Wipe Update: Balance Changes, QoL, and Bug Fixes.
An update for the upcoming wipe focusing on bug fixes, balance changes, bloat removal and quality of life.
Balance Changes & Bug Fixes
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Race: X-17 — X-17 characters can now have their potential unlocked. Unlike base Androids, they are not fully cybernetic.
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Race: Tsujin Baby — Revert To Child Form works again and resets the user's physical age to 5.
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Z Points Shop — +3 True Age is back for Z Points. Each character can purchase it once every 4 hours.
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Event frequency — Dragon Ball hunt events are now far less frequent and can no longer run back-to-back. The single Dragon Ball world-event slot randomly chooses one eligible hunt, including Cerealian, Demon and Heaven hunts. Unlike Earth and Namek. Cerealian/Heaven/Demon ones get unlocked as wipe progresses.
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Event rotations — King of the Hill now runs through the World Events rotation instead of a separate organization-event pool. Automatic organization wars now occur after roughly six invasions instead of two.
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Skill: Hell Bind (BUG FIX) — Fixed an oversight that allowed Hell Bind to be used in events such as Dragon Ball Hunts, bypassing event lives by sending defeated players directly to Hell.
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Planets & Organisation System — Organization leaders can no longer rename planets by default. This keeps recognizable planet names from being replaced with confusing or troll names; hosts can enable renaming in the organization settings.
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Progression Tab — Bio-Android transformations now show their full active requirements, including the cumulative absorption count needed for each form.
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Arena Rotation Events — Arena events now wait at least 30 minutes after one ends before starting the next by default, reducing back-to-back event burnout.
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Chat Tabs — Event chat has been consolidated into one Events feed. FFA, Hill, Tournament, Bomb, Orb, Invasion and war messages no longer create separate chat tabs; their messages still appear in All, and Events can be enabled manually in Chat Tabs settings.
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Dojo Spectating — Player dojo matches once again announce their start, each round and its updated score, and the final result to the world so spectators know when to watch.
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Boss Progression (BUG FIX) — Defeating mini and big bosses now reliably advances the modern Defeat Boss daily task and the Boss Hunter and Defeat 30 Bosses achievements, including when configured boss reward bundles are enabled.
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DU Account Admins (BUG FIX) — Global and server-scoped admin permissions from DU accounts now grant correctly on the main server instead of being rejected by an obsolete circular permission check.
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Balance Changes: Made several balance changes to freezing moves such as beerus hakai, destructive fission, hakai marble, eis shenron freezing and many more.
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Balance Changes 2: Made several balance changes to regenerative skills such as vampires standing on blood tiles to heal, eis shenron standing on ice tiles to heal. These have been nerfed pretty significantly.
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Balance Changes 3: Made several balance changes to power-creeping very early on with players instantly getting special ranks, all special drops, and being stacked with Z Souls. Special Drops have been made much more rare, harder to get as well as special ranks having their requirements back: caps on how many people can get a special rank, achievements requirements and many more.
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Balance Changes 4: Special Items & Artifacts can now decay over-time, functioning as item sinks. Requiring players to repair their special items & artifacts, and play the game to achieve new ones rather then campign 1000000 duplicates in their base.
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Balance Changes 5: Special Items & Artifacts caps have been reworked, as well as bulma shop which sells artifacts and special items. They now are more rare.
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Drop Rates: Drop Rates for items, and items in shops now increase as the wipe goes on through eras.
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Half Yasai: Fixed a bug with Half Yasai's sometimes not being prompted to pick their race paths anymore. (Gohan, Goten, Trunks)
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Event Spam & Bloat: Made several changes to address event spam, tab bloat, and various other bloated features.
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Skill Nerfs: Made several nerfs to skills destroying the balance, specifically freezing, regeneration and extremely low cost high damage skills.
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Loot Boxes, Care Packages: Fixed a bug with them being abused for tick gains infinitely by walking inside and outside endlessly while they lasted forever.
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Personal Vaults: Added a replacement for legacy personal banks to vaults that actually retain your items.
Special ranks have limited slots again
Special ranks now default to two holders each. Offline holders count toward the limit, and ordinary claims stop when every slot is filled. Hosts can tune each rank's capacity.
Inactive rank holders free up their slots
Special ranks expire after three days offline by default, opening the slot for another player. Hosts can change or disable the timer. Players who stay online keep their rank.
Rank changes survive logging out and server restarts
Rank ownership now uses a rebuilt persistence system. Staff can give or revoke ranks while a player is offline, with their character updated when they next log in. Staff grants can exceed the normal slot limit.
🏦 BUILD A VAULT FOR YOUR VALUABLES (PERSONAL BANKS REWORK)
Vaults now keep your Resources and equipment together in persistent storage. Upgrade their capacity and durability, share access with revocable keys, and find your vaults from your personal list. Maintain their condition and defend them: lock picking starts a contest nearby players can join, and destroying a vault spills its contents onto the floor.
🛡️ KEEP YOUR EQUIPMENT OFF THE FLOOR
Special items and artifacts left on the ground can now slowly lose condition. The default rate is 0.05% per minute (3% per hour), settled when the item leaves the floor. Moving it to another tile or restarting the server doesn't reset its exposure. Carrying it or storing it in a vault protects it from this floor decay. Hosts can switch this rule off or tune its rate.
