[News] June / July update

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  • Vengeance
    Administrator
    • Aug 2026
    • 60

    [News] June / July update

    Accounts, login & social (late June)[*] No more login ghosting — your character should appear normally when you enter the world.[*] Marriage & relationships save correctly across logout; the relationship panel shows your partner when you log in solo.[*] Friends list persistence improved. Small fixes on paper; huge for trust when you’re logging in every day. The hunting ladder — caves finally make sense We’ve spent the last month deep in the caves — not tweaking one mob’s HP, but rebuilding how the whole world escalates.[*] Every major cave group has a rank. Early provinces and Oma ground stay soft. Mines and temples ramp evenly. Bug Cave stays the familiar early peak. Tomb, Treepath, Zuma, Prajna, Fox, and the late branches each step up from there.[*] Same name ≠ same fight. A maggot in the early mines is not the same as one deeper in the world. Tongs in the lower mines are not Bug Cave Tongs. If the zone name on your map changes, assume the pack can hit harder — even when the sprite looks familiar.[*] Smoother road into Bug Cave. The mid caves (Dead Mine, Mineral, Insect, Wooma approach) were audited and brought onto an even climb so the jump into Bug Cave feels earned, not random.[*] Late caves balanced as their own zones. Ancient Temple, Blood Land, Viper Maze, Yimoogi Nest, Seokcho Valley, White Valley, Dead Forest, Troll Mine, Mystery Cave, Lunar paths, Swamp Cavern, Dark Forest, Hell / Snow / Ice / Hell Fire chains, Knights Cave, and more — each tuned as part of the ladder, not copy-pasted stats from an older zone.[*] Drops tied to the zone. Loot tables are being organised per cave so what a mob drops matches where you’re farming, not a generic file from ten years ago. What you’ll notice[*] Early caves feel like a proper warm-up, not roulette.[*] Bug Cave still feels like the early-game milestone.[*] Later areas (Zuma, Prajna, Fox, Past Bichon gateway) should feel like real steps up.[*] Familiar monster names can hide new difficulty — watch where you are, not just what you’re hitting. Rollout note: balanced definitions are in; the live world will move over in stages. Until then you may still see legacy names in some maps — that’s expected. We’ll call the cutover when it’s ready so nobody gets blindsided. Full area → level list: Hunting Guide. Combat feel — you should actually hit things now (levels 1–100) At low and mid levels, missing every other swing with starter gear was… not fun. Accuracy and agility for all five classes from level 1 to 100 have been revised so that with appropriate shop kit for your level, you connect often enough to farm without watching a progress bar crawl for a minute per kill. We’re still tuning full shop loadouts (weapon, armour, jewellery, belt, boots) so pack fights land in a few seconds per mob — tough, not instant, not a twenty-second slog. More on that as kits are locked per level band. Leveling pace — a longer road to 50 Mir Vengeance is built to last. After playtesting pacing, we’ve extended experience requirements from level 23 to 50. Levels 1–22 are unchanged — you’ll still get through the intro, mines, and into Bug / Wooma territory at a similar clip. Rough expectations (solo, appropriate gear, normal play — your mileage will vary with groups and buffs): Level band What you’re doing Feel 1 – 11 Provinces, Serpent, early caves First day or two 12 – 22 Dead Mine, Mineral, Insect, Wooma, Bug approach About a week of regular play 23 – 30 Bug Cave, Stone Tomb, Zuma intro A few weeks 31 – 40 Zuma deep, Prajna Stone & Temple About a month 41 – 50 Fox, HwanMaJin, Past Bichon gateway Several months — this is the long haul Total to 50: think around five to six months if you’re playing seriously most days — longer if you’re casual, faster if you’re in a good group. That’s intentional: we’d rather you have a server worth staying on than a cap reached in seven weeks. Everything else still ticking (June recap) While caves dominated July, June still moved other pieces forward:[*] The Exchange — browse listings on the website; in-game market continues to align with the new economy model.[*] Website & encyclopedia — items, monsters, maps, leaderboards, and character pages keep getting polish for search and readability.[*] Stability passes — item movement, storage, gold tracking, and shutdown saves — the unglamorous work that stops weird edge cases ruining your night. What to expect when you log in[*] Early game (1–22): Similar pace to before. Caves should feel a bit more logical as the rebalance rolls out.[*] Mid game (23–40): More time per level. Bug through Prajna is a journey, not a weekend.[*] Late 40s: The grind opens up. Fox gear and high-tier shop kit matter. Plan sessions, not speed runs.[*] Combat: Better hit rate at low levels with proper gear. Full “few seconds per pack mob” tuning still landing band by band.[*] Monsters: Gradual switch to zone-specific difficulty. If something feels wrong after a cave updates, tell us — that’s exactly why we’re doing this zone by zone. Coming next[*] Live cutover for rebalanced caves (we’ll announce before names/stats change in your farm maps).[*] Shop kit passes per level band so warrior, wizard, taoist, assassin, and archer all feel fair with full vendor gear.[*] More playtest feedback loops on Prajna and Fox pacing. Thanks for sticking with Mir Vengeance through the quiet backend weeks — the ladder work is what makes the next year of hunting actually mean something. See you in Bug Cave. — The Mir Vengeance team Archived from the website changelog · originally published 2026-07-20 13:38:00.
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