Release notes
What’s new on Neverness
Every update that lands, written for players: new features, fresh data on the map, and the things we fix when you tell us they break.
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☀️ The summer events, named at last
- The five summer events have their real names. Volley Star, Surf Breaker, Shipwreck Salvage, Breezy Ride and Summer Time. They were showing their Chinese names, because the build the site read had not been translated yet. Old links still work.
- Seven more anomalies, 82 in all. The Tin Soldier, the Saddy Teddy, the Mirror Wraith, the Scarlet Phantom, the Leech Spawn, the Bloomhost Effigy and The Fogden-Wright each have their page.
- A new racing fleet in Duskmoor. Chapter Nova, with its racers and its route.
- The bank’s LG1 floor fits on one plan. The game republished its floor plans, and the office floor no longer needs the three overlapping views that took over the page.
- Zankou’s skills read as the game writes them. Her descriptions were translated by hand while the game shipped them untranslated. They now come from the game itself.
Everything here comes from the update you downloaded this morning, read straight out of the game.
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🗺️ NTE 1.3: the map redrawn, Zankou, and the bank
- The map is on 1.3. Every tile was pulled from the patch again at all four zoom levels, and the 2,462 points were placed again from the game coordinates. What the update added sits on the map with the rest.
- Zankou has her page. Her four skills and two passives with what every level costs, her seven ascension phases, her six outfits and her ten affinity levels.
- The Pink Paws Heist runs on the plans the game itself draws. The hand made images are gone. Each of the five floors lists what drops there and at what odds, the list filters down to the rarity you came for, and clicking a line lights up where it spawns on the plan.
- One bill for a whole build. Send a character ascension, any one of their skills, or an Arc to your farm plan from the page you are already on. The plan follows you around the site and adds it all up into a single materials list on its own page.
- Arcs count in levels, 1 to 80. The Arc calculator used to ask for a stage between 0 and 6, which matched nothing you see in game. It now works the way the character one does, with the same running totals.
The 1.3 page lists everything the patch added, worked out by comparing the game data before and after it.
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🧭 A new home, game update pages, and a version stamp
- A new home page. It is a directory now: every part of the site on one screen, grouped the same way the sidebar is, with its counts. Above it, a line of what is running right now with the time left on each event.
- A page per game version. From the next patch on, each NTE version gets its own page listing exactly what it added: characters, creatures, events, gear, Arcs and materials, each linked to its own page. It is worked out by comparing the game data before and after the patch, so nothing gets forgotten.
- Every page says which version it reflects. A line at the foot of each Codex page tells you the data is current for NTE 1.2, and links to that version.
This version is the reference point, so its page has nothing to list yet. The next patch will fill it.
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🎪 An Events page, one sheet per event
- An Events page. All 34 in-game events, grouped by what they ask of you: story runs, combat, mini-games, log-in rewards. Every one of them has its own page with its missions, its reward tiers and its prizes, all resolved down to the actual item you receive and its icon.
- A countdown on what is running. When an event has announced dates, its card says how long is left and the bar empties as the window closes. The time is worked out in your browser, so it stays right even on a page that has been sitting in cache.
- Auction lots, scratch tickets, capsule pools. The 50 appraisal tools of Going, Going, Gone!, the five Mews Flash tickets and the five capsule pools are listed with what each one does.
- Street incidents moved. The six city incidents now live on their own page, reachable from the top of the Events page and from the sidebar.
The game does not publish its schedule in its files, so the dates are entered by hand at each patch. Everything else comes straight from the game.
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🗝️ Dungeons, a world-level switch, and shorter links
- A Dungeons page. The 22 instances you spend Pixels on, grouped by what they give you: resource runs, skill trials, Arc trials, module trials and the weekly bosses. Each row shows the entry cost, the recommended level and everything it pays.
- Pick a difficulty per family. The I to VII tabs sit with each group, exactly like the in-game screen, and your choice is remembered from one visit to the next.
- A world-level switch. Pick your world level once in the sidebar and every scaled number follows: boss payouts, creature drops and the material tiers that actually fall at your tier. Each option spells out the Hunter level that unlocks it.
- Bosses have their own page. The seven roaming bosses, with their spot on the map, the Pixels the chest costs and what they drop at your world level. The three weekly bosses moved to Dungeons, where they belong.
- Equipment is now Console, the name the game uses. Set cards show the cartridge core, and the module stat pool is written once for the whole section instead of a partial list on every card.