Item-cap rewards now increase the new capacity meters
Korin's Artifact and Special Item capacity upgrades and the Demon/Black Star Dragon Ball capacity wishes now increase the new equipment meters instead of old, unused item-count limits.
Korin's upgrades grant +11 capacity by default and can each be purchased three times. Dragon Ball Artifact and Special Item capacity wishes are separate awards and can each be claimed only once per character.
The default base capacity is now 60 for Special Items and 60 for Artifacts.
Freezing moves now have clearer counterplay
Modern Imprisonment Ball (Seven-Three, Frost Lord and Planet Eater), Big Bang Burst, Hakai and Destructive Fission now allow blocking. Victims take 30% less incoming normal and true damage while trapped or frozen in Eis ice. Blocking halves the remaining damage before other block bonuses, making guarding a real defense.
Tap Explosive Wave while trapped to immediately use Hyper Explosive Wave, provided you have the stamina, Ki and cooldown available. Escaping cancels the trap's remaining damage and finishing explosion; Big Bang Burst no longer stuns or knocks you back after an escape. A chat hint explains how to guard or break free when you are caught.
Using Hakai or Destructive Fission applies a short, base 10-second cooldown to the other if it is ready. Existing cooldowns are preserved and the move you use keeps its full cooldown. Normal cooldown modifiers still apply.
Cleanse now breaks both forms of Eis ice without shatter damage and grants five seconds of ice immunity. The normal seven-second post-thaw refreeze protection also remains in place. Hyper Explosive Wave also escapes ice without triggering shatter.
Ranked special items now actually wear down
Every wear-enabled item in the refreshed 25-item equipment collection now receives usable default decay rates. Taking ki, beam, melee, and technique hits wears equipped items; knockouts, deaths, event defeats, and using an item-granted skill cause additional wear. Hosts can still override any rate per item, including setting a source to zero. Consumables remain exempt.
Master Roshi's shop now sells the intended collection
Master Roshi now keeps Launch's Bandana in stock and rotates only C-rank items, consumables, and artifacts from the modern item collection. C-rank items and consumables cost 3,000 Z Points, while artifacts cost 4,000.
The four modern consumables now also appear correctly in the Common drop pool; a missing catalogue link had filtered them out despite their item-group assignment.
His shop now uses personal price inflation. Each successful purchase raises that player's later prices by 20% of their base cost, without changing prices for anyone else.
Item condition is visible in Items
Items with wear enabled now show their condition percentage beside their name in the Items tab. Repaired items also show their lowered maximum condition, so players can tell at a glance whether an item needs repair and how much permanent wear it has.
Special loot is much rarer
Special equipment drops are now much rarer across repeatable activities. Common and Uncommon rewards make up most successful rolls, while Epic and Legendary rewards remain scarce. The dedicated Special Drop event still guarantees a reward.
Drops now use the ranked item collection
Drop tables now contain only the refreshed ranked equipment collection and modern Z Souls. Special weapons are Legendary, S-rank items are Epic, A-rank items are Rare, B-rank items and artifacts are Uncommon, and C-rank items and consumables are Common. Old coded items outside that collection can no longer appear.
Choose modern achievements for special ranks
Special ranks can now require modern achievements selected from a searchable dropdown. Renaming an achievement no longer breaks new rank requirements. Rank eligibility checks now consistently enforce the applicant’s requirements, and the achievement bypass also covers the old Demon Hunter requirement.
Pickup progress no longer grants bonus gains
Care packages and Special Drop crates no longer grant EXP, Combat Points, BP training, skill-point training gains, BP leech or milestone Z Points while being picked up. Interrupting and restarting a pickup can no longer farm these bonuses.
Successfully securing the crate still grants its normal completion loot and rewards.
Slower healing from ice and blood tiles
Eis Shenron’s ice healing and Vampire blood-tile healing now default to five times slower. Healing stays consistent across server frame rates, and hosts can tune each rate separately or turn it off.
A waiting period for special ranks
Characters must now be at least 72 hours old before claiming a special rank. Time offline counts. Hosts can change the wait in hours or minutes, or switch it off. Existing holders keep their ranks, and staff can still grant ranks directly.
📜 YOUR SERVER CAN BUILD ITS OWN QUESTS NOW
Quests used to be whatever was written into the game. Now the people who run your server build them — start to finish, while the server is running, without anyone touching the game's code.
That means the quests on your server are your server's. Different worlds will run different stories, and a new one can appear on a Tuesday because somebody decided it should.
What a quest can actually be
A quest is built out of stages, and a stage can ask for almost anything: hunt down enemies, gather scattered objects against a clock, haul a package home, find and talk to people, race to a destination, survive waves while protecting someone, capture and hold ground, win a real adjudicated arena match, chase down something faster than you, endure a room that's actively trying to kill you, or spar with a partner you're not meant to beat.
Some stages take place right where you're standing. Some warp you somewhere else entirely — including maps built specifically for that quest, which nobody can wander into by accident.
Your whole party comes with you
Quests aren't solo-only. Bring your party and everyone gets asked, everyone who accepts is warped in together, everyone's progress counts for the group, and everyone earns rewards. Enemies get tougher the more of you there are.
You'll always know what you're doing and where to go
- A Quests panel tracks your stage, every objective, live counts, timers and your party's status, with a standing line telling you what you're supposed to be doing.
- On-screen arrows point at objectives when they're off-screen.
