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Improved the cosmetics system further, it's hard to settle with a feature-set for the cosmetics system, It's read for release at this point, however I'll probably spend at least one more week on it. It's also hard to decide on the delivery of the cosmetics, we currently have 5 premium items, if all of the cosmetics drop from these items, it becomes a very rng-heavy delivery. It might be a good idea to separate different things to different packs.
There's a new item called the "cxjar" - basically if you liquify a cosmetics entity and put it into an "emptyjar" it becomes a "cxjar", for example bats will drop "cxjar"s including bat wings with a very low %. In addition, it will be possible to receive cosmetics from exchanges too!
Some progress on pets as well, I think the puppy licenses and that one "kitty1" item that dropped from a "glitch" is going to increase in value soon :)
New Feature: Citizen Aura's - Kane grants +1000% Luck and Angel grants +1000% Gold to start with, whenever they are nearby. The auras only last 12 seconds
At the next update, there'll be a new "chest" opening Game event, the data includes a lot of details, the +Gold% of a character now only applies if you are close to the chest, and if you are in a party, only the looters +Gold% applies
To counter some abuse scenarios, magiport and blink now act like you spent 30 seconds in the abyss, so all of your buffs age 30 seconds too, otherwise It'd be possible to stack chests, designate a character as an aura boy and only loot chests with the +Gold aura
Another small change, "compound" now returns a Promise (game needs to be updated first, so not now now, probably within this week)
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