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Cultivation: Xianxia Leveling & Realm Progression

Walk the path of a Xianxia cultivator. Meditate for Spirit Qi, break through 7 realms, found a sect, inscribe talismans, wake a weapon spirit, breed spirit beasts, brew pills, survive heavenly tribulation -- then ascend past the peak itself.
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Cultivation v0.11.0 [BETA]

File nameCultivation-0.11.0.jar
Uploader
SirenHytaleSirenHytale
Uploaded
Oct 12, 2026
Downloads
102
Size
12.5 MB
File ID
9145654
Type
R
Release
Supported game versions
  • 0.7

What's new

v0.11.0 - The Endless Isles

The Heavenly Realm is no longer a single hub in an empty sky. It is an endless archipelago that keeps unfolding as far as you care to travel: floating isles of every size, joined by lantern-lit marble bridges, spread across nine island realms that each look, sound and live differently. Some isles carry pavilions, pagodas and halls with something left inside. A rare few are so large they hold a whole palace. You arrive at the Southern Heavenly Gate, and from there the heavens are yours to walk.

That is the headline, not the whole release. Every Sea of Consciousness is rebuilt to grow with its owner, and the corner HUD is redrawn around a Qi orb. Beast Tides now have a beacon you can see and strike, a HUD to fight by, and Spirit Stones for the defenders. You can withdraw from a breakthrough you regret, and a dropped duel waits thirty seconds for you to come back. Most of Cultivation's items, blocks and creatures have models of their own. And well over a hundred bugs are fixed.

Beta disclaimer: Worlds, progress, sects, abodes, beasts, arts and Life-Bound Treasures all carry over, and your config files are left exactly as they are. Every new setting appears with a working default the first time the file is written. Two deliberate changes: the Heavenly Realm itself is a brand new world, and every Sea of Consciousness is rebuilt from scratch the next time its owner opens it. The old Nine Terraces realm and every old Sea are retired, not deleted. See "For Server Owners" below. A few rules also changed on purpose; they are listed under "Changed on Purpose".

Server compatibility notice: v0.11.0 targets the Hytale Update 7 (0.7.0) server (ServerVersion: >=0.7.0-pre.0 <0.8.0) and no longer runs on an Update 6 server - stay on v0.10.3 there. Back up your world before upgrading: once an Update 7 server has opened it, an Update 6 server cannot.

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The Heavenly Realm Reborn - An Endless Sky of Isles

  • The realm now generates forever in every direction. Islands drift at different heights, from small outcrops to broad isles a hundred blocks across, each with hills, cliffs, ponds and a craggy underside hanging over the void.
  • Bridges join the isles. White marble spans with rails and lanterns arch from island to island, climbing gently where the isles sit at different heights. Every island can be walked to from the Gate, bridges never cross one another, and the longest crossings have a roofed rest pavilion halfway across.
  • Huge isles. Now and then the sky holds a continent two to three hundred blocks across, with bridges leaving it in every direction, lakes, satellite halls on their own plazas, and a palace complex at its heart.
  • Small floating islets drift between the isles. A few carry a shrine and a chest for anyone who can reach them.

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Nine Island Realms

  • Every island belongs to one of nine realms, and neighboring isles tend to share one, so the sky falls into regions you can learn. Each has its own ground, trees, flowers, stone, sky and wildlife:
  • Jade Cloud Meadows (翠云原): green isles over white chalk cliffs, deer and Golden Luan. Violet Wisteria Gardens (紫藤仙苑): wisteria trees over carpets of fallen petals. Bamboo Sage Peaks (竹隐峰): dense bamboo on tall stone pillars, with hermit huts and towers. Crimson Maple Ridges (枫霞岭): an autumn that never ends.
  • Celestial Court Isles (天宫仙岛): terraced marble isles and the halls of the Heavenly Court, watched by Jade Sentinels. Moon Palace Frostlands (广寒霜境): snow and frost under a cold, moonlit sky, with jade rabbits and snow owls. Tribulation Thunder Peaks (雷劫峰): black crags, purple crystal and storm light, where thunder spirits and crystal golems do not welcome visitors.
  • Azure Crystal Glades (琉璃仙境): crystal trees and glassy clusters that catch the light. Phoenix Ember Isles (凤凰台): red earth, burning trees, pools of lava and ember spirits.
  • The sky changes with the realm under your feet, and stepping onto an island of a new realm names it on screen.

