, a box opens, type, done. It goes straight back to whoever sent it.
(You still need the Telepathy skill to reply — the button only shows up if you have it.)
Direct messages show up where you're actually looking
A DM used to land in the DM tab and glow, which is no help if you're reading All like most people. Now every DM you receive shows up in All — sender, what they said, and a ↩ Reply button — every time, even while you've got the conversation open in the DM tab.
Press Reply and two things happen: the conversation opens in your DM tab, and a box opens for your answer. No hunting for the thread first.
One button, one place: All is where the Reply lives, so there's nothing to hunt for and nothing doubled up.
Log in with unread messages and you get the same treatment — the notice tells you who wrote, and if it's one person there's a Reply button on it.
⚙️ ONE SWITCH FOR THE WHOLE INTERFACE
There were two switches deciding how the game looks, and they didn't talk to each other. One picked your stat panel — new or legacy. A completely separate one (hidden in a verb, never in Settings) decided whether menus opened as panels or as plain text boxes. You could end up on the old stat panel with new menus, or the other way round, and turning "the new HUD" off meant finding both.
Now it's one switch. New stat panel means modern everything — panels, menus, prompts. Legacy stat panel means classic everything. Pick a side, the whole game follows.
And you can't miss it
It's the first thing in Settings: a big button that says exactly what you're on and what it'll do — TURN THE NEW HUD OFF or TURN THE NEW HUD ON. Turn it off and Settings hands you straight back to the classic list; the way back is at the top of that list, spelled out the same way.
If your server host has everyone locked to the new interface, the switch says so instead of quietly not being there.
Search your settings
Settings has a search box now. Type "hud", "chat", "trade" — the list filters as you type. Fifty-odd options across ten sections is a lot to scroll when you know exactly what you're after.
🎯 STAT FOCUS, REWORKED — FOCUS AS MANY STATS AS YOU LIKE
Stat Focus decides where your training goes. Until now it was all-or-one: Balanced, or a single stat, chosen from a plain little text box. Want to build Force and Reflex? Tough — pick one.
That's gone.
Focus as many stats as you want
Pick one. Pick three. Pick six. Your training splits evenly across whatever you've chosen, and everything else stays where it is.
The total you gain is exactly the same either way — focusing decides where it lands, not how much you get. So:
- One stat focused — it grows 7× as fast as it would on Balanced
- Three focused — each grows about 2.3× as fast
- All seven focused — that's just Balanced again
Build a pure Strength monster, a Speed/Reflex duelist, or anything in between, without giving up the ability to change your mind.
A real panel instead of a text box
Stat Focus now opens a proper screen. It shows you, at the top, exactly what you're training right now and how fast each focused stat is growing. Under that sit all seven stats, each with what it actually does and where yours is currently sitting — so you can see the gap you're trying to close before you commit.
Every stat has two buttons:
- FOCUSED / OFF — flip that stat in or out of your focus
- ONLY — drop everything else and pour it all into that one stat
And Balanced is always one click away at the top if you want to go back to growing everything evenly.
It remembers
Your focus saves with your character. Log off mid-build and you come back training exactly what you were training.
If you already had a single stat focused, it carried straight over — you're focusing that one stat, and now you can add more to it.
Also here
Meditation's knowledge training toggle (and magic training, on servers that run it) has moved into the same panel, instead of hiding at the bottom of the old list.
Playing on the classic interface? The old text box still works, exactly as it always did.
🎲 SPECIAL REINCARNATION, REWORKED
Special Reincarnation has been rebuilt from the ground up — how a rolled race is stored, how long it lasts, and how obvious it is when you get one.
Your race is held by the server
A race you roll is now tracked server-side rather than being tied to the moment you rolled it. Take your time deciding: log off, come back tomorrow, and it's still waiting for you.
Every race rolled from this update onwards is held this way, so everything below — the waiting, the stacking, the gold cards — applies to anything you win from here on.
It doesn't vanish because you picked something else
This is the big one. You'd roll something rare, decide you fancied playing something else this time, and that was that — the race was gone for ever.
Not any more. A race you won stays yours until you actually pick it. Choose something else and it's still there next time you remake.
They stack
Special reincarnate ten times, roll four races, and all four are waiting in your list at once. You don't have to spend them one at a time or in order — take whichever you want, whenever you want, and the rest keep waiting.
(Server hosts can switch this back to the old "use it or lose it" behaviour if they prefer that pressure — it's off by default.)
✨ You can actually SEE it
With thirty-odd races in the list, a won race could blend in with everything else. Now it's impossible to miss:
- It's moved to the very top of the race list, before everything else
- The card is gold and glows, pulsing away on its own
- It's stamped with a ★ YOU WON THIS badge
Win more than one and they all sit up there together, in gold, waiting.
Staff-gifted races get exactly the same treatment — if someone hands you a race, you'll see it just as clearly.
Nothing counts until you're finished
Picking a race only counts once your character is fully made. If you disconnect part-way through, or the server restarts at an awkward moment, your race is still waiting when you come back.
🤝 REAL TRADING IS HERE
Trading in this game used to mean dropping your stuff on the floor and praying. No more.
Trade Items — safely
The Genetics Computer now offers Trade Items: a proper trade window between you and the other player. Pick items from your inventory, watch what they put up, and when you're both happy — accept and confirm. Everything moves at once, or nothing moves at all. There is no moment where they're holding both halves of the deal.
And the window fights the scams for you:
- Every item shows what it really is underneath its name. Renaming a piece of junk to look like something rare does nothing here.
- If EITHER side touches their offer — adds something, removes something — both accepts reset. The last-second switcheroo is dead.
- Walk away, log out, get knocked out or go AFK too long and the trade simply cancels. No half-deals.
Trade Characters — with your eyes open
Mind Swap is now Trade Character, because that's what it always really was — and now you can actually SEE what you're trading for. A split-screen window shows both characters in full: their picture, their stats, every skill and every item they own, how old the character is, and — glowing in gold — whether they're a special race, plus whether they carry the special-reincarnation blessing.
Both of you have to accept AND confirm before anything happens, you watch each other do it live, and giving away a special race still demands typing TRADE — that protection isn't going anywhere.
Switching between your own characters on your own accounts still works exactly like before — quick and painless, no ceremony.
Every trade — attempted, refused, completed — is recorded, so "he took my character" arguments get settled with facts. Server owners can also have completed trades announced to their Discord, and can customise which stats the trade window shows.
🌟 THE MAKYO STAR
The planet in space called "Nameless" finally has its name: it was always the Makyo Star — look at it. Renamed everywhere: in space, on the nav, on kai teleports, the lot.
And it does something now. Makyo-blooded fighters standing on the Makyo Star are ALWAYS under its influence — the regeneration surge, the swollen energy reserves, the harder hits, all of it, without waiting for the star to swing into range. Off-planet, the star's cycle works exactly as it always has. The home ground advantage is real: fight one there at your peril.
