Official Patch Notes — Hotfix 1.6.1
⚜ Arte of War — Same-Day Polish
Released 7 June 2026
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Bug Fix New Addition UI / Interface Balance Change
Same-day polish for the Arte of War rollout. The big themes: the Party System gets a layer of presence (live status card, location chips, partymates on dungeon maps), Party Dungeons become genuinely cooperative (everyone gets their share of the loot and credit for the clear), and a stack of combat / interface paper cuts is gone.
Party System — Presence & Coordination
Live Party Status New
The Party Status card at the top of the Online List now refreshes every three seconds on its own. HP and MP bars, distance chips and the in‑range / idle / dead chips all update without you having to take an action. Solo players make no extra requests, so nothing changes for them.
Location On The Party List New
Every partymate row now shows a location line under the name and chip:
  • Out in the world: 📍 Vespír Highlands: 47, 22 (named area + coordinates; unnamed wilderness reads as Wilds).
  • Inside a dungeon: ⛪ Eclipse Spire [Hard]: 8, 6 in purple, with the difficulty tag shown only above Normal.
  • Inside a raid: ⚔ Tower of the Storm — Floor 5: 4, 2 in orange.
The leader can see at a glance who is where without having to ask in chat.
Partymates Show On Dungeon Maps New
When you and a partymate share a dungeon instance, every other member is drawn on the viewport as a in soft green — the same colour as the In Range chip on the Party Status card, so the dot on the map and the row in the panel read as the same thing. A matching Party entry appears in the map legend only when there are actually partymates in your instance, so solo runs stay uncluttered.
Party Chat Alert When A Boss Is Cleared New
When any dungeon boss falls, an automatic notice fires into your party's chat channel: ◆ Arkius cleared Eclipse Spire (Hard)! Reaches every member — in the instance, back at the safehouse, anywhere — on their next chat refresh. Difficulty tag only appears above Normal.
Party Dungeons — Shared Rewards
Final Boss Drops Now Reach Every Party Member New
When the final boss of a Party Dungeon falls, every in-instance party member receives their own independent roll on the boss drop (60% chance) and the legendary drop (25% chance). Rewards arrive as mail from [Dungeon], which means a full bag, being temporarily AFK, or being out of position never costs anyone a drop — their share waits in the Mail tab until they're ready to claim it.
  • Independent rolls per member — one lucky legendary doesn't deny anyone else.
  • Mail expires after 30 days; claim the attached item from your inbox like any other mail.
  • Boss crafting materials (Dungeon Core / Ancient Shard / Void Relic / Void Crystal) continue to fan out to every in-instance partymate directly.
Difficulty Clears Credit The Whole Party New
Killing the final boss in a Party Dungeon now credits every in-instance party member with the clear, not just whoever landed the killing blow. The next difficulty tier unlocks for everyone in the run at the same time, and the lifetime Dungeons Cleared counter ticks up for the whole team.
Party Dungeons Now Spawn The Right Monsters Fix
Party Dungeons on Normal / Hard / Very Hard were occasionally spawning Apex‑tier enemies meant only for Ultimate runs — far above the room's intended level. The fallback monster pool now refuses to draw from the Ultimate roster on lower difficulties, so a level-15 party run feels like a level-15 party run.
All Dungeon Boss Rewards Now Arrive As Mail UI
For consistency across solo and party runs, the killer's own 60% boss item and 25% legendary drops are now mailed from [Dungeon] as well. The post-clear screen shows Boss drops: <item> — mailed (claim from Mail). A full bag at the moment of victory will no longer cost you a hard-earned drop.
Combat — Paper Cuts & Polish
Bosses Now Show The Full Action Bar Fix
Pre-engage panels for dungeon and raid bosses were rendering only Fight, Weapon Arte and Ability — the Cast button was missing. Now restored, so caster classes can open a boss with a damage spell instead of being forced into melee.
Artes & Abilities Stay Inside Dungeons / Raids Fix
Using a Weapon Arte or Class Ability while in a dungeon or raid was kicking you back to the overworld view mid-fight. The combat action router now stays inside the correct panel and the round continues normally.
Spending Stat Points Keeps Your Bonuses Visible Fix
Allocating a stat point was briefly clearing your Crystagyn / Essence bonuses from the stat panel until the next action refreshed them. The bonuses are now re-applied on the same response, so the displayed total never flickers down to base.
Difficulty Buttons Open The Dungeon Reliably Fix
A spawn-density issue in Party Dungeons could occasionally cause the difficulty button to silently fail to open the run. Bounds-checking on small rooms means the entrance fires cleanly every time.
Interface & Quality of Life
Dungeon Screen No Longer Auto-Refreshes Fix
A periodic dungeon refresh was repainting the whole viewport every few seconds and feeling like a flicker. The auto-refresh is gone — partymate markers now update the next time you move or attack, and the small Party Status card keeps its own three-second live refresh for HP / MP / location.
Cleaner Combat Strings UI
Long-standing display glitches caused by apostrophes in enemy, Arte and Ability names (think Hunter's Eye, Dragon's Heart) sometimes broke combat panels mid-round on Archer, Lancer and Tamer. Every dropdown and combat log site is now properly escaped so the panel always renders.
Tactical Points Build From Every Hit Style Balance
The TP gauge was only filling from single-weapon strikes. It now grants +130 TP on every successful hit — dual-wield (per hand), pet attacks, spell damage, Purecast crits, and ability-flagged strikes (Trick Attack, Bloodweapon, Eagle Eye, Hundred Fists, Souleater, Barrage). Every class can now access its full Arte budget at the intended pace.