Server Version 10.0.4.0 & Cleint 1.1.14.0
This update gives the Meta Spider’s Pounce Stance a second way to play and makes its venom hit as hard as it looks, plus a small bump to the Digesting Frenzy.
Meta Spider — Pounce Stance
- A second setup you can switch on the fly. The Pounce Stance now runs in one of two setups, and you swap between them by clicking the stance while it’s already active:
- On-Kill (the original) — the spider leaps onto a target only when you give it an all kill order. If the target’s out of reach when you order it, the pounce arms and fires the instant the spider closes in. One pounce per order.
- Auto (new) — the spider pounces the target you currently have it set on all by itself, every time the ability is off cooldown. No order needed — it just keeps leaping while it’s engaged.
- Auto stays leashed to you. An auto-pounce only fires when both the spider can actually reach the target (range and line of sight) and you’re nearby — so your spider won’t go bounding off across the screen while you’re somewhere else.
- Predictable cycle. Every fresh activation of the stance starts in On-Kill, and clicking the active stance cycles it On-Kill → Auto → off. Switching setups is instant — it doesn’t cost you the usual stance-swap cooldown, since you’re tuning the stance you’re already in rather than changing stances.
Venom Buffed
- The floor puddles finally bite. The lingering venom puddles the spider leaves behind — on a pounce landing, on its venom lob, and on its bite — have been retuned to be at least as strong as the Meta Mantis’s Magmatic Blast. They now last longer, tick a touch faster, and scale up beyond that as the spider evolves, so a fully-grown spider’s venom out-damages it. As before, venom only harms enemy monsters — never players or pets.
Digesting Frenzy
- Frenzy bump. The Digesting Stance’s frenzy proc now grants +250 Dexterity and stamina (up from +200) for its 30 seconds. Everything else about it — the chance on bite, the 40-second cooldown, and the red tint while it’s up — is unchanged.
Corrupted Spirits
Seasonal corruption got a big glow-up. When a season’s running, ordinary monsters can now turn up as Corrupted Spirits — twisted, glowing versions of themselves with custom colors, particle effects, and a more imposing size to match.
- Better loot. Corrupted chests now scale their rewards to how tough the creature was, so bigger threats pay out bigger.
- World objectives. Corrupted kills can now feed into the realm’s ongoing goals, so hunting them pushes the whole server forward.
- Sharper staff controls. The colors, effects, size, and rewards of a corrupted creature are all fully tunable now.
Keep an eye out when a season’s in swing — when the spirits stir, the hunting gets interesting.
Client
Health bars
- Rebuilt the health-bar system into clean per-target styles (self / party / mobile, in both the classic and custom looks), and fixed a war-mode border that flickered instead of staying lit.
- New: party-style bars for your own pets (optional, on by default) — shows the pet’s HP, mana, and stamina plus the quick-heal buttons. Toggle it with “Party gump for own pets” in Options.
Paragon auras
- Paragon monsters now show a configurable aura outline. New Paragon Auras settings section with a dedicated settings window: outline style (shader / silhouette / solid), intensity, thickness, and width.
Info bar
- Added bandages to the info bar.
Performance
- Mobile rendering and particle-effect optimizations (cached tinted particle textures, lighter per-frame mobile draw).
Other
- Minor tooltip/options text tweak