- Shorter links. Codex pages are now plain addresses: /characters, /arcs, /console, /trials. Old links still work.
- Pages load faster. Navigation is back to plain page loads, which cut a heavy listing from about two seconds to under a third of one. The radio no longer follows you across pages, which was the trade.
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🐲 World bosses, and a real Arc calculator
- A progression calculator on every Arc. Same tool as the character Ascension block: set a current and a target breakthrough stage, and you get the exact Beetle Coin bill, every material, and the main stats you end up with.
- Arc main stats are in. ATK, CRIT Rate, HP and the rest, at every breakthrough stage, with the gain you make over your current stage.
- The numbers that change are highlighted. Slide the star level and the values that actually move light up, so you can read an upgrade at a glance instead of comparing two paragraphs.
- Costs say Beetle Coins. They were labelled gold, which is not what the game charges you.
- A World bosses page. The seven roaming bosses, each with its exact spot on the map, the Pixels the reward chest costs, and the full list of what it drops.
- Materials now say where to get them. A material page lists the creatures and the world bosses that drop it, on top of the Arcs that consume it.
- Fixed: on a character Ascension block, the "breakthrough fees not included" note stayed on screen whatever the checkbox said.
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💠 Arcs, materials and city events join the Codex
- Every Arc has its page. The 47 companion devices are listed with their art and rarity, and each one opens on a single panel with everything on it.
- Two sliders, the whole build. Drag the star slider to read the exact effect at any star, and the breakthrough slider to see the level cap it unlocks, the gold it costs and the materials it eats, both for that step and as a running total.
- Find the Arc that fits your character. Filter the list by the Wanderer the game recommends it for, by rarity, or by name.
- A materials catalog. The 78 development materials with their icons, their rarity and their flavour text. Click any material shown in an Arc cost to see everything that consumes it and how much.
- City events, mapped. The 6 street incidents that keep firing around the city, with all 97 spots they can appear at plotted on the world map.
- Development guides on character pages. Each Wanderer now shows the in game recommended build: the skill upgrade order with icons, the priority stats, the reference Console layout and the recommended Arcs.
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🧩 The Codex is complete: five new sections
- All 12 cartridge sets, in full. Every Console set now has its own page: the 2 piece and 4 piece bonuses written out, the four module shapes it asks for, and the exact stat ranges each rarity can roll.
- The 12 module shapes, drawn to scale. You can see at a glance which piece fits where, how many cells it takes, and what it rolls, instead of guessing from a shop thumbnail.
- The game’s own recommended loadouts. For all 21 characters, the reference Console layout is rebuilt cell by cell: which cartridge, which modules, where they go, the priority sub stats and the grid specialization passive.
- Search and filter. Narrow the catalog by rarity, by piece type or by how many cells a shape takes, in English and French.
- A full Bestiary, too. The 35 creatures of the in-game Monster Manual each get a page: their codex entry, their region, the materials they drop, and every spawn point plotted on a map of the world.
- Hunt by loot. Filter the bestiary by the material you need and see at once which creature drops it and where to find it.
- The Anomaly Archives open. 71 case files from the Wertheimer Bureau, each with its designation, classification, threat tier and the complete report, laid out like the in game dossier.
- Filter the archives. Sort the files by classification (organism, object, phenomenon, location, meme) or by threat tier.
- Cooking, fully listed. All 118 dishes with the exact buff they grant, how long it lasts, and whether they double as an affinity gift. Filter by effect, by rarity, or to only show what you can gift.
- Street racing arrives. The 13 courses with their 65 configurations (direction, weather, lap count), each with its track layout drawn on the city map, plus the 11 crews and their 42 drivers.
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👗 Four new outfits for Oneiroi
- Oneiroi goes from 2 to 6 outfits. Summer Dream, Archmage, Starlit Night and Channeling join her Codex page, each with its full splash art.
- A new affinity gift. One more dish to raise your bonds, already listed in the gift tables.
- Amber Sugar Lake becomes Amber Syrup Lake. The Warren zone was renamed in game, so the map follows: switcher, page title and search all use the new name.
- Fresher texts everywhere. Wanderer pages and marker names were refreshed to match the latest in game wording, in English and French.
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📱 The map plays nice on mobile
- Tap and double tap. On mobile, tapping a marker now opens its sheet, and a double tap marks it as found right away: the fastest way to track your farming on the go.