It comes and goes with the star
The planet now keeps the star's schedule. When the announcement says the star is out of range, the planet is gone from space — nothing on the nav, nothing to fly to. When it swings back in, so does the planet, right where it was. Anyone already on the surface stays; getting there is what has a window.
So the Makyo Star is now something to plan around: a homeworld that's only reachable a third of the time, where its natives never lose their edge. (Server hosts can pin it permanently in space if they prefer.)
⚔ WAR CHANGES
Arena wars are a race to 60
The Desert War arena is now first side to 60 points wins. Hit 60 and the war ends there and then, with the announcement to match — no waiting out the clock because you're already twenty points clear.
If nobody reaches 60, the 30 minute timer still decides it. So it's whichever lands first: sixty points or half an hour.
Open-world wars leave the rest of the game alone
A war happening out in the world no longer puts everything else on hold. Events, your own plans, whatever you were in the middle of — it all carries on around the war instead of being locked off because two sides are fighting somewhere.
If you want in, go to it. If you don't, your night isn't cancelled.
Wars are 30 minutes
Both kinds — open world and arena — now run 30 minutes.
A dead war ends itself
If neither side scores for ten minutes, the war calls it rather than running down a clock nobody is fighting over. No more standing around waiting for a timer on a fight that finished a while ago.
✨ Also in this update
Sturdier record-keeping
Behind the scenes, the game's logging has been put on more reliable footing — so staff have a complete picture of what happened and when.
🔓 THE FORM YOU EARNED AND NEVER GOT
Some characters have been walking around meeting every requirement for a transformation and never being given it. Not "the requirement is higher than you thought" — genuinely earned, genuinely past the bar, and the game handed them nothing. No form, and nothing in the skill list to show for it either.
The cause was two records of the same thing drifting apart. The game kept a note that said you have this form, and separately kept the form itself. Certain things — redoing your stats, most of all — could keep the note while losing the form. From then on the note was enough to convince the game you already had it, so it stopped ever offering it to you. Anger all you like: it looked at the note, decided you were sorted, and moved on.
That's fixed, and it fixes itself. A form you can't use no longer counts as a form you have. If this happened to you, the next time you get angry you'll be given what you were owed — you don't need to ask anyone, and nothing needs to be handed to you by hand.
If you'd been quietly assuming a form was just out of reach, it may be worth getting into one more fight.
🐉 DRAGON BALL HUNTS: SIGN-UPS YOU CAN ACTUALLY SEE
Hunt sign-ups only ever reached you as a popup and a line of chat. Miss the popup — or dismiss it by reflex, the way everyone does — and the whole thing went past you.
Now a hunt opening for sign-ups lights up the Event tab and keeps flashing until you look, exactly like every other event. The tab carries a card with the ball count, how many hunters have joined, a live countdown to close, and a JOIN THE HUNT button right there. Join from the tab, watch the number climb, and the card flips to confirm you're in.
Somebody actually wins now
A hunt used to end by naming the MVP — whoever caused the most damage — and that was it. The person who gathered all seven balls and summoned the dragon, the one who actually won, was never mentioned.
The finish now opens with the winner: who summoned the dragon, which dragon it was, and what they wished for. The MVP still gets their moment right after, which is the right way round.
The closing line also reads like a sentence now instead of a status code.
⚔ WARS: SHORTER, AND THEY LET GO OF YOU
Wars now run 30 minutes, both in the open world and on an arena map.
An open-world war no longer takes the rest of the game hostage. Everything else you might want to be doing carries on around it rather than being locked off because a war happens to be running somewhere.
And a war that has stopped being a war now ends on its own. If neither side scores for ten minutes, it calls it rather than making everyone stand around waiting out a clock nobody is fighting for.
✨ Also in this update
The demon hunt knows where it is
The demon Dragon Ball hunt has been announcing itself on a planet that hasn't existed under that name for a long time. It now says Demon Realm, which is where you've been fighting the whole time.
👑 NEW EVENT: King of the Hill
Six locations. One at a time. Everyone.
A beacon lights up somewhere on the map and the entire server is invited. No sign-up, no waiting room, no arena — just a patch of glowing ground and whoever is standing on it. Get more of your people up there than anyone else has and your capture bar starts filling. Fill it and the hill is yours…
…and then it moves. Somewhere else entirely. And everybody runs.
Six hills, one after another, and whoever has the most points when the last one falls takes the whole thing. Every side's final score gets posted at the end, along with the MVPs.
Your side
Your organization is your team. That's it — no roster to join, no invitation. Log in halfway through and you're already fighting for your planet. If you're not in an organization you're sitting this one out, so if you've been meaning to join one, now is the time.
Nobody dies out here
This is a fight over ground, not a corpse run. Take a beating and you get knocked down, not killed — you sit it out for a bit, then get back up.
But you get up on a fraction of your bar, not a full heal. The fight you pick straight after getting up matters as much as the one that put you down.
The War Relic
Every few minutes a relic surfaces out in the wilds, far from the fighting.
Channel it — which takes several seconds, turns the ground green, and announces to the entire server exactly where you are and what you're doing — then run it back to the live hill. It slows you down the whole way. Everyone will be coming.
Bank it and it's worth a pile of points and a huge shove on your capture bar. Enough to steal a hill you'd already lost.
Surges
Every so often the event throws something at the map:
- ⚡ Power Surge — everything the hill pays multiplies
- 🩸 Blood Frenzy — every takedown multiplies
- 🎯 Bounty — a price on the head of somebody from the side that's winning. If you're behind, this is your way back in. If it's your name — good luck.
- 💎 Emergency Drop — a relic, right now
- 🌀 Snap Relocation — the hill isn't waiting for you
And the final hill of every event is worth double. It's never over.
Knowing who to hit
It's the open world, so everyone is standing next to everyone. The game makes it obvious:
- Red markers float over every opponent near you
- Sense and Scan split into your team and theirs, at a glance — classic interface and new
- Radar blips change colour by side
- Lock onto someone and you're told straight out whose side they're on — and whether they're carrying the relic, standing on the hill, or worth a bounty
You also can't hurt your own side.
The Hill tab
A new 👑 Hill tab appears when an event starts and tells you everything: where the hill is right now and how far you are from it, every side's capture bar, who's standing up there, where the relic went, who has a price on their head, the full standings, and your own contribution. Click any name to target them. There's a Where's the hill? button for when you've completely lost the plot.
Hosts choose where the hills are, how long each one lasts, how fast they capture, whether real deaths and lives are switched on, what every moment pays out, and which surges can fire. They can also run it with randomly drawn, power-balanced teams instead of organizations — useful when one planet has half the server on it — or as a total free-for-all.