- Your radar shows quest targets as glowing blips and recolours during a quest — your party in green, what you're protecting in green, and anything sent to fight you in red.
- When your objective is on another planet, the arrows and radar point at the planet itself, and the panel names it.
Where you get them
Open your Quest Journal to see everything your server offers, what you've already beaten and what's still on cooldown. Quest-giver characters hand them out too — some people have work for you, and some jobs you'll only ever hear about by talking to somebody.
📚 STORYLINES — SAGAS YOU PLAY ACROSS DAYS
Your hosts can bind quests together into a storyline: chapters played in order, with a wait between them. Finish chapter one today and chapter two opens tomorrow. That wait is real time — it keeps counting while you're logged off, and it survives a server restart.
Storylines can lock behind each other, too. Finish one saga end to end and the next one opens up.
They sit at the top of your Quest Journal with a row of pips showing how far through you are, which chapter is next, and how long until it opens. Finish every chapter and the whole storyline pays out on top of what each chapter already gave you.
⚔️ EVERY SAGA MISSION HAS BEEN REBUILT
All of the saga missions now run on the new quest system, and they've been modernised on the way through.
- Proper rewards, paid through the server's reward system, with special first-time completion payouts.
- Objective indicators — arrows, radar blips and a live panel, instead of guessing where the next thing is.
- Party support, which the old saga missions never had.
- Real arena matches where they used to be scrappy field fights.
- Completions feed your achievements and daily tasks.
Your hosts can retune any of them — the enemies, the maps, the rewards, the timers — or take them apart and build something else out of the pieces.
👊 BABA'S TOURNAMENT, THE CELL GAMES AND THE OLD TRIALS ARE BACK
The one-off challenges scattered around the game have been rebuilt in the new system too:
- Baba's Undead Tournament — five of Lady Baba's dead fighters, one at a time, each matched to your strength. Every round is now a real adjudicated match with a real result. Lose one and you're done.
- The Cell Games — one opponent, best of five rounds, on Cell's own ring. Bring friends if you like; there's still only one of him, he just gets considerably harder to put down.
- Korin's Training — a fight against a clone of yourself, wearing your face, your clothes and your fighting style. Bring a party and you each get your own.
- The Kai Trials — demonic Majin scattered across the galaxy on a forty-minute clock. Your radar tells you which world each one is hiding on.
- The Demonic Trials — ten possessed fighters in the Demon Realm who fight each other as well as you. Last one standing takes it.
- Sparring — a partner who can't be hurt and won't hurt you. Trade blows for a few minutes and walk away stronger.
🔮 AND THERE'S MORE COMING
This is the foundation, not the finished thing. Expect new quests, new storylines and new one-off challenges to keep appearing — that's rather the point of hosts being able to build them on the fly.
⚔️ THE SWORD AND THE ENERGY BLADE BLEED PROPERLY AGAIN
Their remakes were bleeding well under half what the originals do. Fixed — they cut the way they always did. Custom weapons also swing with their own sprite now, instead of a bare fist.
💪 HALF YASAI FINALLY GETS THE FULL SUPER SAIYAN GRADE
Half Yasai reached Ascended Super Saiyan and got the name and the battle power — and none of the rest. The extra damage, the damage reduction, the speed, the reflexes, the reduced drain were all quietly going to full Yasai only. Every grade benefit now applies to Half Yasai as it always should have.
🐢 HEAVY FORMS ACTUALLY SLOW YOU DOWN NOW
A few transformations were built to trade speed for size — Baby Tsujin and the Primal Titan form among them — and never actually did it. The bulk was cosmetic and you moved at full speed. Now the trade is real.
🗨️ CHAT TABS DON'T ANNOUNCE THEMSELVES ANYMORE
Fresh characters used to open chat to a wall of tabs — half of them completely empty. Now your chat starts clean, and a tab only shows up once it actually has something for you: get a friend request and Friends appears, send someone a message and DM shows up, join a party and there's Party. No more digging past a dozen empty feeds to find the conversation.
And there's a proper place to trim what's left
The chat window has a settings button right next to your tabs now — hide anything you don't want to see, right from there, no more hunting for a hidden menu.
Event tabs don't linger either
Battle, Bomb, Hill, Invasion, FFA and Orb clear themselves back out of your strip once that event is actually over, instead of sitting there forever after the one time you joined in.
Servers can also switch specific tabs off entirely for everyone, if their staff wants to.
🚧 SEE WHAT'S BEING WORKED ON NEXT
The team can now put up a public list of what's coming — the actual things being built right now, with an estimated date, posted straight to Discord. Performance work, PvP balancing, an economy rework: whatever's in progress goes up as a numbered list you can read at a glance.
And you're told when it lands
When something on that list ships, it gets crossed off and a follow-up post links you straight to the patch notes for the update it went out in — so you never have to wonder whether that thing they mentioned two months ago ever actually happened.
Whether a server runs one of these boards is up to its staff.
📮 YOUR BUG REPORTS AND SUGGESTIONS GET ANSWERED NOW
Report something — in game, in a survey, or by just telling an admin — and it stops being a message somebody has to remember. It becomes a tracked job with your name on it.
You hear back, in game
When the team picks your report up, marks it fixed, or leaves you a reply, it comes straight to you in game as a message from the team. It flashes your Help tab, and if you were offline when it happened, it's waiting for you the next time you log in.