- The found button is back. The POI sheet no longer hides its action button behind the bottom toolbar on phones.
- "Visited" becomes "Found". Clearer wording everywhere: you find a chest, you do not visit it.
- Cleaner mobile menu. Icons and labels in the menu drawer are properly aligned again.
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🎮 The Warren maps arrive in the Companion
- Warren in the Companion overlay. A new Map / Waren switch sits in the top right of the Companion: jump between the main city map and the Warren continent without leaving the game, with all 5 zones one click away.
- Readable chest names. Warren chests and dice chests now show proper English and French names instead of the raw game text.
- Cleaner filter panel. The map filter panel drops its old footer links to keep the focus on your categories.
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🗺️ The Warren continent map is here
- Warren continent map with 5 zones. The 999 Night anomaly is now on the interactive map, with all 5 zones clickable: Fuzzy Village, Chocolate Volcano, Milk Ice Mountain, Amber Sugar Lake, Crimson Castle. A zone switcher lets you jump between them without reloading.
- Collectibles and progression per zone. Chests, dice chests and quests populate each zone with their own progress tracker and cloud save sync, so your collection follows you between devices.
- Activatable campfires. Light the way: campfires across the Warren continent are now toggleable, just like on the main map.
- Search and comments on zones. Find what you are looking for with the search bar, and share photos and tips on each zone's comment tab.
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🧭 A brand new sidebar navigation
- Sidebar menu. The top bar is gone: a slim icon rail now lives on the left, expands on hover, and can be pinned open. Your map gets the full height of the screen.
- App-like mobile. On phone, a bottom bar puts Map, Routine, Bank and Codex under your thumb, with the full menu one tap away.
- Codex at a glance. The Codex now lists all its sections directly in the menu, including what is coming next.
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🆕 Chaos, Iroi and Shinku join the Codex + map update
- Three new wanderers. Chaos, Iroi and Shinku now have their full Codex pages: skills, awakening, breakthroughs, life skill, gifts and outfits, fresh from the latest game version.
- Midnight Catzebo kiosks. The new lottery kiosks are on the map with their own icon: ten spots across the city to try your luck.
- New quest starts. "The 100th Lucky Student" and "Secret of the Tornado" now have their starting points marked.
- Prison Fight Club. The entrance and exit of the new prison activity are pinned, so you can find your way to the ring.
- Pegasus Residence. The new property joins the real estate markers.
- Fresher texts everywhere. Marker names and descriptions were refreshed to match the latest in-game wording, in English and French.
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🎯 Farm Hostile Anomalies by material
- Filter by dropped material. The Hostile Anomalies category now expands into material chips: pick the material you need (character or furniture upgrades) and the map shows only the anomalies that drop it.
- Drops at a glance. Click any anomaly on the map and its Info tab now lists exactly what it drops, with icons.
- Daily farm tracking. Mark an anomaly as farmed for the day (right-click a pin, use its panel button, or let Tour Mode check as you go): it dims in gold on the map, and every check clears automatically at the 5 AM respawn so your route is fresh each morning.
- Smarter fast travel in tours. Tour Mode now knows you can teleport from anywhere and that loading screens take time: routes only suggest a jump when it genuinely beats walking, straight to the right teleporter.
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🎯 Pinpoint map markers + Sunni Island complete
- Pinpoint placement. Every marker on the map now sits exactly where it is in-game. We rebuilt the map from the game’s own coordinates, so pins line up precisely with the terrain instead of being slightly off.
- Sunni Island, fully stocked. The island’s sightseeing spots now show their real names (Cruise Pier, Sunward, Moonview Tower, Archway Bay), right alongside its dice chests, oracle stones, and roaming creatures.
- A cleaner map. Notable-building markers that doubled up with their sightseeing spot were removed, so the photo-spot layer is tidier with no duplicate pins.
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✅ Two new Fons tasks on your routine
- Daily: Chiz's Fons. A new daily task reminds you to pick up the 40k Fons from Chiz, which bank up to a 500k maximum if you let them stack.
- Weekly: Mammon hunt. A new weekly task tracks catching Mammon from the black-and-red cat in your first house, worth around 200k Fons.
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👀 A first look at upcoming characters
- Coming Soon. Six characters spotted in the latest game data now appear at the bottom of the Characters page with a SOON badge, so you can see who is on the way. Names and details will fill in as they get revealed.
