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PATCHv1.2.7.2· September 10, 2026

Wipe Patch Note #2 - Addressing Suggestions & Reports

A series of changes and fixes based on player suggestions and reports!

Main Summary

  1. Base Android: This race now naturally starts with the technician fighting style. This is to keep them unique and seperate from all the android types which mostly have everything base android has without the no anger drawback.

  2. Tsujin Baby: Fixed a bug with Tsujin Baby still having the scientist fighting style passives, despite changing to baby, which kept them with the lower damage drawback. This has been fixed.

  3. Hit Time Meter: Fixed an oversight with Hit Time Meter being placed in Skill Mastery, rather then Body Passives. It has now been placed in body passives. It should still increase when using hit time skip skills.

  4. Antigravity Module: Upgraded Antigravity Module now makes Android's immune to the health damaging effects of gravity. Fixed a bug with this no longer working when we converted to a new gravity system.

  5. Scientist Trap Box: Scientist Trap Box now has several counters: Players can use skills that turn you into a projectile to leave the trap box such as: Mystic Ball Attack, Dragon Fist, Mercenary Tao Pillar, and various others. Additionally, players can use the 'Dash' skill to break out of this skill with significant cost: heavy stun, stamina drain, health damage, and 10x normal dash cool-down.

  6. Upgraded Firewall: Upgraded Firewall now prevents you from having your cyber bp upgraded while you are knocked out, unless that person has the same password as your tools.

  7. Explosive Wave, Dragon Fist: These skills are now able to break out of Bio Android's tail absorbption.

  8. Tsujin Intelligence: Fixed a bug with Tsujin actually starting with lower intelligence then every other race. At 0.1x. Lmfao, It has now been set to 1.2x. All players who have already made will be auto-updated when they login automatically.

  9. Mercenary Gang Quest: Once knocked out, these NPCs are permanently knocked out, allowing you to capture their bounties.

  10. Item Decay: Disabled.. temporarily.

  11. Boss AI HP: Fixed a bug with many bosses, big bosses or mini bosses spawning from events or open world sometimes gaining over 100% health, e.g. 5000%. This should be fixed.

  12. Z Fighter Challenge: Should no longer have times where it spawns bosses in a completely different dojo to you.

  13. Sparring Quest: Like before, it can now only be done if you are not within the top 30% of relative battle powers. This is so top players cannot keep spiking up battle power significantly. Fixed a bug with it being able to be done with a party which doesn't quite make any sense. The quest has been re-enabled as a result.

  14. Alien Skills: Re-created the Alien Customisation Menu, and added options for admins to customise what goes in and outside of it. This should help roleplay servers with being able to customise their server more efficiently. For PVP, added an extra skill if Aliens pick Stretchy Arm, they are able to get Stretchy Grip which grabs and squeezes people from afar.

  15. Special Items & Artifacts Cap: Modified the artifacts, and special items cap to better values so it fits better and reaches 100%, after korin achievements.

  16. Performance Changes: Made several performance changes; fixed a bug with the map items duplicating itself every reboot, and various other bugs.

  17. Login & Selection Menus: Fixed login and character creation falling back to old input boxes. Alien customisation always opens its new picker, and icon selection always shows sprite previews. Music Manager, jukebox and technician chip selection now use their new panels regardless of statpanel preference. Buff Options keeps its existing legacy option.

  18. Special Ranks: Achievement Points: Fixed a bug with Special Ranks-- Achievement Points requiring current achievement points rather then your total, penalising players for spending their points.

Z-Fighter Challenge uses modern arenas

Goku’s Z-Fighter Challenge now prefers the modern dojo system, placing you and your opponent into the same arena. The old arena is used only if the new match cannot start. Quest wins still count normally; cancelled or finished matches do not start a second fight. This should fix some bugs with the old one e.g. boss being in a differen't dojo map from you.

NPC health bars stay within 100%

Bosses and combat NPCs now correct oversized health bars during their AI updates. Extra durability is represented by taking less damage instead of showing thousands of percent health. The correction also catches health changed after spawning.

Break free from tail absorption

Explosive Wave (including Hyper Explosive Wave) can now stop tail absorption at three times its usual stamina cost. Super Explosive Wave and Dragon Fist break you free at their normal costs. A hint explains these escapes when the tail catches you. Escaping stops the pulling and life drain together.

Boss defeats count toward your goals

Fixed a bug with Boss Hunter & Defeat 30 Boss achievements not working correctly. Boss Hunter, Defeat 30 Bosses and the Defeat Boss daily now track mini and big boss defeats directly. Their required counts and rewards are unchanged. Already-assigned boss dailies receive the corrected tracking after the next daily reset.