Also in this update: the automatic events that fire on their own are now split between the two — sometimes the hills light up, sometimes it's a one-on-one planet invasion like it always was. They're different fights and both are worth having, so neither one takes over. Invasions you start yourself are completely unchanged — same target, same capture zone, same rules.
⚔ Wars, rebuilt underneath
Wars used to be one thing: your organization against another organization. The whole machine has been rebuilt so that a war is now defined by who the sides are — and your organization is just one answer to that question.
Nothing about the wars you already fight has changed. Same declaration, same War tab, same objectives, same rewards. What's changed is everything a war can be.
New: a war between any sides at all
Your server's hosts can now run a war where the sides are drawn at random and balanced by power — handy when one planet has half the server on it — or where everybody fights for themselves. It can be fought across the open world like a normal war, or on a single sealed battlefield everyone is pulled onto.
There's a new ⚔ Battle tab for those, showing every side's score, the objectives in play, the marked targets, and where your own people are.
Wars where nobody has to die
Hosts can now switch death off for a war entirely. Take a beating and you're knocked down, not killed — you sit it out, then get back up on a fraction of your bar. Or they can leave death on but give everyone lives: burn through all of them and it's a real death, with a long walk back that no revive will shorten.
Hills, in the middle of a war
The King of the Hill locations can now light up during a war. Holding one ticks points to your side, capturing one banks a chunk, and then it moves — a second front opening up in the middle of everything else.
Marked heads, packages, and a battlefield that pays more
All the things a war already had are now switches a host can turn on for any kind of war: High Priority Targets with a bounty on their head, the package you have to channel, carry and deliver, and a rotating high-priority battlefield where everything you earn is multiplied.
Wars fought somewhere else entirely
A war can be fought on its own map, away from the world — everyone sent in, everyone sent home at the end. Those arena wars are a full war now, not a plain deathmatch: the hills light up on the arena map itself, and the package drops there too, with each side given its own delivery point.
And it doesn't have to be a purpose-built arena. A war can also be held on a map that already exists in the game — including the enormous ones, and the ones you can't normally get to. Everyone is pulled there when it starts and put back where they were when it ends.
Wars and hill events on a timetable
Servers can now put King of the Hill and Team Wars on a fixed schedule the same way the big Global War and the Black Star hunt already were — including starting one on a freshly wiped world, so the fight happens over clean ground with nobody's buildings in the way. It announces itself and counts you down first.
Nothing changes about starting them any of the other ways.
Pick a war off a shelf
Wars used to be one set of numbers, buried in one config, shared by every war on the server. Now a war is a named type your hosts build and keep — its own length, its own scoring, its own objectives, its own battlefield, its own rewards — and they can keep as many as they like. A short brutal one for a weeknight. A sprawling one for the weekend. A knockout-only one where nobody loses anything.
The same goes for organization wars and invasions: both are named types now too, so a host can tune how a war between two organizations actually plays instead of accepting one setting for all time.
The Desert
Arena wars ship with a purpose-built battlefield — a huge open desert, and the default for any war fought on its own map. Two bases, a lot of ground between them, and nowhere to hide.
Signing up, and the bell
An arena war now opens a sign-up window with a JOIN button — in chat, and on the Battle tab, which flashes to get your attention. Only the people who signed up get pulled in. Nobody standing in a shop gets teleported into a war they didn't ask for.
Getting back up somewhere sensible
Go down in an arena war and you now get back up at your own side's base rather than in the middle of the people who just dropped you. Standing up on a fraction of your bar surrounded by the enemy was never a second chance, it was a queue.
Nobody drags you out of a fight
While you're in a war, the events that normally invite the whole server — the tournaments, the free-for-alls, the boss rushes, the Bomb, Capture The Orb, the Dragon Ball hunts — stop inviting you, and won't take you if you try. Being teleported off a battlefield mid-fight, leaving your side a man down with no way back in, is not a thing that happens any more.
Hills stopped landing on the planet terminal
If a server hasn't hand-placed any hill locations, the game works them out from the planets themselves — and it was putting the hill exactly on the planet's terminal. The invasion point. The bank. The middle of the owning organization's base. Every time, the same tile, so the "it moves and everyone runs" part of a hill event quietly didn't happen.
Now the planet only decides which planet. The hill itself drops somewhere open on that same ground, well clear of the terminal — and it picks a new spot every time it comes round, so no two hills in an event are the same place. Hand-placed hill locations are untouched: if an admin put a hill somewhere, it stays exactly there.
War hills stay on the war's planets
An open-world war pulled its hills from the server-wide King of the Hill list, so an Earth-vs-Braal war could light one up on Puranto — a planet neither side is on, belonging to an organization that isn't even in the fight, asking both armies to fly somewhere else for an objective.
Hills now light up on the warring sides' own planets. If neither planet has any hill points set up, it falls back to the full list rather than dropping hills from the war entirely. (Arena wars are unaffected — those hills come from the battlefield itself, as they always did.)
👑 FIGHT FOR THE THRONE
A planet's crown can now be settled the obvious way: everyone in the organization, one battlefield, the winner becomes King.
Hosts choose what kind of fight it is — a last-man-standing brawl on an arena map, a timed points war, anything they can set up as a war type. Everyone in the organization who's online and free gets pulled in, and it's every player for themselves.
Win it and the planet is yours to run. Nobody wins it and nothing changes — an empty throne stays empty, and a sitting King keeps his seat.
🏷 PLANETS FOR SALE GET ANNOUNCED
Putting your planet on the market used to tell your own members — the people who already live there. The buyer is, by definition, somebody else.
A planet going up for sale now announces to the whole server, with its price, whether an admin listed it or the owner did. Taking it off the market announces too, so nobody keeps saving up for something that's gone.
The price shown is the full price. A planet can cost more than resources — whatever else your hosts have put on it — and the announcement says so.
No more waking up on a dead battlefield
If you logged off during an event fought on its own map and came back after it had finished, you stayed there — alone, on a map nobody else could reach. You now get sent back to spawn when you return, with a line telling you the event ended.
Log back in while the event is still going and nothing happens to you, obviously — you get put back into the fight.
⚡ SURGES CAN HIT WARS NOW
The hill event's surges — the windows where everything suddenly pays double, or a price appears on someone's head — can now fire during wars too, both kinds.
- ⚡ Power Surge — every objective pays multiple for a while
- 🩸 Blood Frenzy — every takedown does
- 🎯 Bounty — a price on the head of somebody from the side that's winning. If you're losing, that's your way back in. If it's your name, good luck.
Off unless your hosts turn it on, and they choose how often, how big, and which ones can fire. Wars have been scored the same way for a long time and this would change the maths of every one of them, so nobody gets it by surprise.
The capture bar is ON the hill now
The percentage only existed on the tab — so to find out whether you were actually winning the hill you were standing on, you had to look away from the fight.
