Devildoom Laboratory Pre-Patch – Systems Overhaul
A major systems overhaul has been deployed in Lunia NextGen, introducing foundational improvements across combat, progression, UI, and endgame content in preparation for Devildoom Laboratory.
System Fixes & Quality of Life
Damage option settings (All / Self / None) have been fixed.
Healing projectiles now properly affect grounded players and no longer target the caster incorrectly.
Fixed an issue where the Knight in Citadel of Darkness did not trigger progression.
Lime transformations now have improved hitbox accuracy.
Jelly Poison Mastery (Slime) has been corrected and no longer grants unintended scaling.
Healing projectiles now properly affect grounded players and no longer target the caster incorrectly.
Fixed an issue where the Knight in Citadel of Darkness did not trigger progression.
Lime transformations now have improved hitbox accuracy.
Jelly Poison Mastery (Slime) has been corrected and no longer grants unintended scaling.
Guild names are now displayed beneath player nametags.
Guild rankings now display crowns for the top three guilds.
Minimap ping functionality has been added via click.
Guild rankings now display crowns for the top three guilds.
Minimap ping functionality has been added via click.
Dye Box & Cosmetics
All stat dyes obtained from Dye Boxes are now tradable.
Pepe Coin System Retirement
Pepe Coin quests have been removed.
Pepe Coins and the Pepe Coin Shop were fully removed 30 days after the patch.
Fortification-related items have been redistributed into core gameplay systems.
Pepe Coins and the Pepe Coin Shop were fully removed 30 days after the patch.
Fortification-related items have been redistributed into core gameplay systems.
UI & Experience Improvements
Stage Select now displays clear rewards, notable drops, and license requirements.
Stage clear animations have been sped up.
Crafting UI now supports up to 16 inputs with improved clarity for item transfers.
Stage clear animations have been sped up.
Crafting UI now supports up to 16 inputs with improved clarity for item transfers.
Character Select now sorts characters by primary stat (INT → VIT → DEX → STR).
Hotbar rotation has been redesigned into grouped quick slots.
Square interaction now supports A / S / SPACE keys.
Popstage announcements now correctly display stage names.
Hotbar rotation has been redesigned into grouped quick slots.
Square interaction now supports A / S / SPACE keys.
Popstage announcements now correctly display stage names.
Crafting, Fortification & Equipment Overhaul
Item breakage chance has been removed from both Fortification and Light Fortification systems.
Early game fortification (Lunia Spirit through Sardes II) now uses new catalysts with streamlined success rates.
Late game fortification (Stage gear, DKD, Halonic I, Halonic II) has also been updated with new catalysts. These catalysts are obtainable through relevant stages or via Shaw in the square for endgame progression.
Early game fortification (Lunia Spirit through Sardes II) now uses new catalysts with streamlined success rates.
Late game fortification (Stage gear, DKD, Halonic I, Halonic II) has also been updated with new catalysts. These catalysts are obtainable through relevant stages or via Shaw in the square for endgame progression.
The Crafting System has been overhauled:
- Supports advanced item transfers
- Restricts transfers for pre-DKD III gear to align with new progression systems
- Allows progression from DKD III → Halonic I → Halonic II while preserving enhancements
All legacy catalysts, regrades, and restore items have been deprecated and converted into updated equivalents where applicable.
Keys, Entry Costs & Stage Access
Gold costs have been reduced for Cave of Summons, Devildoom Gateway, and Devildoom entries.
Devildoom keys have been separated into DD1–DD2 and DD3 categories.
Key-related gold exchange quests have been removed.
Devildoom keys have been separated into DD1–DD2 and DD3 categories.
Key-related gold exchange quests have been removed.
Rebirth System Update
Rebirth progression has been streamlined into a clearer boss-based system, with improved quest flow and UI clarity.
Rebirth book tooltips now display exact availability timing.
Rebirth book tooltips now display exact availability timing.
Stage Adjustments
Crack of Dimension has been reworked:
- Puzzle now resets for the entire party if a member fails
- Only one puzzle phase at the start
- Immediate boss chaining after first encounter
- Weekly rewards and token system added
- Accessibility mode allows puzzle skipping under specific conditions
Prison of Demon Lord now includes new currency for pet items and Ultimate Core.
Prison of Spider God now includes new items.
The Hunt – Daily Endgame System
A new daily system assigns:
- Five random stage objectives
- One raid objective
All objectives are server-wide and support cooperative play.
Completion rewards include:
- Gold
- Guaranteed Parvati reward
- Scratch Card
Scratch Cards allow players to match icons for randomized rewards, with a reshuffled prize pool each use.
Myth Drop Rates & Crafting Integration
Drop tables have been rebalanced for consistency and smoother progression.
Mini-boss box drops have been moved to stage clear rewards.
Boss boxes now grant:
Mini-boss box drops have been moved to stage clear rewards.
Boss boxes now grant:
- 25% chance: Spirit Box
- 75% chance: 10 Souls
Soul values have been adjusted to reflect increased drop rates.
Bonus reward boxes are now granted upon stage completion.
Daily Gift Boxes
The Classic Daily Gift Box has returned and is available for 180 days.
A new interface allows players to select from multiple reward options, including stat-specific items.
A new interface allows players to select from multiple reward options, including stat-specific items.
Devildoom & Endgame Content Updates
Cave of Chaos is now freely accessible.
Ghost Hunter’s Forest has been added to the Popstage rotation with scaling difficulty and restrictions on Ultimate skills.
Myth and Devildoom stages have received pacing improvements, including reduced downtime after boss fights and removal of outdated mechanics.
Ghost Hunter’s Forest has been added to the Popstage rotation with scaling difficulty and restrictions on Ultimate skills.
Myth and Devildoom stages have received pacing improvements, including reduced downtime after boss fights and removal of outdated mechanics.
Halonic Citadel Adjustments
Monster and boss difficulty has been rebalanced for smoother group play.
Reward distribution has been shifted toward later floors to emphasize progression.
Boss mechanics have been updated to improve clarity, reduce frustration, and better align with modern combat design.
Reward distribution has been shifted toward later floors to emphasize progression.
Boss mechanics have been updated to improve clarity, reduce frustration, and better align with modern combat design.
Systems & Formula Rework
Core formulas for HP, MP, and non-skill damage have been standardized.
Party HP scaling has been removed across all stages for consistency.
Party HP scaling has been removed across all stages for consistency.
Additional Improvements
Potions have been standardized with a 0.5s cooldown and removal of invincibility-type effects.
Pet acquisition rates have been increased, and certain legacy pet systems have been retired.
Shops and economy systems have been streamlined, removing outdated items and consolidating functionality.
Pet acquisition rates have been increased, and certain legacy pet systems have been retired.
Shops and economy systems have been streamlined, removing outdated items and consolidating functionality.
Quest tracking has been improved to clearly indicate rebirth reset behavior.
Achievement requirements have been adjusted for accessibility and relevance.
All square areas have been unified into a single hub environment.
Achievement requirements have been adjusted for accessibility and relevance.
All square areas have been unified into a single hub environment.
This overhaul establishes the foundation for Lunia NextGen’s evolving endgame systems, delivering a more consistent, modernized, and progression-focused gameplay experience.