Race transformation list cleanup

The Transformation tab no longer lists fusion-only forms or templates. Race and Human path changes now refresh the available forms without needing to log out.

Wear and decay defaults are easier to manage

Hosts can adjust wear, ground decay and repair defaults together in one visible section, with clear labels. Changes apply to the selected server without a reboot; individual item overrides still take priority.

Runtime errors can be read outside the game

Level-5 admins can capture the current server error log, read full stack traces, search and download saved captures. Dated snapshots stay available for 30 days, even while the server is offline. Large logs show their latest 256 KB with a clear truncation notice. A save-and-reset option starts a fresh log without rebooting, while keeping previous logs.

Swords no longer collapse your BP

Fixed an equipment error that could drop displayed and combat BP to 1 while wearing a custom sword and weights. Your saved base BP is preserved, and weights keep their normal penalty. Custom swords also no longer trigger related evasion errors.

Gravity-room laser trails are back

Gravity-room lasers once again leave their fading red trails and travel at their original speed. Their original hit range and continued flight are restored, with damage applied safely without treating a turret as a player.

Equipment capacity updates as you equip

Special-item and artifact capacity bars now update while you equip or remove gear, without switching tabs.

Science items stay visible and configurable

Armor and other items sharing a name no longer disappear or multiply in the build menu. Hosts can add existing game items and custom items to Science, including items with no normal build price, and choose free purchases or prices in one or several currencies. Custom-item prices now apply correctly. Catalogue edits take effect without a reboot once this update is installed.

Make your alien your own

Alien choices gain a searchable picker with clear categories, remaining picks and confirmation before each permanent choice. Close it and return to unfinished choices later. Hosts can tailor the options and build choice menus for other characters too. The old option that did nothing has been left out.

Hit Time Meter

Hit’s Time Meter now levels under Body Passives instead of Skill Mastery. Existing levels and progress carry over, and using Time-Skip skills and gaining Power Ranks still train it. Combat Experience can be invested into it alongside other body passives. Its meter gain, decay and skill-cost bonuses remain, and skills now correctly accept the reduced meter cost.

Trap Box lets attacks through again

Scientist Trap Box still cages fighters and blocks ordinary attacks. Dragon Fist and blasts specifically designed to clear obstacles can pass over its walls again. Build Box, Ki Barriers and other full barriers remain solid. Hosts can independently change all four passage rules for normal barriers and Trap Box walls.

Trapped fighters can now use Dash to force their way outward through a Trap Box wall. Breaking out damages and forcibly stuns them, drains extra stamina, and makes Dash take much longer to recover. Dash still cannot enter the cage or pass through other barriers.

Mercenary bounties stay down for capture

Knocked-out NPC bounty targets now remain unconscious until they are restrained. They can no longer recover during the capture window and force hunters to defeat them again. Real-player bounty targets keep their normal knockout recovery.

Super Firewall Cyber BP protection

Super Firewalls now protect knocked-out players from forced Cyber BP upgrades, downgrades, and removal. Robotics Tools can bypass the protection only when their code matches the installed Super Firewall's code.

Super Antigravity protection

Upgraded Antigravity modules now fully prevent health drain from modern Gravity Machine fields while preserving their training benefits.

Duplicate item cleanup

Fixed cleanup cancelling when world items changed during confirmation. Hosts now confirm once before the current items are scanned, backed up and cleaned.

Cheaper Scatter Shot targeting

Scatter Shot avoids repeatedly checking the entire nearby area for every projectile. Destinations still obey the same range, terrain and visibility rules.

Less repeated background work

Shop updates reuse unchanged openers instead of rebuilding them for everyone. Statpanel and custom configuration lookups avoid repeated searches while keeping live changes visible.

Prevent duplicate item restores on reboot

Map restoration now finishes before the game decides whether to load legacy items. This prevents a slow restore from loading the same saved items twice. Previously duplicated items require separate cleanup.

Sparring stays focused on catching up

Sparring Session once again requires players to be outside the top 30% of relative battle power. Stronger players cannot use this catch-up quest.

Baby Tsujin leaves Scientist behind

Becoming Baby now removes the Scientist and Technician styles inherited from base Tsujin before choosing a new style. Scientist's damage penalty and leftover passives no longer follow you into Baby. Existing affected characters are repaired when they log in.

Special ranks count earned Achievement Points

Special-rank requirements now count total Achievement Points earned. Spending your points no longer makes you ineligible for a rank you have earned enough points to attempt.