It now floats over the middle of the hill, in the capturing side's colour, with their name under it. When it's deadlocked it says CONTESTED instead of a frozen number. When nobody's up there it keeps showing whoever was ahead, so you can see your progress bleeding away while you run back.
In King of the Hill and in both kinds of war that use hills.
Just walk into the package
Picking up a war package meant stopping and clicking it — the one objective the whole server is sprinting at, and you had to aim a mouse at it. Walk into it and the pickup starts. Clicking still works, and so does the grab key; all three do the same thing now.
Same for the War Relic in King of the Hill.
Nothing else changed — it's the same channel, the same timer, and the same rule about who's allowed to take it. Walk past one you can't pick up and it just ignores you instead of telling you off.
Nothing spawns on your base any more
Packages, relics and hills no longer land on ground a player built. Dropping a war objective inside somebody's home turned their front door into a target — the whole server gets told to come and stand on it, and you either lose your base to a fight you never asked for or win because you happened to build a wall in the right place. Neither one is a war. Open ground only now, everywhere: both kinds of package, the hill event's relic, and the hills themselves.
Invasions during a war don't care about your rank
Being the wrong rank used to stop you launching an invasion — even mid-war, with the window open and the INVADE button flashing on your own tab. So an organization could sit and watch its own war objective expire because the people online happened to be recruits.
Inside a war, that requirement is now waived. Outside one it's unchanged: rank still matters for starting an invasion out of nowhere, which is the thing it was always there to prevent. (Hosts can put the old behaviour back.)
"In a cave"
Somewhere on a different layer of your planet — down a cave, inside a ship, in someone's home — used to show up on the event tabs as a planet name and a pair of coordinates. Which reads like a real place, sends you to those numbers on the surface, and there's nothing there.
It now just says In a cave, the same way Sense and Scan always have. Anything you can walk to still gives you a proper direction and distance — and something on a different planet still names the planet and its coordinates, which is what you'll need once you fly there.
The end-of-war scorecard knows who you were
If you'd logged off before the war ended, the results card printed you as "Someone" with no organization next to your name — and on a long war that was most of the card, sometimes including the MVP line.
Wars remember every fighter's name and side from the moment they take part now, so the card names everyone who was actually there.
Turning up late puts you where you're needed
Join a drawn-sides war after it's already started and you're now put on the side with the fewest people actually online, rather than the side with the shortest list. Those aren't the same thing — half a roster can be logged off — and the old way could stack late arrivals onto the side that already had bodies on it while the other side stood empty. Latecomers on an instanced battlefield also land at their own side's spawn instead of wherever the map felt like putting them.
Hills that know their place
Hills inside a war used to land the second the war started and come back twenty seconds after each one fell — so a war was a sprint between circles and nobody ever got to just fight. Now a war opens with a stretch of open battle, and every hill is followed by a real breather. It's an objective in the war again, not the whole war.
And when a hill is genuinely deadlocked — even numbers from both sides standing on it, nobody gaining — the game says so, tells you who's up there, and tells you how long before it gives up and moves somewhere else.
😤 Anger, fixed
If you've ever burned your anger early in an event and then spent the rest of it watching everyone else use theirs — that was a real bug, and enough of you said so that we went looking.
Anger's cooldown is much longer inside an event than it is out in the world. Longer than most matches, in fact. So getting angry once could mean going without it for the entire rest of the fight, while whoever saved theirs still had it.
Now:
- Every war — cleared for everyone at the bell, then the normal cooldown runs. You start the fight able to use it; what you do with it after that is your problem. It does not refresh every time you get up — spending it early should cost you something.
- Every dojo round, both fighters — a new round is a new fight, so it starts even. That covers tournament matches too, since they're fought as dojos. Note it does not refresh between lives inside a single round — spending it there is still meant to cost you.
- Free-for-alls leave it alone by default. There are a lot of respawns in one of those, and refreshing on all of them turns anger from a decision into a rotation. Hosts can switch it on if they want it.
Getting up off the floor
How much you come back with now depends on where you're fighting.
- Out in the world you get up on half your bar. There's a whole planet to break off into — you can retreat, heal, and come back.
- On a battlefield you come back whole. There's nowhere to retreat to; the fight is right there and it follows you. Getting up on a sliver in a sealed arena isn't a second chance, it's a queue to be knocked straight back down.
Both are host-configurable, per war.
Hills out in the world take longer to take
A hill on a sealed battlefield is a few seconds' run from everybody. A hill out in the world can be on another planet — you have to notice it, get to a ship or a beacon, travel, and land. Capturing one now takes substantially longer, so the people who take it are the ones who fought for it rather than whoever happened to be standing nearby when it lit up. Same for the King of the Hill event itself. Get moving; you have time to get there, but not time to waste.
🎯 Finding the fight
Wars are enormous and full of people who look exactly like everybody else. This update is mostly about fixing that.
An arrow to whatever matters
Objectives now put an arrow on the edge of your screen pointing at them whenever they're off-view. The live hill. The package — the crate while it's lying there, and then the person carrying it once someone picks it up. Your own delivery point while you're the one carrying. The marked head with a bounty on it. In a hill event, the relic and the bounty too.
They follow the thing, and they disappear the moment it stops mattering — the package gets delivered, the marked target changes, the hill moves.
…and the same thing on your radar
The arrows tell you which way to run. The sense radar now tells you where everything is at a glance: the hill, the package, whoever is carrying it, your delivery point, the relic and the marked head all show up as blips on your dial, in exactly the same colours as their arrows, with the big stuff drawn bigger.
They behave the way you'd want them to. The package changes hands and the blip follows the new carrier instead of blinking out. The hill moves and the blip moves with it. Someone carrying the package who's standing right next to you doesn't get two markers — their own blip just lights up as the objective. And these blips ignore your radar filters: if you've told the dial to show nothing but your target, you still see the hill, because the hill is the point.
Click one and it tells you how far away it is and which way to go.
Your opponents are marked
Every opponent near you now wears a target ring, on your screen only. In a normal two-sided war they're red — that's the whole message. In a free-for-all between several organizations each enemy side wears its own colour, because "everyone who isn't me is red" tells you nothing about who might turn on who.
Sense, Scan and the radar took a side
The Sense and Scan tabs now split a war the way they already split the other team events: your opponents first, then your own side, then everyone who isn't involved. Your radar blips are colour-coded the same way — blue for yours, red for theirs — so you can read a fight without opening anything.
And locking onto someone tells you which side they're on, plus the thing worth knowing about them right now: they have the package, they're the marked target, they're standing on the hill.
The Battle tab actually shows the battle
It used to show your own side and nothing else, which made a war full of people look like an empty server. It now shows the enemy too, with everyone's position given as a direction and distance — "Northwest 40" — instead of a pair of coordinates you were expected to do arithmetic on. Same for the hill, the package and the delivery point.