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Buildings Worth Finding

  • Many isles carry a building on a plaza at their heart, facing the bridge that brings you in, built in its realm's own style: open pavilions with flying eaves, pagodas up to six tiers high, double-eaved halls, memorial archways, moon-gate halls, hermit huts, tribulation altars ringed by lightning pillars, phoenix terraces and fallen ruins.
  • They hold loot. Shrines and small pavilions keep Spirit Stones, herbs, talisman supplies and now and then a bead of Heavenly Dew. Pavilions and towers add Spirit Cores, pills and refined forging material. Halls and pagodas can hold Profound Cores, Heavenly Dew, map fragments and the occasional tattered manual. A continent's great hall is the richest find in the sky. Each chest is filled once, the first time anyone comes near it.

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The Southern Heavenly Gate, and the Wilds Beyond

  • You arrive before the Southern Heavenly Gate (南天门), a triple-arched gate tower on a marble plaza, with bridges leaving it on all four sides.
  • The Gate is a sanctuary: nobody may build or break within 60 blocks of it. Everywhere else is open wilds. The isles can now be gathered, mined and built on. The one exception is the bridges: they are the realm's roads, so they cannot be broken or walled off.
  • Falling is not the end. Step off an island and the clouds catch you far below and carry you back to the Southern Heavenly Gate.
  • Heavenly Dew grows wild. Dew Blooms now sprout across the isles, most often on the garden realms, and two grow at the Gate so you meet them on arrival. Gathering works as before, with a cooldown on each bloom and daily limits. Blooms and the ground they grow from cannot be broken.
  • The creatures of the wilds reward a kill the same way they do anywhere else. The realm's own guardians (Jade Sentinels, Golden Luan and Cloud Serpents) still pay nothing.
  • Cave Abodes, formations and sect claims remain impossible anywhere in the Heavenly Realm. The realm belongs to no one.

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The Sea of Consciousness, Reborn - A Sea That Grows With You

  • Your Sea of Consciousness (识海) is now a reflection of you. It is rebuilt from your cultivation every time you open it, and its water grows with your strength and your Qi: a small pond about forty blocks across when it first opens at Qi Condensation, widening with every stage and every measure of Qi you bank, until it is an open sea some three thousand blocks across at the peak of Void Refinement. It grows deeper as it grows wider.
  • Walk on the water. The surface of your Sea holds you up, with soft splashes underfoot. No more sinking or being pushed back up out of the water.
  • An endless horizon. Fog swallows the edge of your Sea, and the water seems to run on forever. Shoals rise just under the surface where your consciousness ends. Only at the very peak of Void Refinement does the mist part, and a shore and cliffs finally ring your Sea.
  • The sky reflects your Dao and your realm. Each of the ten Elemental Daos, the Rubber Duck Dao, and the unsworn have their own sky for every realm: twelve families of seven skies. A young Sea lies under close, gray-hazed fog with no stars. With each realm the fog pulls back, the colors deepen, stars appear, the sun and moon grow and the clouds calm. The water takes your Dao's color, and its own motes drift through the air: embers, falling snow, fireflies, drifting leaves, spirit sparks.
  • No two Seas are alike. The islets, sea stacks, coral reefs, crystal rocks, lantern rocks and drowned ruins scattered across your Sea are laid out from you alone, and built from your Dao's own stone, sand, soil, coral, trees and crystal. Fire seas have basalt and ember-red coral, Ice seas have snow and frost-blue crystal, Void seas have black stone and violet light. Rubber Duck Dao seas have rubber ducks.

