Wednesday and Sunday Raid
The exploration room became the Raid. It opens only on Wednesday and Sunday, has ten waves of ten elite enemies, and anyone who clears all ten gets a chest ten times bigger than the normal one.
Why
We wanted two days when everyone plays the same thing. All or nothing over a hundred enemies is too frustrating, so every wave you beat already pays out, and the big chest is still the goal.
How it works
The theme changes with each opening and rotates between fire, ice and storm. Each wave draws a map from six for that theme and mixes two or three enemy types with different auras, so the swap rotation changes from wave to wave. Between waves there’s a 20-second break, with free character swapping and no cooldown.
The final chest doesn’t use a key. Each account can open at most two per opening; after that you can keep joining to help friends and collect the wave rewards. If you go down, you keep what you earned in the waves and lose only the final chest.
The Raid button at the top of town shows, on any day, the theme, the chest, the time until it opens and the three best times. When a party clears all ten waves, the whole town hears about it in chat.
Next step
Decide whether difficulty stays in fixed level bands or follows the party.
Changes
- feat(server): phase 2 systems behind one service hub
Room instances: a full room opens a new instance (rid#n) and empty extra instances are dropped; matchmaking fills groups first. New room kinds: farm (wild animals that respawn, gather nodes, team revives instead of failing), legend (weekly boss, needs 2 players and a level, phases with summons and flooding, linked roots, aura cycling with reflect, damage only from given reactions) and explore (Wednesday and Sunday, 10 waves of 10 elites per rotating theme, 20 s pause with free swap, reward per wave, 10x chest capped at 2 per opening, ranking and a global announcement). Two more dungeons (Caverna Gelida, Bosque Uivante), four legends and the explore themes, all in data with their mobs, loot and portals. Modules: Cooking (farm gathering with personal regrowth, recipes, shop, food that buffs both characters for 30 min), Gacha (six banners with their own pity at 30, no 50/50, fragments, cosmetic visuals), Storage, TradeSession (two locks, 3 s review, atomic two-account update, 90-day log), Market (escrow, 5% fee, offline payout) and Guilds (ranks, invites, storage, message of the day, guild chat). Net exposes them through rq_op/panel_rpc. Protocol 12.
- feat(client): farm, legends, explore and city service panels
Farm room: zones, gather nodes with personal regrowth, tap a node to walk and gather, orange exit back to town. Legend and explore overlays: waiting for players, phase banners, flooding tint, roots, wave and pause with free swap. City: Taverna, Loja, Armazem and Mercado open their panels with F or a tap; tapping another player offers a trade; Gacha, Guilda and Incursao buttons at the top. New panels for cooking, storage, market, trade, gacha and guild, all talking to the server through Net.op. Food is eaten from the bag. Guild chat with /gu. Gacha cosmetics recolor the outfit, armor and weapon layers, and wings, mounts and pets show as a tag under the name. Mob sprites for the new monsters and the farm animals. Integration test covers farm gathering, cooking, food in the room, storage, gacha pulls, guild chat, legend gating, market eligibility and an explore wave. Version 0.2.0.