It's scoped to your map, so a server-wide war doesn't dump three hundred names into your panel; anyone further afield is counted in the heading instead. The hill event's tab got all of the same treatment.
Everything gets said out loud
Walk onto a hill and your side hears about it. Leave one and the enemy hears about it. Every callout says who's actually up there — "Red 2 v Blue 1" — so you know whether you're about to be outnumbered before you commit.
Event announcements are a clean, readable line again rather than a wall, they land in your All tab so you see them wherever you're reading, and the tab gives a quiet flash rather than stacking up an unread counter. Organization wars talk exactly like everything else now — they'd been left on the old format.
Watching from the dashboard? Events now report to the site as they happen — milestones in one feed, and a live play-by-play of knockouts, kills, orb captures, bomb passes and hill flips in another, so the two don't drown each other out.
Also fixed along the way: war kills were being announced twice in the world feed, a knockout could leave you permanently unkillable, and a few of the protections other events already had — no building or crafting in the middle of a battlefield, no getting yanked back to spawn mid-fight, wars being cleaned up properly on a reboot — now cover wars too.
🪐 Buying a planet, and what it costs
Planets that go up for sale can now be priced in whatever the seller wants — not just Resources. Z Points, Saga Tokens, Achievement Points, or a mix of several at once. Whatever the price is, you'll see the full bill before you confirm, and at the bank listing itself.
Worth knowing: a planet's requirements and its price are different things. Requirements are a door — you need to meet them to be allowed to buy at all, and you keep everything. The price is what actually leaves your pocket.
🔧 Also in this update
Planet job counts were lying to you. A planet's "jobs completed" total — and your own — quietly weren't being saved unless the job happened to pay Planet EXP. So planets where people had genuinely been grinding jobs were sitting there reading zero. Fixed; they count properly from now on.
Unfortunately the numbers that were never saved are gone for good, so every planet starts this one from scratch. Sorry — at least it climbs for real now.
Event results get posted properly. The Bomb, Capture The Orb, King of the Hill and every kind of war now post a full scorecard when they finish — the winner, the MVP, and everyone's numbers — the same way the tournaments and invasions already did.
Dragon Ball wishes are your server's to decide. Every hunt's wish list can be rewritten — wishes added, wishes changed, and whole new Dragon Ball hunts invented with a wish list of their own. The classic Earth, Namek and Demon wishes are untouched and still do exactly what they always did.
🐉 DRAGON BALL HUNTS CAN BE EVENTS NOW
The Earth, Namek and Demon hunts are exactly as they were. But a hunt can now be set up as a proper event instead — and it's a different animal.
It can happen anywhere
A hunt can be held on its own map, away from the world: everyone gathers, gets sent in, and gets sent home at the end. It can also be run on a map that already exists but you can't normally reach — somewhere the balls have no business being, and neither do you, until the hunt opens.
Sign up, then fight for them
There's a sign-up window with a JOIN link in chat. Depending on the hunt you either get in during that window or you can drop in at any point while it's still running.
Lives, and getting knocked out for good
This is the big one. In an event hunt you don't just die:
- Every death is a knockout — you're down for a few seconds, then back on your feet with only part of your health, energy and stamina. Enough to keep fighting. Not enough to be comfortable.
- Every knockout costs you a life.
- Run out and you're finished. On a hunt map, your dragon balls hit the floor and you're thrown off it — and you're not getting back in. Out in the world, you die for real and you stay dead for a long, long time. Logging out doesn't reset that clock.
Last hunter standing ends it there and then.
Everything you do is counted
Kills, knockouts, balls picked up, people you knocked out of the hunt entirely. At the end there's an MVP, and a full scorecard of everybody's numbers.
The hunt actually shouts now
Hunt announcements used to be one small line lost in the chat feed. They're now proper announcements — big, loud, and they tell you what actually happened. Drop someone carrying three Dragon Balls and everybody hears about it, including how many they just spilled and where the fight is. Eliminations, the last hunter standing and the MVP land the biggest of all.
Three more sets of balls
The hunt list is no longer Earth, Namek and Demon.
- ✨ Super Dragon Balls. The big ones. Their own world, their own dragon.
- 🟠 Cerealian Dragon Balls. A smaller, stranger set, with a dragon of its own and its own place to be found.
- 😈 Demon Dragon Balls, reworked — and moved. They've left the nameless waste they used to sit in for a proper Demon Realm.
What each of the new sets will actually grant is still being decided, and your server's hosts get the final say — every hunt's wish list is theirs to write.
A hunt is whatever the server wants it to be
Every part of a hunt is now a setting: how many balls, how far apart they scatter, which world they land on, which dragon answers, whether it's an open-world scramble or a sign-up event, how many lives you get, what it pays. Hosts can build new hunts that have never existed and put them in the rotation next to the classics.
And the rotation does what you tell it
Which hunt the world actually starts is now chosen, not guessed. Hosts pick which sets go into the automatic rotation, in what order, and how often — so the sets meant to be rare stay rare, and the ones nobody wants running never run. They can also be scheduled for a fixed time, or slotted into the arena rotation alongside the tournaments.
✨ QUALITY OF LIFE
A big pile of long-overdue fixes and comforts — several of them things that have been quietly broken or switched off for years. If you play on the classic interface, most of this is for you.
🪐 FROM SPACE, THE EVENT POINTS AT THE PLANET
Fly up during a war or a hill event and the objectives don't vanish on you any more. The hill, the package, the relic, the marked head — anything happening on a planet you're not standing on now puts an arrow on the planet itself, the one floating in front of you, so "where is this actually happening" is a direction instead of a guess. They show up as radar blips too.
Wars also arrow the planets in the war — your side's in one colour, theirs in another.
And the sense radar finally shows planets. In space with a Nav System, every planet you could fly to is a blip on your dial — the same list the Nav tab shows, gated the same way, so the two can't disagree. Event planets are drawn bigger and in the event's own colour, so a dial full of planets still reads "the war is THAT one" at a glance. You can switch planet blips off in your radar settings if you'd rather have the clean dial.
No doubling up, either: two objectives on the same planet give you one arrow, and if you've pinned a planet yourself, your pin stays and the event doesn't stack a second arrow on top of it.
The War, Battle and Hill tabs follow the same idea — from space they now give you the planet and a direction to fly, instead of surface coordinates you can't use until you've landed.
You can pin any planet yourself
Worth saying out loud, because it's been possible for a while and nothing told you: on the Nav tab, click a planet to pin an arrow to it. Click it again to take it off. The tab says so now.
💬 CLICKING A CHAT TAB POINTS YOUR TYPING AT IT
Open the Help tab and start typing and your message went wherever the send box happened to be pointed — usually Local. You had to notice the little dropdown and change it by hand before staff could hear a word of it.
Clicking a tab you can actually talk in now points your typing at it, the way Local and Global always did. Same for the new DM tab.