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Six Landmarks, Rebuilt

  • Each realm still raises its own landmark, now far grander, placed differently in every Sea and built in your Dao's style. A landmark never moves once it has surfaced, however far your Sea grows.
  • Home Islet (Qi Condensation): the seat you arrive on. It grows with you: lanterns and a spirit tree at first, then a stone path, guardian pillars around the dais, a lotus pond, a memorial archway, and finally a ring of crystals hanging in the air above.
  • Coral Reef (Foundation Establishment): a living atoll around a sandy lagoon, coral heads breaking the surface, and sandbars with a lantern shrine.
  • Drowned Shrine (Golden Core Formation): a temple hall half swallowed by the sea, its floor flush with the water so you can walk straight in, one corner fallen, stairs running down into the deep and drowned pillars standing around it.
  • Moon Terrace (Nascent Soul): a crescent island curled around a quiet cove, climbing in three terraces to a round moon gate, with a reflecting pool of still water and a crystal garden.
  • Abyssal Gate (Soul Formation): a colossal gate rising out of the sea over a crystal-lit abyss, reached by a line of stepping stones.
  • The Still Point (Void Refinement): a round dais of polished stone inlaid with rings and spokes, a stele at its heart and crystals hanging in the air around it.
  • Entering tells you what has changed since your last visit: how far your Sea has widened, any landmark that has surfaced, and the day the mist first parts. Grow while you are inside and your Sea lets you know it will take its new shape the next time you open it.
  • Nothing in a Sea can be broken or built, by tool, hand or explosion, in any game mode. Your Sea is a reflection of you, not ground to shape.

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A New HUD - Your Dantian at a Glance

  • The corner HUD is rebuilt around a Qi orb: a glass sphere of jade Qi that fills toward your next rank-up, with the percent in its heart. Around it, a gold stage ring lights one segment per stage you have reached in your realm.
  • Inside the orb, a dashed breakthrough arc fills while a breakthrough, advancement or refinement runs, and turns into a solid jade ring the moment you have banked enough Qi to begin one. A badge at the orb's foot shows your Dao's element.
  • Beside the orb: your realm (which flashes when you advance), your stage, your Qi, your spirit stones, and a state chip that says what you are doing - meditating and how fast Qi is flowing, a ritual and how far along it is, a retreat, a trial, a gathering art, combat and how long until it lets go, or partnered cultivation. Walking around, it simply disappears.
  • Your four bound techniques sit under the orb with their keys, in key order. A cooldown drains over the icon with the seconds left on top, an art you cannot afford right now is dimmed, and an unbound key shows as a dashed slot.
  • Every buff and debuff has its own tile: pills and their banked charges, spirit meals, tea, technique buffs, the Legacy blessing, pill toxicity, Qi Deviation, a Dao Heart flaw, every Meridian Injury, and a failing lifespan. Debuffs come first, then whatever ends soonest, with the time left on each.
  • One stage before a rank-up that a Heavenly Tribulation or Heart-Devil Trial guards, the HUD warns you. While rushing a rank-up carries a risk of Qi Deviation, it shows that risk too.
  • Everything that only matters some of the time - your sect, readiness, a technique's charge, Fire Watch, the Tea Ceremony, the Solar Term, a quest, injuries, lifespan, Spirit Sense, treasure and trial composure - sits in a compact panel under the orb and is there only while it applies. Every HUD line toggle in the settings menu still works.
  • Nearly a hundred new hand-drawn icons: one for every technique, element, effect, injury and state.
  • Not sure what an icon means? The Codex has a new first entry under Self, Reading Your HUD: how to read the orb and its rings, everything affecting you right now with the time left on each, and every blessing, affliction, state, warning and Dao badge the HUD can show, each beside its icon. Icons for features your server has switched off are left out.
  • In the left-hand corners the whole HUD is mirrored, so the orb always sits against the edge of the screen. It follows every palette, Lantern Day and all of Jade Slip's included.