Nothing gets lost in the scrollback any more
Told an admin about a bug in a DM three weeks ago? Wrote a long answer in a suggestion survey? Those can now be turned into real tracked reports instead of scrolling away forever. And if you explained something across a handful of messages, the whole explanation is kept together as one report rather than being chopped into pieces.
Whether a given survey feeds into this is up to your server's staff.
🔬 WHAT SCIENCE COSTS IS UP TO YOUR SERVER NOW
Every buildable science item used to have one price, baked into the game, the same everywhere. Not any more — whoever runs your server can now set what each one costs, and it can be a very different world from the server next door.
Things can cost more than one thing
A price isn't just Resources any more. An artifact might cost Resources and Z Points. A repair might want Saga Tokens. Something might cost no Resources at all and only Z Points. Whatever your server charges, the menu tells you before you commit — the full price, every currency, and whether you can actually afford it.
Some things can be locked behind more than money
Items can now be gated on more than your wallet. A server can decide a piece of technology belongs to one race, or only turns up once the season has moved on far enough, or wants an achievement or a rank behind it first.
If something's locked, the game tells you why. You'll see the item, you'll see what it costs, and you'll see the one line explaining what you're missing — rather than clicking it and having nothing happen. Servers can hide locked items instead if they'd rather keep the surprise.
If your server hasn't touched any of it, nothing changes
Every price is exactly what it always was until someone changes it. This is a lever for server owners, not a rebalance — so if your server likes things how they are, they stay how they are.
🏗️ BUILDING THINGS COUNTS TOWARDS GOALS NOW
Making science items is finally something the game notices. Daily tasks, achievements and organization jobs can be built around it — "build five of these" is now a thing your server can actually ask of you, right down to a specific item.
Also in this update
- The Build menu and the Science tab now agree with each other on prices. The list and the confirm box used to quote different numbers if your Intelligence was high; they don't any more.
- The old Science tab could show an item as costing nothing when it actually cost something. Fixed.
🔮 SOME OF YOU CAN CALL THE DRAGON BALLS OUT YOURSELVES (Log too yappy, doesnt even tell them anyything.)
There's a new skill that starts a Dragon Ball hunt on demand. Use it and the balls scatter across the world you're standing on — a real hunt, the same one that normally turns up on its own, with the same wishes and the same rewards. The whole server is told the hunt has begun, and told it was you who started it.
Where you are decides which balls answer. Call them out on one world and you get that world's set; do it somewhere else and a completely different dragon turns up. Some worlds only answer certain people, too — a race can be the only one able to raise the balls on their own homeworld.
You get nothing for using it. Worth being blunt: no power, no items, no head start. You start the hunt, and then you're in it like everyone else — including everyone you just told about it.
There's a wait afterwards. Two, in fact: a server-wide one so the world isn't buried in Dragon Balls, and a longer personal one so the same person isn't starting every hunt. Both survive restarts, so there's no waiting out a reboot to skip them.
This one is entirely in your server's hands — whether the skill exists there at all, who's allowed to learn it, which worlds respond, and how long the waits are. Ask whoever runs your server before you go looking for it.
🙈 HIDING A CHAT TAB JUST HIDES IT NOW
Right-click a chat tab, hit Hide this tab, and that's all that happens. It used to throw the whole notification settings screen open on top of whatever conversation you were reading, which is not what anyone was asking for.
Quiet behaves the same way — it quiets the tab and gets out of the way.
The settings screen is still there when you want it
There's a new Manage notifications option on that same right-click menu. So you can still get to the full screen in one click — the difference is that now you have to actually ask for it.
🔭 OBSERVE AND TELEPATHY MOVED TO THE SKILLS TAB
They're skills, so that's where they live now. They'd been sitting in the Other tab, which is the last place you'd look for them.
👥 FRIEND REQUESTS ARE COLLAPSED BY DEFAULT
If you had a handful of pending friend requests, they'd take over the whole Friends tab and push your actual friends list off the screen. That section now tucks itself away — click it to open it back up whenever you want to check.
🚀 MASSIVE PERFORMANCE CHANGES
We spent this update measuring where the server's time actually goes during a busy fight, then went after the worst offenders. The result is a noticeably smoother game, especially when a lot is happening at once.
Saving your character got dramatically faster. This was the single biggest drain on the whole server — by a wide margin — and it ran constantly in the background for everyone online. It's now a small fraction of what it cost.
Menus and tabs build faster. The lists behind your tabs were being sorted in one of the slowest ways possible, and rebuilt that way every time a panel refreshed, for every player at once. Long lists in particular used to cost far more than short ones; now they don't.
Races, organizations and fighting styles are looked up instantly. The game was searching through entire lists to answer questions it asks millions of times a minute — "what race is this", "what org are they in". It now just knows.
Less repeated work everywhere. A pile of calculations were being done twice, or recalculated constantly when nothing had changed. Those got cleaned up.
On top of that, bosses were spamming a transformation they should never have had in the first place — see below. That one was doing real damage to performance in big fights all on its own.
None of this changes how anything plays. It's the same game, doing the same things, with a lot less of it wasted.
🔕 EVENTS WILL LEAVE YOU ALONE NOW (IF YOU ASK THEM TO)
The old "ignore events" switch was one button that turned off everything, forever — and half the events ignored it anyway. It's been replaced with actual control.