Read-only feeds — All, Combat, Gains, Events — leave the box alone, since there's nothing to point it at.
💌 OPEN A DM STRAIGHT FROM THE MESSAGE
A new direct message used to tell you it existed and then send you off to the Friends tab to go and find it. The notice now carries an OPEN CHAT button — click it, you're in the conversation.
✈ HOLD FLY TO LEAVE THE PLANET
You already tap your fly key without thinking. Getting off the planet was a separate errand — a skill buried in your hotbar, or a button on a tab you might not have open.
Now: tap fly and nothing has changed, it toggles flight exactly as always. Hold it for three seconds and you keep climbing, all the way to space.
Who can: anyone with Planetary Flight — this is a shortcut to a skill you already own, not a new one — or anyone the game is already showing a FLY TO SPACE button to, so wars, battles, hill events and planet jobs. Same permission, on the key your hand is already on.
Hold it without either and the game tells you what you'd need, rather than sitting there doing nothing.
It runs the same trip the button does, so you still get the stand-still countdown — and the Air Mask question, if you'd need one.
🚀 SPACE ASKS BEFORE IT KILLS YOU
Pressing Fly To Space with nothing to breathe through used to fly you up there and let you suffocate, which is a fine joke exactly once.
The button now checks first. If you can't survive up there it says so, and offers to sell you an Air Mask on the spot for its normal price — straight into your items, no shopping trip. Can't afford one? It tells you what you're short and lets you go anyway if you really want to; there are reasons to pop up and come straight back.
Nothing changes if you're already covered — a mask, the right race, or anything else that keeps you alive up there, and the button just flies you as before.
⚙ SETTINGS, REBUILT
Settings used to be one long list in a grey box. Around seventy entries, in no particular order, and you had to already know the wording to find anything.
Worse, every on/off setting took two slots. "Turn Knockback Off" and "Turn Knockback On" were separate lines, so the list rearranged itself every time you changed something.
It's a proper panel now.
Everything is grouped — Interface, Appearance, Combat & Forms, Social & Invites, Chat & Audio, Panels & Tools, Account — and every row tells you what it's currently set to before you touch it. Toggles flip where they stand instead of moving.
Same settings, same everything they do. You can just find them now.
(Playing on the classic interface? Nothing changes — you get the old menu, exactly as it was.)
👥 FRIENDS — an actual friends list
You've had a Friends button for a while. It opened the Party menu. That was funny for about a year.
Now it's real.
Right-click anyone — on your Sense tab, the Who list, anywhere their name shows up — and pick Add Friend. They get asked. If they say yes, you're friends, and you stay friends: through logging out, through relogging, through the server restarting.
Your Friends tab
Once you have one friend, a new Friends tab appears.
Everyone who's online sits at the top with a green dot and where in the world they are. Everyone else is below, dimmed, with when you last saw them — "3 hours ago", "2 days ago". And every single one of them shows their actual character, exactly as they look in game. Even the offline ones.
Talk to them
Right-click → Message, or hit 💬 on their row.
A DM tab opens with your whole conversation in it. Type in it and they get it. Their tab lights up the way the Help tab does when an admin replies. The history stays — come back tomorrow, next week, after a server restart, and it's all still there.
Message someone else and the tab switches to that conversation instead of piling up a tab per person. One tab, whoever you're talking to.
They don't even have to be online. Say your piece; they'll find it waiting.
Parties are still right there
The Friends button now just asks — friends, or party? Both are one click.
And if you invite someone into your party, you two become friends automatically. Everyone else in the party gets a friend request they can take or leave — nobody gets eight new friends for walking into a room.
While you're at it
- Your radar knows who your friends are now. The friend colour used to come from a list you had to type names into by hand. It reads your real friends list.
- Two new arrow options, off unless you want them: point me at my friends, and point me at my party. Handy when you're all trying to find each other. Whoever you're actually targeting still gets the red arrow — never two at once.
- You can block someone. They're off your list, they can't request you, they can't message you, and they're not told about any of it.
Friend rows work like anyone else's
An online friend's row is now a real player row: click to target them, shift-click to target and sense, right-click for the full menu — Mark Player, Observe, Telepathy and anything else you can do to a player from the Sense tab. The 💬 🎉 ✖ buttons still do their own thing without targeting anyone by accident.
Your friends' positions move in real time
The Friends tab shows where each online friend is, relative to you — and it sat frozen until they moved, so walking around yourself changed nothing and the whole column looked broken. It updates as either of you moves now, at the same rate the Sense tab does.
The manual Refresh button is gone with it. Nothing to refresh any more.
🔎 SEARCH YOUR VERBS
Your Other tab has a search box now. So does the admin one.
Start typing and the list narrows as you go. Nothing is sent anywhere — it filters what's already on your screen, instantly.
And it's forgiving. You type words, not exact wording, and they can be in
any order. Looking for "Org: Force Auto Event"? org auto finds it.
auto force finds it. event org finds it. You no longer have to remember
precisely how something was named to get to it.
It searches what a verb does, too — not just what it's called — so if you half-remember the description but not the name, that works as well.
🔖 MARK A PLAYER
Right-click anyone on your Sense tab → Mark Player.
They get their own arrow, in their own colour, completely separate from your target. So you can chase the person you're fighting and keep track of a friend at the same time — two arrows, two colours, no confusion.
Right-click them again to unmark. Marked people carry a 🔖 in your list so you can see at a glance who you're watching.
And if you end up targeting someone you'd marked, you don't get two arrows piled on one person — the red target arrow takes over, and your mark quietly comes back the moment you drop them.
📍 CLICK ANYTHING, GET AN ARROW TO IT
Arrows aren't just for people you've targeted any more.
Click a blip on your radar — a Dragon Ball, a ship, whatever you're tracking — and an arrow pins to it. Click it again to take it away. It tells you both times, so you're never guessing.
The same works on any NPC in your Sense tab and any row in your Radar tab. Those were all dead clicks before: you can't "target" a Dragon Ball or a shopkeeper, so there was nothing you could do with them. Now there is.
Your pins clear themselves when you pick the thing up or leave the map.
🔍 RADAR: A PROPER HUNT
It actually updates now
Equip a radar, or change what it detects, and it just works — the tab, the blips, all of it, instantly. No more switching your sense radar off and on again to make the game notice.
Arrows to the nearest ones
With a radar equipped you get arrows to the closest few things it's detecting, re-picked as you move so they're always the ones actually worth walking to. Pick one up and the next takes its place.
On by default; switch it off in Sense Radar settings if you'd rather pin your own.
You can see who's holding one
Big one for Dragon Ball hunts. If someone is carrying one of the things you're tracking, the Radar tab now says so — ⚔ and their name — instead of showing it exactly like a loose one lying on the floor.
So you know before you set off whether it's a walk or a fight. And the list is sorted nearest first now.