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Beast Tides You Can See, Fight and Win

  • The beacon is real now. A tide pours its beasts out of a beacon planted at the heart of its target, at the hall's arrival point or its center: a blood-red totem wreathed in fire, with its health shown above it. Destroy it and the siege ends in your favor. Every beast that reaches it wears down the ground you hold. Let that fall to nothing, or let the beacon outlast the final wave, and the siege is lost.
  • A Tide HUD. While a siege runs near you, a panel shows its phase (the gathering storm, each wave, the Tide Lord, the last stand), the beacon's health, the ground still held, and how far away the beacon is and in which direction.
  • Defending pays. Sect members defending their hall, and the owner and trusted friends defending a Cave Abode, earn Spirit Stones for every tide beast they slay (bigger beasts pay more, the Tide Lord 12) and for every 20 damage they deal the beacon. A held siege pays half again as much and a lost one pays half, up to 60 Spirit Stones per defender. A siege that scatters or is called off pays nothing. The stones arrive on their own; if your inventory is full, /tide claim collects them.
  • Beasts no longer vanish. Waves could spawn right on top of a hall and count as breaching it at once, so a sect was overrun by beasts that disappeared seconds after they appeared. Beasts now spawn at least 14 blocks out, only a beast that actually walks within 8 blocks of the beacon counts as a breach, and the Tide Lord has to walk in too. If no spot fits him, he is skipped rather than dropped onto the hall.
  • Fiercer waves. The later waves really do draw on the Bruiser and Elite beasts now. Before, every wave was the same beasts at a bigger size.
  • Tides come a third as often. The wait between tides is tripled, to between 9 and 18 hours, and a hall or abode that was just targeted is safe for 9 hours, win or lose.

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Fair Exits - Rituals, Duels and Logging Out

  • Withdraw from a ritual. /cultivation meditate abort quotes the cost, and /cultivation meditate abort confirm ends a breakthrough or advancement you regret. It costs half your banked Qi and never your stage. It is refused once the ritual is more than half done, while it is paused for lack of Qi, when your Heart-Devil composure is below half or already certain to break, and within an hour of your last withdrawal. Ascension, Reincarnation and the trials cannot be withdrawn from.
  • Reconnect to a duel. If you drop out of a duel, it pauses for 30 seconds with your wager held safe. Make it back in time and the duel resumes at the health you left with. Miss it and you forfeit, as if you had yielded. Each duelist can be paused once per duel, and a duelist who walks out while waiting for the other to return forfeits.
  • A duel you win while away still pays. If the winner is offline, out of reach or on a sandbox profile, the stakes are now owed to them and arrive at their next login, instead of vanishing.
  • Closing the game is no longer a free escape. Logging out during a breakthrough, advancement, Ascension or Reincarnation, an Inner Demon duel or a Dream Trial now counts as walking away from it, and the usual penalty lands at your next login. Leaving a duel without coming back forfeits it. A server stop, a crash or a staff kick never costs you anything, and Soul Escape, Closed-Door Retreat and Dao Sermon are no longer punished by a server stop.
  • Death ends a ritual. A ritual used to carry on, and finish, on your corpse. Dying now ends a breakthrough or advancement without demoting you, and fails an Ascension or Reincarnation the same way standing up would. Dying in an Inner Demon duel or Dream Trial fails it.
  • Running low on Qi pauses a ritual instead of ending it. If casting drains you below what a ritual needs, it pauses with its progress and composure kept, and continues once your Qi recovers.

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Everything You Carry, Given a Shape

Most of Cultivation's items and blocks used to borrow a vanilla shape. They have models of their own now.