An event can bother you four ways, and you can now shut off any of them on their own: the popup that jumps in front of your screen, the tab flashing, the chat announcements, and the arrows pointing you at objectives. Turn off the popup but keep the tab. Keep the chat but stop the flashing. Whatever you actually want.
And you pick how long — 1, 3, 6 or 24 hours, or until you turn it back on. "I'm in the middle of something" and "never show me this again" are different things, and now the game knows that. There's also a single button to mute the lot, and one to bring it all back.
🎯 SHUT UP ONE EVENT WITHOUT SHUTTING UP ALL OF THEM
Every event is listed separately, each with its own four switches — tournaments, FFA, Capture The Orb, the Bomb event, world invasions, world events, King Of The Hill, Dragon Ball hunts, team wars, org wars, arena wars, roleplay events, all of them.
Mute tournament popups and nothing else. Kill the Bomb event's chat spam and leave everything else exactly as it was.
🚫 "NOT THIS ONE" — THE IGNORE BUTTON
Every event invite now has a third button: Ignore this one. You can also right-click an event's tab and pick the same thing.
Either one drops that one event completely — the tab disappears, it stops flashing, its chat goes quiet — and then it undoes itself when that event ends. Nothing to remember to turn back on. The next tournament shows up completely normally.
It works on the events that never asked you anything, too — right-click during a Gravity Warzone or an Artifact Bloom and it'll stop filling your chat until that one's over.
This is the one for "I'm busy right now", which is what most people actually meant every time they hit the old ignore button.
Quest arrows are not affected by any of this. A quest is something you went and picked up, so its arrows keep pointing wherever you told them to.
✅ YOUR OLD "IGNORE EVENTS" SETTING HAS BEEN CLEARED
Everyone starts fresh with everything switched on.
A lot of people flipped that switch once, years ago, to stop one specific tournament pestering them — and never found it again. Rather than quietly hiding the entire new system from those players, it's been reset for everybody.
If you want the quiet back it's a couple of clicks now, and it'll expire on its own unless you tell it not to.
🧹 YOUR ALL TAB CAN BE JUST PEOPLE TALKING AGAIN
Event messages have always been posted twice — once into the event's own chat tab, and once into All so nobody misses them.
On a busy night that second copy is All. Every tournament round, every war objective, every invasion wave, stacked on top of everyone actually talking.
There's now a switch for it: keep event chat out of All. Event lines go to their own tab only. Nothing is lost — the tab's right there and still lights up when sign-ups open — but All goes back to being conversation.
🔦 MAKE ANY CHAT TAB SHUT UP
Every chat tab you have can now be set to quiet: it stops pulsing at you and stops stacking an unread badge.
Gains is the one everybody means. It flashes every single time you earn anything, which is constantly.
A quiet tab still gets every message — it just waits for you to look instead of waving. Leave Admin DMs and Help on flashing, shut the rest up. Your call.
🖱️ RIGHT-CLICK YOUR CHAT TABS
You've always been able to right-click a statpanel tab to pin or hide it. The chat tabs are the ones that actually pile up — every event, every system, every DM thread adds another — and you couldn't touch them.
Now you can. Right-click any chat tab:
- Quiet — it stops pulsing and stops stacking that unread badge
- Hide this tab — it's gone from the strip entirely
Either way nothing is lost. A quiet tab still gets every message, and a hidden tab's backlog is all still there the moment you bring it back. You can un-hide anything from the chat tabs list.
All can't be hidden, for the obvious reason.
💥 BOSSES STOP SPAMMING THE FUSION TRANSFORMATION
Bosses and NPCs had somehow learned fusion transformations — forms that are only ever meant to exist on a fused body, for as long as the fusion lasts.
So mid-fight they'd keep slamming into a fusion transformation over and over: the full shockwave-and-flying-rocks entrance, again and again, every few seconds, from every boss on the map at once. It looked ridiculous and it was one of the bigger sources of lag in a busy fight.
Fusion forms are now locked to actual fusions, the way they always should have been. Bosses keep their own transformations and their own ladder — they just can't borrow yours anymore.
🔌 THE RANDOM DISCONNECT LOOP IS FIXED
You know the one. "Connection failed after handshake." Booted for no reason, reconnect, booted again, stuck in a loop — usually right as you were loading in. Then it would mysteriously sort itself out, or fix itself the moment somebody else logged on.
That's gone. It was a fault in the way the game hands custom artwork to your client: every emote, hair, aura, portrait and uploaded sprite you're carrying. When too many were sent at once the delivery got scrambled, and your client dropped the connection rather than try to make sense of it.
It was never your internet, your character, or anything you did. The more custom artwork you had, the more often it hit you — which is why it always seemed to pick on the people with the most decked-out characters.
It also explains the strangest part: once a piece of artwork made it through safely, your client remembered it for good, so the next attempt would work. "Just try again" and "log in after your mate" were real fixes to a real bug.
Everything that sends artwork to your client now does it safely.
💾 WHEN YOUR CHARACTER BREAKS, IT CAN BE PUT BACK
Groundwork has gone in behind the scenes for a better way of storing characters.
What it means for you: on servers running it, staff can actually look inside a character when something goes wrong, instead of guessing. Characters get backed up regularly on their own, so there's a point to roll back to rather than a shrug. And a lost item, a stat that reset itself, or a character that came back wrong can be inspected and repaired — without needing you online and waiting.
Nothing changes about how you play. It's for the times something goes wrong, so that "it's gone" stops being the answer.
