File Details
Trail of Orbis - 1.0.9
- R
- May 14, 2026
- 58.31 MB
- 82
- Early Access
File Name
TrailOfOrbis-1.0.9.jar
Supported Versions
- Early Access
Trail of Orbis v1.0.9 - Patch Notes
Well, I apologise for the insane wait. I clearly wasn't satisfied since the Modjam, and the release I had to rush even - tho there was bugs and crashes. I spent a week chasing bugs, missbehaviors, and the most critical crashes, stutters, freezes, sync problems, and all that good stuff. Starting here, every single update should be stable and you should never encounter crashes, please report anything not or wrongly working.
Skill Tree
- Branches Got a Second Pass. All 6 main branches, 8 octant branches, and 12 bridge chains reworked again with proper cluster themes
- New Octant Keystones. Soul Siphon, Colossus, Storm Runner, Momentum, plus retuned drawbacks across the board
- Bridge Payoffs Buffed. Cross-element investments were too weak, all 12 synergies and Void-adjacent nodes brought up
Combat
- Crit Chance Goes Past 100% Now. 150% crit chance = guaranteed crit + 50% chance for a double crit. Stack that crit
- Critical Damage Reduction. New defensive stat, only comes from gear and skill tree bonuses
- Resistance Penetration Reworked. Pen applies before the 75% cap and can push mobs into negative resistance, so your penetration stats actually do something now
- Dodge and Evasion are Separate. Two distinct stats, displayed independently everywhere
- Mobs Can Actually Block Now. Mobs blocking was just for show before, now it reduces the damage they take
- AoE Spells No Longer Freeze the Server. Hex AoE or projectiles hitting a large amount of targets would freeze the server
- DOT Damage Fixed (Again). Burn and poison DOTs from hex constructs could crash the server or get silently blocked. Both fixed
- Flat Elemental Damage Fixed. Was getting lost in the pipeline, correctly applies now
- Thorns Work. Thorns damage and health recovery apply on all healing paths now
- Combat Feedback Rewritten. "physDmg%" is now "Physical Damage", armor math is correct, ailment thresholds show roll-vs-threshold, crit colors make sense
- Offhand Stats Work With Non-RPG Items. Holding a torch, food, or blocks was suppressing your offhand gear stats entirely
- Armor and Accuracy Percent Bonuses Apply. Were just not being applied in the stat pipeline, fixed
Mobs
- Monster Modifiers. Some mobs now spawn with special abilities, stuff like Pack Leader, Blazing Trail, Rallying Cry, Venomous Cloud
- Modified Mobs Drop Better Loot. Each modifier increases the mob's item quantity and rarity
- Late-Game Mobs Hit Harder. Mobs past level 120 scale armor faster
- Elites Give More XP. 2x multiplier instead of 1.5x
Leveling
- You Lose XP When You Die. Can't drop a level though
- XP Curve Adjusted. Plus a realm XP exploit has been fixed
- Party XP Notifications Work. You see what your party earns now and the party HUD shows the correct level
- Your Level is Protected. If the XP curve changes in an update, your level won't drop
Loot
- Potions, Food, Maps, and Stones Drop in Map Chests. Not just gear anymore
- Victory Chest Stones Scale With Level. 1 stone from level 1-9, +1 per 10 levels
- Victory Chest Maps are Always Identified. No mystery maps from your rewards
- Loot Chests Disappear on Map End. Win or lose
- Loot Filter Supports Maps. Filter realm maps by biome, size, and modifiers
- No "Unique" Drops anymore It's not an implemented mechanic yet
- Chests Don't Empty on Reopen. If you opened a chest but didn't take anything, it would be empty next time. Fixed
Stones
- 2 New Uncommon Stones. Alterverse Splinter (rerolls suffixes) and Alterverse Fragment (rerolls prefixes)
- Alterverse Shard Shuffles Types. Rerolls now randomly redistribute between prefixes and suffixes instead of keeping the old split
- Bulk Identify. Sneak-click a Lorekeeper's Scroll to identify everything at once
- Stone Rerolls Can't Give Wrong Mods. Rerolling armor could give you weapon modifiers, uses the correct pool now
Weapons
- Weapon Tracking Completely Rewritten. The game could lose track of which weapon you were actually holding, will not happen anymore
- Switching Weapons Always Updates Your Stats Now. Even swapping between two Iron Swords with different elements properly recalculates everything like it should
Hexcode Compatibility
- Hex Spells Scale With Your RPG Stats. Your casting power, magic damage, and elemental bonuses feed directly into hex spell damage now
- Hexcode v0.7.0 Support. Spell echo actually works now, plus updated for the latest Hexcode - No imbuement support yet
- Per-Glyph Damage Tuning. Each hex glyph (bolt, combust, gust...) has its own damage multiplier so they can be balanced individually in the settings
- Mana Cost Reduction Works on Hex Spells. Your mana cost reduction applies to Hexcode now
- Damage Glyphs Scale Mana Cost Now.