  • Items: pills veined by grade, talismans inked front and back with fu script and a vermilion seal, array flags with trigrams and pictograms, Spirit Stones, Beast Cores in a cage of bone, the luopan compass, a bamboo-slip Codex, scrolls, map fragments, every herb, spirit dishes, forging materials, relics, Cinnabar Ink and Heavenly Dew. Each has its own icon.
  • Placed blocks: the Four Symbols anchor stones, the Array Eyes (the Warding eye is a guardian lion), the Array Heart, the Siege Banner, the Pagoda Brazier, the Spirit Den's hearth, bedding and ward, the Heavenly Dew Bloom, the Detonation Talisman's powder-jar charge, and the herb plants, which visibly grow and ripen.
  • The Spirit-Forged Blade is a jian: a straight double-edged blade with seven gold stars, a bronze guard and a crimson tassel. Sword Flying now rides a larger jian laid flat, and the Spirit-Woven Robe has a crossed collar, wide sleeves, a jade sash and a taiji on its back.
  • Creatures: the Phoenix, Tide Leviathan, Golden Luan, Cloud Serpent and Serpent King have new looks, and the Jade Sentinel, Bloodmoon Wolf and Hall of Fame statue have new colors.

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Smaller Additions

  • Secret Realm beasts leave with their realm. When a Secret Realm or Immortal Court site seals, the beasts it stocked are removed, so they no longer roam the surface and ambush new players.
  • A death message for every element. Dying to Wood, Earth, Water, Metal, Wind, Lightning or Void Qi now says so, for example "You were crushed by Earth Qi!"
  • Explosions spare the people you need. A placed Detonation Talisman, or any other explosion nobody set off, no longer hurts quest givers, campaign NPCs, the merchant, sect guardians or your flying sword. Players and beasts still take the blast.
  • Sect Spiritual Root Type. A sect's "Dao" is now called its Spiritual Root Type, and the mutant roots can no longer be chosen for a sect. A sect that already holds one keeps it.
  • Sect Tournament champions earn more the larger the field, and a tournament needs at least 4 entrants.
  • The Spirit-Forged Blade inherits Update 7's sturdier iron sword: 250 durability, up from 120.

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Changed on Purpose

  • Kill credit for poison and fire. On Update 7 the game credits a kill by poison, burning or bleeding to whoever applied it. Cultivation follows that for kill rewards, boss contribution and land and PvP rules, so the poisoner gets the kill. Damage bonuses, on-hit effects and per-hit progress still come only from real blows, so balance stays as it was.
  • The sect pavilion sells only what it holds. The pavilion used to create the items it sold. A leader now stocks the shelf with real items (/sect pavilion stock <id> deposits the stack in hand, if it is unused and unrepaired), and every purchase draws from that stock. Existing offers show 0 in stock until restocked. Removing an offer returns its stock, and a sect cannot disband while stock remains.
  • /cultivation respec no longer heals. Stat changes keep your current share of health. Only your first login of a session tops you up.
  • Sandbox profiles move nothing real. A test profile can no longer earn real rewards (Pagoda, Bounty, boss, quest, mission and campaign payouts, item drops, Merit, Grand Dao titles, sect experience, season standing), stake Qi in a duel or an oath, or take part in master and disciple teaching. Where a reward can wait, it waits for your real profile.
  • An admin's revoke sticks. An art an admin took away is no longer handed back by a login or a profile switch. Earning it again for real still grants it.
  • Seasons count your best profile. Switching profiles can no longer inflate a season ladder: an account's season gain is now its best real profile's gain.