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🏝️ Sunni Island on the map + Lacrimosa’s Life Skill
- Sunni Island is on the map. The island now appears as its own region, with its 10 Oracle Stones, 9 Dice Chests, and the anomaly creatures that roam its sanctuary, all placed at their real spots.
- Lacrimosa’s Life Skill is finally on her page. Her city ability "Chef Tomato" now shows all 5 ranks (dish price boosts, ingredient savings, and the special Tomato Juice dish), just like every other wanderer.
- Map art refreshed. The interactive map now uses the latest tiles from the game, including the freshly drawn Sunni Island area, and new anomaly markers across the world.
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🎣 Fishing hub complete: rods, baits & spots on the map
- The Rods tab is live. A side-by-side comparison of all 4 rods: endurance, unlock level, price, how many of the 88 fish each one can land, the weight bonus it adds per fish quality, and the Fish King bonus. The best-value rod is flagged.
- The Baits tab is live. All 20 baits, filterable by water type, each showing which fish it targets and the bite-share percentage. Click any fish to open its full detail sheet.
- The Spots tab is live + fishing spots are on the map. The 8 fishing spots now appear as their own category on the interactive map, named by district. The Spots tab lists each one with its fish pool, bait-tier range, and a "View on map" button that flies straight to it.
- FishingCoin shows its shell icon everywhere. Prices across the fishing hub now use the in-game iridescent shell glyph instead of the "FC" text.
- Calculator no longer looks broken on losing baits. Picking a bait your current rod can’t fish, or one that loses coins at your level, now shows a clear explanation (which rod you need, or to stick with the Universal bait) instead of blank dashes everywhere.
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🎣 Fish detail modal, layout polish & Stolen Vehicle fix
- New: click any fish in the Pêche codex to open its full fiche. Sell price range, weight distribution, XP yield, catch mechanics, spawn spots, compatible baits with %, suggested rod and bait for the catch. Everything you need to plan a run without leaving the page.
- Map fix: Stolen vehicle events are placed where the vehicle actually is. Until now, the 10 "Stolen vehicle detected" markers were stacked on top of the nearest Police Station (the drop-off point). They now sit at the real spawn coordinates of each Garuda vehicle.
- Map fix: removed 13 duplicate Police Station pins. A second set of generic "Police Station" markers was overlapping the proper Bureau de la sécurité branches (with their real names and descriptions). Cleaned up.
- Hub Pêche layout no longer jumps between tabs. Switching from Calculateur to Poissons / Cannes / Appâts / Spots keeps the page width and minimum height stable, so the tab bar stops shrinking and the content stops sliding around.
- Bank hub gets the same layout polish. Tabs at /bank (Overview, Floors, Loot, Mammon, Access cards) now keep a stable width and minimum height, no more visual jump when you switch panel.
- Bank page no longer loses its styling. Leaving /bank and coming back used to render the page as raw text in some cases. The styles are now properly cached and survive every navigation.
- Codex character pages: Ascension and Liens stop loading without styles. The same intermittent unstyled bug as Bank, fixed on the character tabs.
- Codex character tabs no longer break when you jump between characters. The tab indicator stays on the right tab, the first option ("Vue d'ensemble") stays visible and clickable.
- Codex dropdown now opens above the map searchbar. Hovering Codex in the nav on /map used to show the dropdown under the searchbar. It now sits cleanly on top.
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📂 Codex dropdown is live: jump straight to a wave from the nav
- Codex now has a quick-access dropdown in the top nav. Hover the Codex label on desktop, or tap it inside the burger menu on mobile, to see the 6 waves (Characters live, 5 more coming) without leaving the page you are on.
- The Codex hub at /codex still works the same. Clicking the Codex label itself takes you there as before, the dropdown is just a shortcut.
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🎧 Cubox Portable Player is live: take the OST anywhere on the site
- The Cubox icon next to the language switcher is the new music player. Click it to open the panel and play any of the 36 OST tracks. The pill's ring spins while audio is running, so you can see at a glance whether something is playing even when the panel is closed.
- Audio keeps playing when you move between pages: open the map, the codex, the bank, the heist or the routine, the track keeps going without a cut. The player only stops if you hit Login or Admin (those pages need a full reload for auth reasons).
- Everything you expect from a real player: play / pause / next / previous, shuffle, loop on a single track or the full queue, volume slider, scrubber to jump to any moment, heart on each row to favorite a track, search bar to filter by title, sort by alpha, recently played or favorites first, and a "Favorites only" toggle to hide everything else.
