The wind pair, a raid rebalance, and seven fixes you reported
Two new bosses open the Cloister of Gales, bringing the raid board to eight trials across four shrines and twelve arenas. Four existing fights are retuned, the Cragmaw's stone armor is fixed, and seven bugs you reported are closed -- Bestial Loyalty on squad members, the worn tag in /dwbags, walking through your own squad, and more.
The raid board grows a fourth shrine tonight, four of the fights you have been running get retuned, and a stack of bugs from your reports and screenshots are closed. Most of the fixes below started as a player message.
Wind arrives: the Cloister of Gales
Two new trials open in the Cloister of Gales, and they fight nothing like the stone and water pairs.
The Zephyr Seraph fights from the air behind a wall of blink shadows. Land a hit and it may pull another shadow around itself — so a party that lets the count climb is hitting nothing. Strip the last one and the Seraph is dashed to the ground, grounded and vulnerable, for twelve seconds. That window is the fight.
The Howlmane Manticore treats every shadow it wins back as breath drawn. It hoards them as a gathering gale, moving faster and hitting sooner the longer you let it, and finally looses the whole thing on the party at once. Deny it shadows and you deny it the gale.
Both are the strongest fights on the board — deliberately. The board now holds eight trials across four shrines, three arenas each, so twelve groups can be raiding at once, and the harder tiers pay accordingly.
Four fights retuned
The board had drifted: some fights were far harder than their tier suggested and others folded early. Measured against how long each actually takes at the same party damage:
- Tidebound Colossus — twice the health, and 10% stronger across the board. It was the softest fight on the board for what it paid.
- Riptide Behemoth — 20% less health, but 20% stronger. It goes down faster and hurts more while it is up.
- Wakeshell Adamant — 20% less health, 10% stronger. It was quietly the longest fight on the board.
- Maelstrom Sovereign's court — the slimes take 25% less damage and carry 25% more health. The split is meant to be a problem, not a formality.
The Gravegaze Medusa now casts. Below half health she opens up with Stonega on Normal, Stonega II on Difficult and Stonega III on Savage. Easy is untouched — that tier is a tour, and it stays one.
The Cragmaw's stone armor was scaling with your swing count
This one is worth explaining, because it was invisible and it was unfair.
The Basilisk re-armors itself when it takes damage. That roll rode each landed hit — so a dual-wielding party doing exactly the same damage per second as a two-hander party met a far tougher boss, purely for hitting more often. At Savage the gap was roughly two and a half times versus twenty-six times the effective health. Nothing on screen explained it.
The roll now happens on a clock instead of per swing, so the armor is the same whoever is swinging at it. Savage is still the hardest stone rung on the board — now honestly rather than accidentally.
Seven fixes you reported
Bestial Loyalty works on squad beastmasters. It did nothing at all: the animation played, the twenty-minute timer burned, no beast appeared. It now summons properly — and squad beastmasters spend it before reaching for a jug, which is the whole point of the ability. Write it into a gambit and the member will wait for it rather than quietly paying a broth.
/dwbags no longer shows an item as worn when you have taken it off. The window was reading a database table that only catches up every two minutes, so a ring you removed kept its grey tag and hid its Send button — and Refresh did not help, because the delay was on our side, not yours. It now asks your character directly. The same bug ran the other way too: a ring you had just equipped looked free and offered Send, and the click was then refused.
A refused fetch no longer sends your own copy. If you clicked Send or Get on an item you already owned, the fetch was refused because you owned one — and the send that followed found your copy and shipped it. If you lost an item that way, that was this. The second command is now dropped, and says so.
Walking through your own squad actually works now. The fix shipped a while back and never ran — it was testing the wrong flag, so it did nothing every time. Your squad members no longer block you, and neither do their pets: jugs, avatars, wyverns and automatons were never covered before.
Squad pets stop going invisible. In heavy fights — the Maelstrom Sovereign above all — a summoned avatar could arrive invisible and stay that way for the rest of the fight, dealing damage nobody could see. That is closed.
The first-of-the-day bonus greys out once you have collected it. The raid window now shows which bonuses your account has already taken today and which are still waiting, so you can see at a glance which trial is still worth the trip.
Your squad's experience is in the window. Every character on the account now shows its experience and how much is left to the next level, with a hover for the exact number. A character at its cap says so rather than sitting at a bar that never moves.
Smaller things
The Storage tab in /dwbags no longer briefly claims every group is "Mixed" after you change one, setting a whole group is one command instead of five, the Find tab tells you when there were more matches than it showed, and Refresh now actually refreshes a search.
Squad summon abilities also honour your merits now — Call Beast Recast, Call Wyvern Recast and the puppetmaster's Activate merits were being ignored on squad members while working fine on your own character.
As always: if something looks wrong, say so. Nearly everything above started as somebody's screenshot.