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For Server Owners

  • Search the admin config menu. The Config tab of /cultivation admin has a search bar: type a word or two and press Enter or Search to find every matching setting across all of Cultivation's configs (and any addon's), grouped under its config's name. Change values right in the results and press Save. Switch to "This Config" to narrow to one, or click a config on the left, which shrinks to only the configs with a match. It matches setting names, config names and config-file keys (Qi-Cost, qi cost and QiCost all work), in your own language or in English.
  • The realm is a new world (cultivation-heavenly-isles). On the first boot of v0.11.0, the old realm's folder (universe/worlds/cultivation-heavenly-realm) is moved, not deleted, to mods/Siren_Cultivation/RetiredWorlds/. The console names both paths. A player who logged out inside the old realm lands safely at their return point, or at the default world's spawn, with a short notice.
  • The Nine Terraces, their fixed NPC posts and /cultivation admin heaven rebuild are gone. /cultivation admin heaven status remains and now reports the world, players inside, the sanctuary and the cloud-catch height. Creatures in the realm now spawn naturally per island realm.
  • New HeavenlyRealmConfig settings: Heavenly-Realm-Sanctuary-Radius (60; 0 turns the sanctuary off), Heavenly-Realm-Void-Catch-Y (24), Heavenly-Realm-Region-Titles (on) and Heavenly-Realm-Protect-Bridges (on). The old rebuild and population settings are no longer read. All of these are in the admin config menu.
  • The realm's layout is the same on every server, so directions to a favorite isle or palace can be shared between communities.
  • Every Sea of Consciousness is rebuilt. The first time each player opens their Sea after updating, its old folder is moved, not deleted, to PlayerData/Siren_Cultivation/RetiredSeaWorlds/, and the console names it. Seas are now generated from their owner every time they open and nothing in them is saved, so an item dropped inside a Sea is gone once it closes.
  • New SeaOfConsciousnessConfig settings: Sea-Radius-Min-Blocks (22) and Sea-Radius-Max-Blocks (1500) set how far the water reaches from the center at the first and last level, and Sea-Depth-Min-Blocks (4) and Sea-Depth-Max-Blocks (48) its depth. Sea-Radius-Base-Blocks, Sea-Radius-Per-Realm-Blocks and Sea-Floor-Y are no longer read. Changes apply the next time each Sea opens.
  • New settings, each with a working default: in BreakthroughConfig, Ritual-Abort-Enabled (on), Ritual-Abort-Qi-Loss-Percent (50), Ritual-Abort-Max-Progress-Percent (50), Ritual-Abort-Min-Composure-Percent (50) and Ritual-Abort-Cooldown-Minutes (60). In DuelConfig, Duel-Reconnect-Grace-Seconds (30; 0 brings back the immediate forfeit) and Duel-Reconnect-Grace-Max-Per-Duel (1). In TournamentConfig, ¨C39C (4), ¨C40C (4) and ¨C41C (16).
  • Beast Tide settings in TideConfig: Tide-Breach-Radius-Blocks (8), Tide-Breach-Spawn-Grace-Seconds (3), Tide-Hud-Enabled (on), Tide-Beacon-Model-Id (blank it to drop the totem model), and the defender rewards: Tide-Reward-Stones-Per-Kill (1), Tide-Reward-Stones-Per-Lord-Kill (12), Tide-Reward-Beacon-Damage-Per-Stone (20), Tide-Reward-Win-Multiplier (1.5), Tide-Reward-Loss-Payout-Percent (50), ¨C52C (60) and ¨C53C (off).
  • Tide timing: Tide-Interval-Min-Minutes and Tide-Interval-Max-Minutes are now 540 and 1080, and Tide-Retarget-Cooldown-Minutes is 540. A config still on the old defaults (180, 360 and 180) is moved to the new ones. Values you tuned yourself are left alone.
  • Who caused a disconnect: a server stop, a world crash, /kick and bans count as server-caused and never cost a player anything. Everything else, a network timeout included, counts as the player's own. Siren's Commands' AFK kick counts as the player's for rituals, duels and Soul Escape, and is treated gently for Retreat and Sermon. A kick from any other kick plugin counts as the player's.
  • Leftover Secret Realm beasts: beasts stocked by realms that sealed before this update carry no marker, so they stay where they are. Clear them by hand if they trouble new players.