🗺 NPC LOCATIONS, RIGHT ON YOUR SENSE TAB
New interface only, and on by default.
At the bottom of your Sense tab (and your Scan tab, if you're running a scouter) there's now an NPC LOCATIONS list: every NPC on the map you're standing on, with their icon, their name, and which way to walk — "North 240" — exactly like a sensed player.
Only your map, so it's a list of places you can actually walk to rather than a directory of every NPC in the galaxy.
Nearest first. Tap the header to fold it away when you don't need it, tap it again when you do. Don't want it at all? One switch in the statpanel settings cog turns it off for good.
No more "where's the shop again" in Global chat.
👁 SENSE RANGE
Some servers run on enormous maps, where sensing literally everyone alive at once isn't a superpower, it's just noise.
Hosts can now set how far sense reaches — whole map, or a range they pick. And it means it: the setting hits everything at once. Your Sense tab, your Scan tab, the classic interface's versions of both, and your sense radar all respect the same number.
(If you play on a roleplay server you might notice something else here: the old range rule had a quiet bug that was also hiding anyone in a cave from you. That's fixed — they show up now.)
🧭 THE ARROW IS BACK (AND IT ACTUALLY WORKS)
Years ago there were "sense arrows" — ghostly copies of every player you could sense, floating around the edge of your screen. It was a mess and it got switched off.
The idea was good though. So here it is, done properly, and pointed at the one thing you actually care about: your target.
Never lose them again
Lock on to someone. The moment they leave your screen, an arrow appears at the edge pointing straight at them — and it turns as you move, so you just follow it. Walk them back into view and it quietly disappears.
It knows when to give up, too. Drop your target, they log out, they die, they warp to another planet — the arrow goes with them. No stuck arrows pointing at nothing.
- Turn it on or off whenever you like — Toggle Target Arrow, or the switch in Sense Radar settings.
- Servers can pick their own arrow sprite and how it looks, so it'll fit whatever your server's style is.
And for the people building things: the arrow system is now general. If a future event needs you to find something — a boss, an objective, a dropped item — it can put an arrow on your screen for it too.
🎯 RADAR: LOCK ON AND ACTUALLY SEE IT
Two new options in Sense Radar settings for when a fight gets crowded:
- Only show my target — while you're locked on, every other blip vanishes. Just you and them. The radar becomes a hunting tool.
- Enlarge my target's blip — your target is drawn bigger than everyone else, so you can pick them out of a pile instantly. On by default.
Both react the second you change target.
Events own the colours now
In a team event, the event decides every colour on your radar — your side blue, their side red, from your own point of view.
Before, your party colour could bleed through and paint an enemy green. Not any more: while you're in a match, nothing overrides the team colours, and people who aren't in the event stay neutral so they can't be mistaken for either side.
Your personal colours come straight back when the match ends.
📡 SENSE RADAR: REBUILT
The radar dial has been on your screen for years. Its settings menu was a stack of pop-up questions where half the answers didn't do anything.
That's gone. Settings -> Sense Radar Settings is now one proper panel where everything works, and every change happens instantly — no more closing and re-opening the radar to see if it took.
Your party has a colour now
Party members show up on your radar in their own colour, automatically. No setup. Glance at the dial and you know who's yours.
The old "league" colour is retired along with the league system — if you had one set, it's been carried over to your party colour rather than thrown away.
Colours that actually apply
You can colour party members, your enemy list, your friend list and your Instant Transmission targets — or switch any of them off to go back to the plain blip.
One of these genuinely never worked before: the friend colour was being matched against your enemy list, so friends never lit up at all. Fixed.
Priority is simple: event teams beat everything, then party, then enemies, then friends, then IT list.
In an event, red is always the enemy
Unchanged but worth saying out loud: during a team event your side is blue and the other side is red — from your point of view, whichever team you got put on. That overrides all your personal colours, so you can never mis-read a fight.
Friend and enemy lists you can actually manage
Add people, remove people (there was no way to do that before), and see the whole list at a glance.
Move it, fade it, read it
- Put the radar in any corner of your screen.
- Set how see-through the dial is.
- The location readout under it got a facelift — area name on top, and your X, Y and Z underneath. Turning it off now actually clears it instead of leaving the last reading frozen there.
📌 WAYPOINTS: SAVE YOUR OWN SPOTS
There used to be a "save your locations" feature. It was switched off years ago and just told you to go ask on Discord.
It's back, and it's real.
Stand somewhere good. Save it. Never lose it again.
- Save the spot you're standing on from Settings -> View Locations, or with the Save Waypoint verb for a quick save mid-run.
- Name them, rename them, delete them. They're saved to your character.
- They sit right alongside the official server locations, with the area, the coordinates, and how far away you are plus which way to walk.
Pin them to your radar
Here's the good part. Pin any waypoint to your Sense Radar and it becomes a gold blip on the dial that tracks as you move — so you can just walk toward it instead of squinting at coordinates. Click the blip and it tells you which one it is and how far.
Pin as many as you like. Your training spot, your stash, that one grind area, wherever you keep dying.
(The old version had a "show on radar" switch that never did anything at all. This one does.)
📍 VIEW LOCATIONS: ACTUALLY WORKS NOW
Settings had a Locations option. You may have clicked it. If you did, it told you "This is disabled. Check the discord for locations."
It had been saying that for years.
It's now View Locations, and it does what the name says: opens a proper window listing every real landmark on the server, straight from what the staff have actually set up.
For each one you get:
- Where it is — the planet or area it sits in, and its exact coordinates.
- What it is — a real description, written by staff.
- How far, and which way — if you're on the same map, it tells you the distance in tiles and the direction to walk. Standing on top of it? It'll say so.
- What kind of place it is — spawn points, zones and scatter-areas are all marked.
Plus a search box, so finding that one place you half-remember takes a second instead of a Discord scroll.
Works the same on the new interface and the classic one.
📰 PATCH NOTES & GUIDES: NOW FOR EVERYONE
Big one for anyone playing on the classic interface. You know all that stuff that lives on tabs you don't have? You have it now.
Read the patch notes
Every update the staff post used to sit on a tab the classic interface simply doesn't have. So: new UPDATES tab in your chat window. It lights up the moment a new update drops and holds a clean, clickable list of everything that's been posted.
Click one and it opens in a proper reading window — real headings, lists, images, the works. Not a wall of raw text dumped into chat.
- Search the full list to find that one patch you're thinking of.
- Newer / Older buttons at the bottom to flick straight through the history without going back to the list.
- Rate the update right there at the bottom, same as everyone else.
Read the guides
Hitting Settings → View Guides on the classic interface used to do something pretty rude: it changed your entire interface to the new one, without asking, just to show you a guide.
Not any more. It now opens the whole guide library in its own reading window and leaves your setup exactly how you like it.
- Browse by category, then pick your guide.
