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OtxIdle

SERVER JOURNAL

Server updates

New features, fixes and changes published for OtxIdle.

16 updates

October 7 update — Party pulls and aggro

Parties

  • Improved party pulls and aggro: every creature across active pulls now prioritizes the tank when it can reach an open attack position, including when multiple pulls are drawn at once.

October 6 update — Mercenary equipment

Mercenaries

  • Mercenaries now have necklace and ring slots. When an item with charges or a duration runs out, another identical one is equipped automatically: first a spare from the pouch, then one from the backpack.

Parties

  • Parties now clear tight passages on their own: if the column jams, the members step back along the trail the tank has already walked, the tank pushes on to the next pack, and the rest fall in behind it again. The file dissolves and reforms instead of freezing in place swapping positions.

Quality-of-life improvements

  • Check a mercenary's skills right from its editing window, including Magic Level, Fist, Club, Sword, Axe, Distance, and Shielding.
  • Find equipment more easily in the Encyclopedia: filter by rarity, type, vocation, level, sale value, defense, and armor, then sort results by item properties.

October 4 update — Mercenary healing

Mercenaries

  • Fixed a bug where the healing rules you set for a mercenary were ignored. A Knight in your squad drank its health potions non-stop, even at full health, burning gold for nothing. A potion now only goes off at the health threshold you configured on its skillbar.
  • The same fix reaches the conditions you set on a mercenary's heal and attack spells: they now respect the rules you wrote for them too, the way your own bar does.

Party on mobile

  • You can now open party management from the mobile menu: create a party, invite and manage members, and see pending invitations without leaving the game screen.

October 3 update — Waves in parties

Party

  • Fixed a visual bug with waves (the cone spells a Sorcerer or Druid casts forward): when two casters in your party used waves at the same time, your partner's wave could be drawn pointing the wrong way on your screen, looking like it hit nothing. The cone now points the way the caster actually aimed it.
  • When two members cast the same wave on the same beat, both cones now show on screen; before, one vanished on top of the other.
  • Fixed a delay in party updates that could leave a player still seeing the group after leaving or being removed. The stalled-connection notice now also appears in the selected language.

General

  • The server save has a new time: it now runs at midnight (Brasília time), previously 03:00. Everything that resets daily — bosses, the Daily Reward and the Task Board offers — follows the new clock.

October 2 update — Mercenaries and parties

Mercenaries

  • The appearance editor now uses the same blue Save button as your own character's customization screen.
  • The outfit list now shows only the looks you can actually wear: everything out of reach left the grid.

Party

  • You can now head to the training grounds while in a party: entering simply leaves the group (and disbands it if you're the leader).
  • Party management during boss fights is improved: if the mercenary tank dies, another member takes over the fight.
  • A mercenary tank's death no longer sends the whole party home from a boss; the remaining members continue the fight.
  • Fixed a bug where a pending hunt-exit timer could carry over after a death and immediately end the party's next hunt with a mercenary.

Hunt records

  • When a hunt ends, the game now measures its XP/hour and GP/hour and keeps the best rates you have ever posted in that hunt.
  • The hunts screen shows those records: a compact XP/h · GP/h line on each hunt you have finished, and a full Best rates section in the hunt's detail panel.
  • GP/hour is the gross loot value per hour. A hunt you have never completed shows nothing until it finishes its first session.

Update of October 1 — News on the website

📰 Follow the updates

  • The new News page brings server updates together in a feed with 10 posts per page.
  • The full archive is available from the navigation menu, with direct links to each post.

Combat

  • Fixed targeting for all area runes: the pilot now chooses the blast center that hits the most creatures while respecting the configured minimum.
  • Druids and Sorcerers in a party now reposition before casting wave spells to hit as many creatures as possible.
  • Corrected that repositioning: the mage now actually casts the wave once it reaches the spot, aims it at the pack as it arrives instead of a stale direction, and picks the nearest good spot — the four cardinal positions beside the tank — rather than walking all the way around. It still fires its other spells while moving into place.
  • Fixed attack-bar priority: a skill set to hit 2+ creatures now lets later slots act when its area catches too few targets; a wave with an empty cone also passes the turn.

Store

  • Fixed a bug that could grant only one XP Boost when purchasing multiple at once.

Mercenaries

  • Mercenaries are now bought once with Tbx Coins (250; the Monk is 110 on a temporary promo) and stay available to your character for good.
  • The 12-hour limit is gone: when one dies or is dismissed, just summon it back for free from the edit panel.
  • You can customize each bought mercenary — name, sex, outfit, colors and addons — using the outfits you already own.

Enchantments

  • A new kind of item: the enchantment. Right-click one in your backpack, choose "Enchant", then click the piece it works on to spend it.
  • The first one: Moonlight Crystals used on a Werewolf Amulet turns it into an Enchanted Werewolf Amulet for 60 minutes of hunting. When the time runs out, it reverts to the plain amulet.

✨ Quality of life

  • The party window now minimizes just like the equipment and backpack one: fold it into a tab at the arena's edge and click to bring it back. The choice is remembered in your browser.

Update of September 30 — Mercenaries

⚔️ New Mercenaries system

  • You can now hire mercenaries to fight by your side: one per vocation (Knight, Paladin, Sorcerer, Druid, Monk), for a gold price and a limited time.
  • Each one joins your party as a real character: it walks, fights and gets healed right along with the rest of the team.
  • You gear it up with items from your own backpack and teach it a skillbar — heals, attacks, potions — the same way you set up your own.
  • All of it happens from the new Mercenaries screen: hire, dismiss, swap gear and tune each vocation's behavior.
  • Druids and Druid mercenaries can now put the same Heal Friend spell in multiple skillbar slots, choosing a different party member for each one.