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Fixed

  • Crashes. A Beast Tide or another world event starting up could read a different world's data and crash that world. A Rival killed by a placed explosive after its challenger had left the world crashed the world too. Both fixed.
  • Menus. Several buttons could leave the interface stuck until you closed the page, among them the Info page's Discord and Website buttons, and the Rankings, Bounty and Quest pages could lead to dead ends. Fixed.
  • Combat. Beast arts no longer hit bystanders in a no-PvP world, other players' pets or your own sect's guardians. Three NPCs meant to be immune to fire now are.
  • Beasts. Breeding could lose the egg. You could tame another player's beast, or a Tide or Depths beast. Feeding past the cap banked experience that later leapt a beast several stages at once. A low-realm sect-mate could downgrade a den's brood.
  • Pills, cooking and talismans. A weaker pill no longer overwrites a stronger one that is still running, and your very first pill now adds toxicity like every other. Cancelling cooking no longer destroys the dish in your hand. The Concealing Talisman no longer keeps you hidden after you log out, and now also hides you from viewers who relog.
  • Forging. Logging out mid-forge destroyed the weapon. It is now handed back at your next login.
  • Market. Using buy on a timed auction destroyed the high bidder's escrow, and a market rollback could duplicate a stack. Both fixed.
  • The Sea, the Heavens and the Depths. The first Sea entry after it had gone idle did nothing. Spamming the Sea or Heaven entry could start two transfers. The Transmission Array refunded trips that had already arrived. Walking away from a Depths floor cleared it, and paid for it.
  • Sects and sieges. Anyone could plant a permanent Trapping or Warding array on another sect's ground; flags and altars now refuse foreign ground, and leaders and elders can disperse foreign arrays on their own. /sect claim on your own hall reset the siege window, which made a hall immune to sieges. Attackers could not hit Sect Guardians or break the defenders' array eyes during a siege. Halls could be claimed inside temporary instance worlds, and abode and sect claims could take over each other's ground.
  • Sect bookkeeping. Leaving and rejoining wiped mission cooldowns. A disbanded sect passed its war cooldowns to the next sect with the same name. Sect experience could be earned again on fresh profiles. Invites could be sent over and over.
  • Duels, Rivals and quests. The Dao Duel Tournament froze when one match failed to start, and could lose prizes; prizes are now kept until delivered. A Nemesis was credited and escalated against whoever fought it rather than its challenger. Quest givers and Rivals could appear in instance worlds.
  • Oaths and Merit. An oath breach penalty was skipped when the breaker was offline or logging out; it now lands at their next login. Teaching Merit was never paid while the disciple was in another world.
  • Everything else. Tea Ceremony partners stayed "busy" after any finished ceremony. A celestial event switched off mid-way stayed on, and a standing prophecy could hold back tides. A Lifespan grace of 0 never ran out. Life-Bound traits could be re-rolled for free. Moving a Cave Abode upgraded the herbs already in its fields. Breakthrough titles reached only half their configured radius. A malformed metrics opt-out file stopped the mod from loading. Spirit Sense lines lost the stage name in Portuguese, Russian and Ukrainian.

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Support Cultivation -- the Treasure Pavilion

Cultivation is free and will stay free. Every system in this changelog, and everything before it, works without spending a cent. The Treasure Pavilion at https://xianxia.dev/store pays for the time that goes into the free mod, and everything sold there is purely cosmetic: no stats, no power, nothing a non-buyer is locked out of. What you buy reaches you in game on any server running Cultivation, with no file to install.

Pick up Cultivation: Jade Slip for hand-made palettes, shareable technique slips, champion-only looks and a sect house palette. Or get Cultivation: Sacred Bodies for a body no amount of practice could have earned, and a seasonal shot at being crowned Heaven's Favored. Prefer to support development directly? https://patreon.mermaids.dev/ gets you Jade Slip as a backer reward.

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