- Search box on every screen to find what you need fast.
- Every guide rendered properly — headings, lists, images, code, tables.
- One window, one back button. It never buries you in a pile of pop-ups.
Play how you want to play. You still get everything.
🗳️ SURVEYS & VOTES: THE BIG ONE
Staff can ask the server a question in-game — you've seen it. It just got a lot bigger, and a lot of you can finally answer it.
Playing on the classic interface? You can vote now.
This is the big fix. Surveys used to live on the new interface only — which meant if you're running the classic look, questions were being asked and you never got a say. Not any more.
Now a survey lands as a glowing SURVEY tab right in your chat window — the same kind of flashing tab you already get for Help and Gains. Open it and the whole thing is there: the question, every answer, the write-in box, the timer. Click and you've voted.
And it's a live card, not a wall of spam. Tick a box, change your mind, send it — the card updates itself in place instead of dumping a new message every time you touch it. When you're done it turns into your results.
Everyone gets a vote now. That's the point.
Pick more than one
Some questions don't have one right answer, so now they don't have to.
Certain surveys let you tick as many answers as you like — check every box that applies, hit Submit, done. Staff can cap how many you're allowed if they want you to actually choose. The results then show what share of the server backed each answer, so you can see the whole picture instead of one winner.
Got something to add on top of your picks? Write a note and it rides along with them in the same answer.
The Suggestion Box
Here's the one you've been waiting for.
Some surveys never close and never cut you off at one reply. Answer it once and an "➕ Add another" button appears — and stays. Got another idea tomorrow? Add it. Found a bug at 3am? Add it. Thought of a move you want in the game while you were fighting? Add that too.
No more cramming every thought you've ever had into one message and hoping staff can untangle it. Drop them one at a time, for as long as it's open, as many as you want.
And it won't nag you. Once you've answered once, it stops jumping in your face and just sits there quietly waiting for the next idea.
Tabs that tell you what they are
The tab a question shows up on can now be named whatever it should be — Suggestions, Vote, Feedback — so you know what's being asked before you even click it. On both interfaces.
Vote from Discord too
Unchanged but worth repeating: some surveys run a real Discord poll at the same time, and those votes count. Multi-pick surveys now go multi-pick on Discord as well, so the two match.
As always, hosts decide all of it — the questions, the answers, the timers, whether it's one pick or ten, whether it ever closes, and where the results land.
📖 The Guides Got A Lot Better
Loads of new guides
The in-game guide library just grew by nearly twenty. Every event has one now — the wars, King of the Hill, Capture The Orb, The Bomb, arena battles, tournaments, the Dojo — plus organizations, achievements, daily quests, parties, wishes, and more. If you've ever wondered how something works, there's a decent chance it's written down now.
You can see how old a guide is
Every guide shows when it was last updated right under its title, and the game version it was last checked against. If your server has moved on since then, it says so plainly instead of letting you trust something written two updates ago.
No more wondering whether you're reading current information or something from three reworks back.
Found something wrong? Tell us, right there
Every guide now has a "Something wrong with this guide?" link at the bottom. Press it, say what's off — out of date, missing something, or just plain incorrect — and it goes straight to the team with the guide already attached, so nobody has to work out which page you meant.
You don't need to leave the game, find the right Discord channel, or hope somebody writes it down. The people reading a guide are the ones standing in the thing it describes, so you're the best possible source for when it's wrong.
It works everywhere the guides do — the Guide tab, the classic interface reader, and the website.
Faster on the website
The guides page used to make you wait while it quietly downloaded the entire library before showing you anything. It doesn't any more — it opens straight away, and each guide loads as you open it. Following a link to one specific guide is now nearly instant.
🫂 FUSION, FIXED
Your things come back with you
Fusing used to cost you your inventory. If you were the one who started the fusion, almost everything you were carrying didn't survive it — it went with the fused warrior when the fusion ended, and it didn't come back. Your partner was never affected, which is why it looked random for so long.
That's fixed. You fuse, you split, and you're you again — everything you were carrying, every skill, the same character you were before you merged.
The same bug was in body swap, and the same fix covers it.
The other half can finally read the room
While you're fused only one of you is driving, and the other one used to sit in total silence — watching the fight with no chat at all. No shouting, no local, no callouts, nothing. For a quarter of an hour or more.
Now everything the driver sees, the passenger sees. Same messages, same tabs, live. You still can't talk while you're riding along, but at least you know what's happening.
Taking turns
The two of you can now trade places mid-fusion — the passenger takes the wheel, the driver becomes the passenger, and the fusion carries on with everything intact. There's a cooldown between switches so it can't be flipped back and forth mid-fight.
You'll find it on the Fusion tab. It's something each server chooses to switch on, so if you don't see the button, this server hasn't enabled it yet.
✨ Also in this update
Your server tells you what version it's on
When you join, you'll get a quiet one-liner telling you the server's version — the same number on the patch notes — so you can tell at a glance whether the server you're on has the changes you just read about.
And if a server is running an older build than the latest release, it now says so honestly rather than claiming to be up to date. Open the Updates tab any time to see what actually changed.
🔎 Right-click anything → View Guide
Some things in the game now carry their own page. Right-click one and pick View Guide, and instead of the old one-line description you get the real thing: what it does, what it costs, what it's worth.
For custom skills, items and races, the numbers on that page are read straight from the live game — cooldowns, ki cost, damage, stat modifiers, race multipliers. They're not written by hand anywhere, which means they can't be out of date. If your server's crew tunes something, the page tells you the new number.
And where somebody has also written a guide for it, that appears underneath, so you get the numbers and the explanation in one place.
⚡ PERFORMANCE
The server has spent a while running hot — the whole world hitching for a moment at a time, worst exactly when the most was going on. We went looking with a profiler instead of guessing, and the biggest offenders turned out to be things happening constantly in the background that nobody could see.
The world no longer freezes to talk to the website
Every time the game sent something off to the backend — an error, a stat update, a log line — the entire server stopped for a moment while it waited. Not one player: everyone. In one two-minute sample that added up to around 30 seconds of frozen world. All of it happens in the background now.
Ordinary combat was quietly hammering the disk
Earning Z Points — something that happens constantly while you fight — was writing your whole character to disk and filing a debug log entry every single time. Hundreds of times a minute, server-wide, for information nobody ever read. Both are gone; your character saves on the same schedule as everything else.
Big events stopped doing pointless work
Event and war markers were checking every fighter against every other fighter several times a second — so the bigger the event, the worse it got, precisely when you needed the frames. They only look at people near you now.
Fighting-style lookups had the same problem on a smaller scale: one check was quietly running twenty-one others behind it, millions of times over. Indexed.
Wars end when the fighting does
A war where both sides had stopped finding each other used to hold everyone hostage until the clock ran out. Ten minutes with no score change now ends it normally — the leader wins, everything pays out.