🎶 NEW SKILL: LIBERATION CHANT
A new way to free someone without standing over them one Unbind at a time.
Channel it and it works on everyone bound around you at once — you can't target yourself with it. You're frozen while it's running, so it's a commitment, and if more than one person channels it near the same bound target it stacks, tearing through their bind energy that much faster. Hold the button down for a faster, hungrier version that burns through your own stamina and ki quicker in exchange for the speed.
💚 NEW SKILL: MENDING FIELD
A real healing option to replace the old one. Channel it and it heals the health, stamina and energy of everyone standing around you — it only costs you your own energy and stamina, never your health. Frozen while it's running, same as Liberation Chant, and holding the button down speeds it up at the cost of draining you faster.
🔓 BIND ACTUALLY WORKS NOW
Two bugs that made being bound feel unfair instead of just tense.
Relogging no longer erases your bind. If you were stuck when you logged off, you're still stuck when you log back in — the way it was always supposed to work.
Unbind was quietly broken and now isn't. It was checking the wrong thing when you tried to free someone, so it often did nothing at all no matter how many people tried. Fixed.
A reminder for anyone stuck: freeing yourself alone is meant to be slow — that's intentional. Ask around. Every person who helps unbind you tears off another chunk of that energy, so the more people who pitch in, the faster you're out.
📋 UPDATES NOW COME WITH A QUICK SUMMARY
Patch and update posts on Discord now show a bullet-point rundown of what changed right up front — no more opening the full notes just to check whether something in this update affects you.
⚡ FUSION REACHES WHAT NEITHER OF YOU CAN
Two Saiyans who have nothing but base Super Saiyan fuse — and the fusion goes further than either of them ever has.
Fusion Super Saiyan 2. Fuse with another Saiyan when you've both earned Super Saiyan, and the warrior you become can push into a tier neither of you owns. Golden lightning, the works.
Fusion Super Saiyan 3. The one a fusion is remembered for. It isn't handed out for fusing — it's for a pairing that has fused, fought and won together until there's nothing left to learn about each other. Take a partner all the way and the door opens.
Every kind of Saiyan gets its own. A Divine Saiyan fusion doesn't turn into Gotenks — it blooms into Fusion Super Saiyan Rosé, and, for a fully mastered pairing, Fusion Super Saiyan Rosé 3: the long rosé mane years before you'd ever have earned it alone. Which set you get comes down to who leads the fusion, so a mixed pair can choose.
And not just the textbook Saiyans. Legendary, Freak, Berserker, Primal Titan — the ones who never walked the ordinary Super Saiyan road — get their own Ascendant fusion, built out of the monstrous forms they do have.
And every other race gets one too. Fusion isn't a Saiyan feature. Whatever you are, the merge takes the strongest form the two of you have between you, makes it stronger, and reshapes it into something that belongs to the fusion — an Alien's Super Alien, fused with a Demon, comes back as Demonic Super Alien, red lightning and all. Machines run hot and blue. Divine bloodlines burn with godly ki.
Nobody comes out of a fusion worse. The merged warrior takes the better of your two forms on every single stat. If one of you brought the raw power and the other brought the speed and the reflexes, the fusion has both — you never lose the thing you were good at just because your partner hit harder.
No form at all? Now you have one. Plenty of races never had a transformation to their name. Fuse with enough power behind you and the merge gives you one outright — a Demonic, Machine, Divine or Empowered Fusion. Two fighters who have never transformed in their lives can walk out of a fusion transformed.
Fuse with a god and the god wins. A Destroyer or an Angel in the merge overrides everything else about it — even a Saiyan's. A Saiyan who fuses with a Destroyer doesn't come out as Gotenks; they come out wearing Ultra Ego, purple lightning and all. Fuse with an Angel and whatever form you had starts moving on its own — Ultra Instinct: far harder to hit, far faster, and barely costs you a thing to keep swinging, at the price of a lower ceiling.
And if you're already the god, you don't borrow anyone's shape — you get a stronger version of your own.
Destroyers and Angels can't fuse with each other. Destruction and preservation don't share a body. Not by any method, not ever.
Your practice together is the mastery. A new form normally arrives raw and has to be worn in — and a fusion doesn't last anywhere near long enough for that. So a fusion doesn't ask you to. How well you've mastered fusing with that specific partner is how mastered every form you can use in it is. Fuse with someone you've fought beside for months and you drop in at full power. Fuse with a stranger and you'll feel it. And nothing you've mastered on your own is ever dragged down by a new partner.
These are the fusion's forms, not yours. They're a real leap past Super Saiyan, but they're deliberately not the true tiers — you're already carrying the power of two people, and the point is to feel like Gotenks, not to end the server. If you've already earned the genuine article, you keep it; there's no weaker copy waiting for you.
And when you split, they go with the fusion. Something to come back for.
Everything here — who qualifies, how strong, whether Super Saiyan 3 is on the table at all — is up to each server.
💥 FORMS THAT WERE QUIETLY EATING THEMSELVES
A nasty one, and it had been going on for a while.
A handful of transformations were losing their power while you were still standing in them. You'd transform, everything looked right, and then anywhere from five seconds to a minute later your battle power would drop — sometimes by half — for no reason you could see. If you'd ever felt a form "go back to normal" mid-fight and assumed you imagined it, you didn't.
