Engine Performance & Stability Improvements

 This update introduces multiple engine-level optimizations focused on improving overall performance, latency, and responsiveness across Lunia NextGen. Players should experience smoother gameplay, improved FPS stability, and reduced network-related delays. 
  • Improved overall latency and frame rate (FPS)
  • Enhanced client-server responsiveness and stability
  • Fixed an issue where the damage meter incorrectly counted damage multiple times
  • Resolved an issue where damage numbers were not displayed on killing blows
  • Fixed EXP display issues — EXP gains now appear beneath the character name (e.g. EXP +123.5M)

Combat System Update – New Damage Type

 A new damage type has been introduced to improve encounter design and address limitations caused by excessive invincibility uptime across multiple classes. 
 Previous changes that reduced invincibility frames globally have been reverted due to unintended side effects across the game. 

Damage State Clarification

  • Invincible: Immune to all damage types, including the newly introduced damage type
  • Immune: Resistant only to predefined damage types (Fire, Water, Ice, Lightning, Land, Wind, Poison, Light, Curse, Physical, Independence)
 With this system, certain boss mechanics can now bypass traditional immunity states while preserving full invincibility effects from key skills and buffs. This allows for more controlled and balanced encounter design without impacting the broader gameplay experience. 
Character Balance Adjustments
 Several skills have been restored to their intended defensive functionality to ensure consistency and maintain class identity following previous balance changes. 
  • Gaon: True Lightning Leap and Lightning Leap restored to damage immunity
  • Krieg: Fire Crush and True Fire Crush restored to damage immunity
  • Sieg: Infinite Meteor Sword restored to damage immunity
  • Ralph: Hurricane Surge Punch and True Hurricane Surge Punch restored to damage immunity

Devildoom Laboratory – Boss Adjustments

 Boss encounters in Devildoom Laboratory have been updated to integrate the new damage system, improving fight clarity, difficulty scaling, and mechanical depth. 
Updated Bosses
  • Lancer
  • Dr. Vexwell
  • Parvati
 These bosses now utilize the new damage type in select abilities, allowing certain attacks to bypass standard immunity effects. 

Defensive Buff Adjustments

  • Level 75 skills, Light Shield, and Dark Shield now grant full invincibility (or Divine Shield)
  • These effects protect against all damage types, including the newly introduced damage type

Parvati Encounter Rework

 The Parvati boss fight has been redesigned to provide clearer mechanics, improved positioning strategy, and more meaningful risk-reward gameplay. 
  • Swiping attack no longer generates large-area earthquakes
  • Added a safe zone behind Parvati to encourage positional gameplay
  • Frontal attacks are now significantly more lethal

Summary

 This update focuses on improving core gameplay performance, refining combat balance, and enhancing endgame encounters in Devildoom Laboratory. The introduction of a new damage type allows for more precise encounter design while preserving class identity and defensive mechanics. 
 Additional updates and balance adjustments will continue as performance and gameplay systems are monitored and refined.