- Glaciate, ensnare etc... Damage Fixed.
- Glaciate Construct Damage Fixed Too. The ice construct was doing about 10x damage
- Spellbook Implicits are Diverse Now. Spellbooks randomly roll one of three implicit types now : mana regen, volatility, or magic power
- Magic Weapons Roll Hex Stats. Staves, wands, and spellbooks can now roll volatility, magic power, draw accuracy, and cast speed as modifiers
- Hex Damage Can't Be Abused Anymore. Two-layer volatility and mana cost scaling : go big or go home
- Zero Reflection. The entire Hexcode compatibility layer was rewritten to direct imports
RPG Items
- Hexcode Staff Stats Don't Double-Stack Anymore. Staff JSON stats were stacking on top of RPG-computed stats, the same bug vanilla weapons had. Now properly suppressed too
- Crafting Preview Works Everywhere. Workbenches, pocket crafting, inventory, all of them
- Elemental Resistances Roll on All Armor. Were cloth-only, every material can roll them now
- Unique Rarity Removed From Drops. Uniques are hand-placed, they won't roll from loot
- Transmog Skin List Fixed. Wrong skins at the workbench, was using vanilla quality instead of RPG rarity -> still not fully working
Balance
- Armor and Evasion Scaling Rebalanced. Gear implicits and formulas adjusted, you have more defenses at same level
- Movement Speed Caps. Diminishing returns on movement speed so you can't stack infinite speed, tunable in the settings
UI & HUDs
- Stats Page Shows Way More Stats. Keystones, magic, cast speed, physical resistance, all that good stuff
- HUDs Actually Stay This Time. Yeah, 1.0.7 said "forever". Different problem, was caused by PartyPro, cost 4 days of debugging, properly fixed now
- Energy Shield Absorbs Damage Again. Was not initialized, just sitting there doing nothing sometimes
- Signature Ability HUD Restored. The weapon ability indicator was missing for RPG weapons
- Death Recap Works. Was completely broken, initialization bug
- Crafting Preview Works From Inventory. Only worked on placed crafting benches before
- Stat Tooltips Fixed. Armor and accuracy breakdowns show the right numbers now
Realms
- Portal Management. You can close portals in the UI now and can't infinitely reopen them anymore
- Jungle Map Added. New realm map visual - still problem with map models being inverted
- Realm Crash Recovery. If the server crashes while you're in a realm, it remembers where you were and your loot
- Realm Modifier Names Rewritten. 14 vague names replaced with clear ones, "Superior Gear" is now "Gear Quality" and so on
- Realm Modifiers Softened. Lower base values, gentler scaling, max caps on map modifiers
- Completion at 90%. Down from 95%, you don't need to hunt the last mob anymore
- No Suffocation on Realm Spawn. Could spawn inside blocks, now you're teleported to a safe place everytime
- Swamp Biome Temporarily Disabled. Was crashing remote players, will be back
Stability
- Several Server Crashes Fixed. Container interactions, portal UI, stone UI, ECS timing issues
- Memory Leaks Fixed. Playing for a long time no longer eats all the server memory
- Client Connection Hang Fixed. Mob modifier system could freeze your connection on join, fixed
- Way Less Stutter. Item sync reworked with batching, loot drops and gear switches don't hitch anymore
- Skill Sanctum Safe for Visitors. Teleporting to a friend in the sanctum was dropping you into the void
- Config Updates Automatically. When you update the mod, new config values are added without losing your edits