Fixed, and the forms are back to their real numbers:
- Evil Super Saiyan — was collapsing to roughly half strength mid-fight.
- Super Third Eye, Super Pump Up and Selflessness State — these three were the worst off. They had been giving no battle power at all while still charging you the energy to hold them. Transforming was pure loss. All three are restored, energy cost included.
- Evolved Left Eye — restored to its proper multiplier.
- The Primal Titan forms and the rest of that family are on the mended path too — this was the root of those "my Super Saiyan BP drops back down" reports.
You don't need to do anything. Already live, no reboot, and it applies the moment you next transform.
🔒 EVENTS AREN'T A PLACE TO ROB PEOPLE
You already couldn't tie someone up in an event. Now you can't go through their pockets either — looting is off inside every event, on both sides of it. No emptying a stranger's bag while they're down in an arena, and no standing outside one picking over the bodies of people fighting in it. You came in for the win condition, not for someone's gear.
Dragon Ball Hunts are untouched by this. Knocking someone out still spills every ball they were carrying onto the floor for anyone to grab — that's how you take balls off people, and it always was. Beating someone still gets you their Dragon Balls. It just doesn't also get you their inventory.
🐉 CLEAR THE FIELD, KEEP THE DRAGON BALLS
Dragon Ball Hunt events used to end the instant one hunter was left standing — and reset the dragon balls on the way out. So beating everybody didn't win you the hunt, it deleted it: you'd fight your way to being the last one alive and the balls would vanish before you could pick a single one up.
Winning the fight is now what it should be — a clear run at the set. Take the field to yourself and you keep hunting, alone, until the clock runs out or you've got the last ball.
👹 NEW BOSSES
Two new bosses have entered the fray:
- World Eater Xerxes — a Planet Eater boss.
- Xerxes Morningstar — a Vampire boss.
Both are modelled after real in-game characters played by UMadOrNah.
🔗 FUSION CLEANUP
A few more fusion bugs swept up.
Your gear stays yours. A fused warrior can't drop items, can't be looted, and doesn't scatter anything if it goes down. Fusing was quietly the easiest way to walk out of a fight with two of everything — that's shut.
Some other rough edges around handing control of a fusion back and forth have been sorted out under the hood too.
⚖️ EVENTS START EVEN
Charging up before an event used to carry straight in with you — and how far that goes depends on your race, some far more than others. Walk in already boosted and you weren't fighting the other side, you were just bigger than them before it started.
Every event that teleports you in now levels the field the moment you arrive: Arena Wars, Organization Wars, the Bomb, Capture The Orb, World Invasions and Boss Rush, the Dojo, FFA, and Dragon Ball Hunt events all reset your charge to even on entry — whether you walked in over or under. Whatever wins from here, wins by fighting.
🔧 BULMA REPAIRS WORN EQUIPMENT
Bulma now offers equipment repairs alongside her rotating capsule shop. Pick Repair Items from her menu to see every worn item you carry, its repair price, restored condition and the permanent rust the repair will add before you commit.
Eis freezes give their victim room to defend
Ice tiles and Eis's newer freezing skills now share the same seven-second protection from being frozen again after the ice breaks. Frozen players can still block incoming attacks, and all incoming damage is reduced by 30% while they remain encased in ice.
Better tools for investigating lag
Senior staff can capture live performance reports without joining the game, schedule repeated captures, and keep a dated history to investigate slowdowns. Reports show where server time went and can be searched, sorted and downloaded for later review.
🛡️ KEEP YOUR EQUIPMENT OFF THE FLOOR
Special items and artifacts left on the ground can now slowly lose condition. The default rate is 0.05% per minute (3% per hour), settled when the item leaves the floor. Moving it to another tile or restarting the server doesn't reset its exposure. Carrying it or storing it in a vault protects it from this floor decay. Hosts can switch this rule off or tune its rate.
🏦 THE BANK IS NOW A VAULT
The galactic bank has been rebuilt from nothing. It's a Vault now — still built from the Science menu, still holds your Resources and your gear, still takes a password. Everything underneath it is new.
The old bank was three different things wearing the same sprite, and where your money actually lived depended on which one you'd built. If the object went and the balance didn't — or the other way round — nobody could tell you where your savings had gone, because nobody could read the place they were kept.
Now there's one vault, one owner, one record. What's inside is written down somewhere a human can look at, backed up, and impossible to separate from the vault standing in front of you. Your balance survives a restart. So does your gear, your password, your condition and the keys you've handed out.
And your old bank moved itself across
You don't have to do anything. Every bank on the map became a Vault, carrying its balance, its items, its password and its owner — and if what was inside wouldn't fit in a starter vault, the vault came out bigger so that it would.
If anything couldn't be matched to a bank still standing, it wasn't deleted. It's being held, and staff can hand it straight back to you. Ask.
📈 YOUR VAULT UPGRADES
A brand-new vault is deliberately small — smaller than what an established fighter walks around carrying. A vault is supposed to be a decision about what you protect, not a bag of holding.
So pay to make it bigger. Every upgrade raises three things at once:
- how much it holds
- how many item slots it has
- how much punishment it takes before it comes apart
Five tiers, each one costing more than the last, ending somewhere genuinely enormous. The vault tells you exactly what the next step buys before you commit.
🔧 A VAULT IS SOMETHING YOU MAINTAIN
Vaults wear down over time. Leave one standing for long enough and its condition slides, and you can read it at a glance — it's written on the vault itself, right next to the lock.