🎒 Collectables section removed

  • New item drops now go to your backpack, or top up a matching stack already in your Pouch.
  • Items previously stored in Collectables will move to your backpack or a matching Pouch stack the next time you log in with each character.

Mercado Pago

  • The Mercado Pago API is active again, but purchases remain unavailable during the beta.

Update of September 29

🛠️ Fixes

  • Fixed a UI bug in the analytics panel: the gold value on each Supplies Used line is now drawn in the same type as every other number on the panel.

Update of September 28 — Honest tooltips, auto-dispatch loot, and the hunt's bills

🧪 Potion tooltips

  • Mana potions no longer claim to restore HP: their tooltip now says what they actually do and shows the mana they restore.
  • The mana picker in Auto Battle now shows each potion's real mana amount.

📦 Auto-dispatch loot (Premium)

  • New Auto-dispatch loot option in Hunt Settings, for Premium accounts: the courier runs itself — once its cooldown is up and your backpack has filled past a threshold you set, it sells the whole backpack, online and while you are away.
  • Set how full the bag must be before it leaves (default 75% of the backpack's room), so it never burns a trip on a handful of light drops. On Premium the cooldown between dispatches is 30 minutes.
  • The setting is saved per character, and it only ever runs while the account is Premium.

🧾 Supplies Used

  • Supplies in the Hunt Analyzer was one number. It now has the receipt under it: every bottle drunk, rune thrown and round fired this session, with how many of each went and what all of them cost — dearest first, so you see what is eating your balance.
  • Hover a line to see the price of ONE of them ("3.588× used · 100 gold each"). Ammunition finally shows up: a Diamond Arrow costs what it costs, per shot.
  • New Supplies / hour line under the Supplies figure — a hunt that has cost 12k reads one way, the same 12k spent in forty minutes reads the other.
  • A hunt that stops on its own (out of gold, out of capacity, the hour limit, stamina) reports the same itemised bill in its end-of-hunt report, so you can read what it spent on after the fact.

The receipt is part of the analyzer, so it is Premium like the rest of the money half, and the Reset button rebases it along with everything else on the panel.

⚔️ Damage dealt, wearing the art of what dealt it

  • The Damage by attack breakdown — the Damage Dealt tab of the Hunt Analyzer — now carries an icon on every line: the weapon in hand for the basic attack (a fist glyph when nothing is held), the rune's own item for a rune or a thrown weapon, and the spell's official icon for every cast.
  • It is the same artwork your action bar slots use, so you can see at a glance which part of the bar is carrying the hunt: a line that is 70% Ethereal Spear looks like Ethereal Spear, and "Basic attack" shows the sword or the bow that actually swung it.
  • Damage TAKEN stays sorted by element (fire, ice, energy…), which is how it arrives.

🐎 Mount items, marked and kept

  • The item tooltip already told you when an item feeds an Imbuement or an outfit Addon. Now it says the same for mounts: a Sweet Smelling Bait, a Diapason or a Carrot on a Stick reads Mount item in its subtitle — worth a gold coin at the counter and a beast at the taming counter, which nothing about the item's own stats used to say.
  • Taming items now land in the Collectables box on their own, like astral sources and addon materials do: loot of one goes straight there, out of reach of the quick-sell, and it never sells at the counter from there.

Update of September 27 — Party stability

🌎 New language: Spanish

  • Spanish (Mexican variant) is now an official language of the game and the site.
  • Choose it in Settings → General or by the flag at the top of the site.

🤝 Party hunts

  • Fixed an issue that could interrupt the game session when a party leader died during a hunt.

📋 Sharing your action bar

  • Copy your action bar as a code string and share it with other players.
  • Import a setup by pasting its code: it loads into the first empty slot and becomes active.
  • You can now keep up to five setups, up from three.

🎁 Loot rarity

  • Loot item rarity now better reflects drop chances.
  • Gold sell values for loot items were rebalanced to better reflect their rarity.

🗃️ Collectables cache

  • Imbuement sources, addon materials and tokens now go automatically into a new Collectables section below the Pouch — no more backpack clutter.
  • The cache has five slots; when it is full, new drops fall to your backpack as before.
  • Items in the cache cannot be sold at the shop, but they count for market sales and imbuements: the shrine and the market see them where you left them.
  • Drag an item out of the cache onto the Pouch or your backpack, or right-click a slot to pick its destination — including storing it straight in the depot while you are in town.

Skill rules

  • Click a skill on the action bar to open its selection directly.
  • Use Customize to create up to four conditions per skill. All of them must match before it is used.
  • Rules now belong to the skill and travel with it when it is placed in another slot.
  • Potions and runes can use a Wallet → Gold condition to decide when they may be used.
  • New Pull → Creatures in pull condition: it counts only the creatures of the pull you have woken — the ones following you — and ignores distant spawns that have not engaged yet. Available on single-target skills, and as an extra option on area spells and runes alongside the existing Targets count.

Quality-of-life improvements

  • Quality-of-life changes were made to the Custom Rules editor for skills.
  • Fixed the Wallet → Gold numeric field; its controls now increase or decrease the value in steps of 500.
  • After customizing a skill, the selection window now opens with that skill selected.
  • Fixed the Custom Rules dropdowns drifting away from their inputs at large interface sizes.

🧊 Creature sprites

  • Creatures standing still during a hunt now use their correct idle pose, instead of a frozen frame from their walking animation.