- Keyboard shortcuts: Space toggles play/pause, the arrows seek 5 seconds and adjust volume by 10%, F adds to favorites, M mutes, S toggles shuffle, L cycles loop. They only fire when you are not typing in a search input, so you can still type without triggering the player.
- Lock screen and headset buttons work too: on phone or laptop, the OS shows the current track title and artwork in the media controls overlay, and the play/pause/next/previous buttons on your headphones trigger the player. Your last track, position, volume, loop and shuffle state are remembered between sessions: come back tomorrow and you're right where you left off (you'll need one tap to resume playback because browsers don't autoplay).
- On mobile, the player opens as a full-width bottom-sheet with drag-to-close. On desktop, it is a 400px dropdown that drops down from the header pill. Same features on both layouts.
- Volume normalized across all 36 tracks via EBU R128 loudness normalization at -16 LUFS (the Apple Music music streaming target). No more reaching for the volume knob between Afterglow and Beneath the Mask, everything plays at the same perceived loudness.
- Credits page at /credits (and /fr/credits) lists the OST attribution and the Cubox Portable Player concept ownership. Linked from the footer.
- Page transitions are now smoother across the whole site thanks to Astro's ClientRouter activation under the hood. Less flash of white between navigations, content swaps in place. Map and Login pages still do a full reload because their state is too complex to swap safely.
OST original property of Hatsuyuki Town (NTE). The Cubox Portable Player is the in-game item that inspired this feature. Take it with you everywhere, just like in the game.
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✏️ Codex polish: Characters everywhere + simpler bond calculator
- Wanderers renamed to Characters across the Codex. Listing header, filters, search placeholder, breadcrumbs, browser tab titles, SEO descriptions and URLs all use "characters" now (listing at /codex/characters, detail at /codex/characters/<name>). Old /codex/wanderers/... links keep working through permanent redirects, so saved bookmarks and Discord posts still land you on the right page.
- Bond calculator goes from three strategies to two: Best Value (lowest total Fons) and Fastest (fewest days under the 3 gifts per day cap). The old "Cheapest Per Gift" mode always picked the same item as Best Value in practice, having two buttons that did the same thing was misleading. Saved preferences fall back gracefully if you had the dropped mode selected.
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📖 Codex opens with Wanderers + Pink Paws Heist page
- Codex section is live with all 17 wanderers (Sakiri, Lacrimosa, Skia, Nanally, Mint, Haniel, Edgar, Baicang, Hathor, Adler, Fadia, Hotori, Daffodill, Jiuyuan, Aurelia, Chiz, Zero). Each has a full detail page with portrait, lore, element, role tags, stats, the 4 active skills, 2 to 3 passives, 7 breakthrough stages, awakening tree, life skills, outfits gallery and bonds tab. Hub at /codex, listing at /codex/characters, locale-aware deep links via the FR/EN switcher.
- Esper Cycle wheel per wanderer rebuilds the in-game elemental reaction graph: the 6 elements ring the wheel, only the ones that pair with the wanderer’s own element light up, with chain bands linking adjacent active rings the way the actual game UI does. Sits on the native wheel backdrop, ring sizes unified, hover states tamed.
- Bond calculator answers "how much does it cost to max your bond with this wanderer?". Pick your current bond level, type the exact points already accumulated, set a target, and three strategies run side by side: Best Value (lowest total Fons), Fastest (fewest days at the 3 gifts per day cap), Cheapest Per Gift (lowest unit price). Recommendations show item icon, rarity badge, count needed, total cost. Numbers tween smoothly when you change inputs. Settings persist per wanderer.
- Skill stats per level appear under every active skill. Slide the level slider, the active value tracks in real time and the 9-cell mini-bar highlights the current level. Coverage: 64 out of 68 proactive skills carry full datamine-sourced damage scaling (the 4 remaining are buff-only abilities with no damage entry).
- Pink Paws Heist page at /bank gathers everything the heist mini-event drops: overview of the rotation, floor-by-floor breakdown (vault layouts, safe types, door colors), full loot table, Mammon mechanics, and the access cards needed per floor. Sticky tab strip, mobile-friendly, FR + EN, with a footer cycle ticker telling you which heist window is currently active.