Condition isn't decoration. A battered vault gives way faster when somebody comes for it. Let yours rot and you've done half a thief's work for them.
Repairing costs Resources and scales with how bad it's got — and with how big the vault is, because there's more of a big one to patch. You can't spam-repair either: work on a vault and there's a wait before you can work on it again.
And you can't repair it while somebody is picking the locks. That's not the moment.
🗝️ CUT A KEY AND HAND IT OVER
A password lets in anybody who knows it, which after a week is everybody.
So cut a key instead. It's a real item — the owner cuts it, hands it to whoever should have access, and that person uses it at the vault once. From then on they walk straight in with no password at all.
Because it's an item, it can be stolen, dropped and traded. Handing one out is an actual decision, and losing one means somebody else can open your vault.
The owner can see how many keys are out there and revoke any of them — or all of them — and a revoked key stops working even if it's still sitting in someone's pocket.
🚨 SOMEBODY TRIED YOUR PASSWORD? YOU'LL KNOW
Get a password wrong on somebody's vault and the owner is told who you are and where their vault is — wherever they happen to be standing.
A vault being probed is exactly the thing you want to hear about before it gets cracked.
💥 BREAK ONE OPEN AND IT ALL HITS THE FLOOR
This is the big one. A vault is a destructible object, and destroying it doesn't destroy what's inside.
Beat one down and everything spills across the ground where it stood: the Resources fly out as bags anyone can walk into and pick up, and every item stored inside is dropped in the open. Nothing is deleted. Whoever is standing there gets it.
So a vault is safer than your pockets only while it's standing. That's the whole deal. It's why defending one is worth doing, why letting yours fall apart is a bad idea, and why the biggest hoard on the server is now a target instead of a scoreboard entry.
The owner is told the moment it happens, with coordinates — losing a vault while you're offline and finding out days later is the single most enraging version of this.
Spilled loot doesn't wait around forever, either. Crack a vault with nobody there to grab it and that money is simply gone.
Which also means: a full vault stays put
A vault with anything in it can't be dragged off any more. Empty it first. Carrying somebody's savings away in one piece was never meant to be the answer to a locked door.
🔓 PICKING A LOCK IS NOW A FIGHT
The Lock Picker used to be a thirty-second silent countdown. You stood next to somebody's bank, nobody anywhere was told a thing, and at the end their password was just gone. It cost a fortune and it was completely uncontestable — which made it either pointless (nobody around) or unanswerable (nobody warned).
Now it starts a proper event, right where you're standing.
Everyone nearby finds out
The moment you start, everybody in the area is told what you're doing, whose vault it is and exactly where — and a Vault Heist tab lights up and flashes at them. The owner's tab flashes and jumps to the front wherever they are in the world.
There's ground to hold
A square lights up around the vault. You have to stay in it. Walk out and the locks hold.
- More thieves in the square, the faster it goes.
- Defenders in the square slow it right down.
- Leave it unattended and your progress bleeds away.
- A battered vault gives way much faster than a maintained one.
The square turns green when the thieves have it, red when it's being fought over. Everyone watching gets a live progress bar, the headcount on both sides, the timer, and how much is actually at stake.
Defending doesn't need an organization
Sides come from the vault itself. The owner, anyone holding a key, and anyone in the owner's party are defending it. Everyone else standing in that square is raiding. You don't have to belong to anything to help a friend hold their vault — just turn up.
Crack it and you take a cut, not the lot
A successful crack siphons a share of what's inside and breaks the lock. That broken lock is the lasting damage: the vault is open to everybody until the owner notices and sets a new password.
It does not empty the vault. Robbing a vault and destroying a vault are two different things, and they pay differently — which is the entire point of giving vaults condition.
The owner has a panic button
While it's happening, the owner can give up the lock and end it there and then. They lose the password. They keep everything the thief hadn't taken yet. Sometimes that's the right trade.
And it's not a free swing
You can't pick your own vault, or one you already hold a key to. There's a wait before you can rob again — and logging out doesn't reset it. A vault that was just hit gets a protection window so its owner has time to re-secure it. And a vault with pocket change in it isn't worth the noise; the game won't let you.
📋 FIND YOUR OWN VAULTS
Two vaults on a map this size is two vaults you'll forget the location of.
You can now pull up a list of every vault you own — where each one is, how full it is, how many item slots are left, what condition it's in, and a red warning on any of them you've left with no password on. Vaults you hold somebody else's key to are listed underneath.
💰 YOU CAN SEE WHAT YOU'RE ACTUALLY WORTH
"How rich am I" was never the number in your pocket. There's now a proper breakdown: what you're carrying, what you've got banked, your slice of your organization's money, and what your gear would fetch — and the total at the bottom.
Banked Resources count as yours if you own the vault. Holding somebody's key gets you in; it doesn't make their savings yours.
✨ Also in this update
The Lock Picker's repair told you the wrong thing
Repairing a Lock Picker — and a Wall Booster — got its messages backwards. Say no and it told you that you were broke; genuinely be broke and it told you nothing at all, and quietly did nothing. Both now say what they mean, and quote the price.
Everything above is host-configurable — how big vaults get, what upgrades cost, how fast condition slides, how long a robbery takes, how much a crack takes with it, and whether robbery is switched on at all. Different servers, different rules.