- Wanderer listing filters redesigned as polished pills: filter by element (with the native game icons), by role family (DPS / Buff / Heal / Tank color-coded with a leading dot), by rarity (S and A class icons with their tier glow, now with a class label next to the icon). Search bar gets a magnifying-glass and a focus glow. A "Reset all" button appears as soon as a filter is active, and each section header shows a small counter of how many filters you have selected in that group. Multi-word roles like "Burst DPS" and "Main DPS" filter correctly. Mobile fits the whole toolbar inside a 360px screen with no horizontal scroll.
- Tab strip on every wanderer page now matches the same gradient pill that slides between tabs on the Bank page. URL hash updates on switch (so /codex/characters/sagiri#bonds is a shareable deep link), arrow keys cycle between tabs, the active tab auto-scrolls into view on mobile.
- Translation patches for the few wanderer abilities the studio shipped in raw Chinese even in the EN and FR packs (Daffodill Blade Draw, Hathor Delay Warning, Daffodill Star 3 + Resonance 6, Chiichan Resonance 6). Hand-curated to match the in-game phrasing, the import pipeline now fails loudly if any new CN leak appears so nothing slips through silently.
- Ascension cost calculator toggle lets you exclude the breakthrough cap fees from the total. Already past the level 30 cap and just want the 30 to 40 leveling cost? Untick "Include breakthrough fees" and the Beetle Coins drop to the per-level guide tax, the breakthrough materials list collapses into a clear "Not included" pill. Tick it back on to see the full ascend cost. Your choice is remembered per wanderer.
Codex is Wave 1 (Wanderers only for now). Equipment, monsters, drops, anomalies and quests waves follow.
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🕵️ Crime Activity, Shadow Enemies + map fixes
- Shadow Enemies category lands with 1267 monsters pinned across the bigworld. Every monster carries its own portrait (Lame maudite, Ourson triste, Wuming zhong, and 28 others) inside a unified circular frame so the map stays readable when filters stack. Bosses keep their own World Bosses pill, no double-counting.
- Crime Activity category for the 98 recurring Garuda interventions: threatened citizens, vehicle theft, reckless chases, hawker and shop harassment, vehicle plunder. Each event respawns on a 500 second timer and drops a pack on resolution. Easy daily route now.
- Map alignment fix: every marker moved up by 48 pixels. The studio bigworld tile artwork uses a tighter projection than the raw world bounds, all pins were drifting south of where you actually see them in-game. Re-checked against five user-validated landmarks, residuals are now under one screen pixel at full zoom.
- Chameleon Packs cleanup: 19 ghost spots removed (the studio had configured them but never bound an actor in the world, so you would arrive at an empty street corner), and the 22 missing B-variant Chameleon Packs are now back on the map (those were skipped on a stale assumption that the variant never spawned, it does).
- Non-checkable POIs: shops, services (bank, hospital, post office), teleporters and named landmarks (School, Museum, Manor, FilmOrbit, Sterry, Eibon, SkyTower, WishingTree) no longer show a "Mark visited" button or accept a right-click toggle. They are permanent fixtures, not milestones, the progress meter ignores them now.
- Smarter clusters: when several monsters of different species end up in the same map cell, they no longer merge into a generic blob. Each species keeps its own cluster with its own portrait so you can spot what you actually need to hunt at a glance.
Bigger update than usual, route planners and completionists should feel it the most.
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🚀 Companion overlay + cross-device sync
- Windows desktop companion that floats over your game window. No more alt-tab to check the map. Click-through mode lets your mouse pass straight to the game, Alt+Tab brings the overlay back to focus when you need to interact with it.
- F10 in-game screenshot: hit the key, the companion grabs your current view and attaches it as a community photo on the POI you have selected.
- Cross-device cloud sync: sign in once and your visited POIs follow you between phone, PC and the companion. When the site and the companion are running side by side on the same machine, ticking a POI on one updates the other instantly.
- New Safes category: 5 steel "Force Open" vaults are now mapped (Bank deposit, MDS facility, Garuda hideouts). The Sea Prisoner boss icon was wrong, fixed too.
- Smarter route mode: pressing Next now skips POIs you already checked manually instead of stopping on them. Let you cherry-pick what you find while staying on the route.
- POI panel UX: a single click on a marker now just selects it (highlights, no panel open). Double-click a marker to open the info panel. Same for the toolbar button.
- Photo upload limits raised: more uploads per window for everyone, plus the auto-compression now actually trims big phone-camera shots that previously slipped through at full size.
Feedback welcome on Discord, especially from anyone running both the site and the companion at the same time.