Solo Leveling: Reawakening 1.0.3.jar
Curse Maven Snippet
What's new
Medium Bugfix + Feature update. (1.0.3)
- Boss Shadow cards now show level, current/next rank, numeric XP, and a progress bar
- Igris and Tusk have CUSTOMIZE buttons opening a matching inventory GUI
- Tusk accepts the Orb of Avarice for 2× attack damage
- Igris accepts the Demon King’s Long Sword for hostile-only area lightning strikes
- Lightning is visual-only; damage is server-applied after filtering owners, shadows, pets, teams, parties, guildmates, and other allies.
- Equipment persists and is safely returned if the shadow roster is reset or trimmed.
- Shadows retain level, XP, rank, name, and health progression after either the shadow or owner dies.
- Fixed daily quest giving XP (queued reward leakage)
- Becoming the Player no longer releases the prologue boss reward bundle.
- Removed all Ahjin and White Tiger guild building worldgen files, templates, and the orphaned manual spawner. Guild membership systems remain intact. Deleted files remain recoverable through Git history.
- Fixed Demon King’s Dagger’s wil typo and Two as One. Equipping two daggers now provides its Strength bonus.
- Added extensible derived stat bonuses:
- >>> Green (+N) beside the base stat.
- >>>>>> Hover tooltip lists each source, such as +30 from Haste Buff effect.
- >>>>>> Supports Haste, Physical Buff, Two as One, and future equipment/accessory providers.
- >>>>>> emporary buffs no longer permanently modify base stats.
- Fixed portal behavior:
- >>> Regular procedural/datapack gates: no return portal until boss completion.
- >>>>>> Procedural Red gates: portal visible immediately but locked until completion.
- >>>>>> Dedicated legacy Red gates: no portal until boss completion.
- >>>>>> Stale portals from older normal-gate runs are removed.
- Shadow XP has been completely reworked.
- Removed the old final-blow and hitbox-size formula.
- >>> XP pool now uses target health, damage, armor, toughness, dungeon level, boss/elite status, and configured encounter XP.
- >>> Each shadow receives XP proportional to its actual final post-mitigation damage.
- >>> Player final blows no longer erase shadow contributions.
- >>> A shadow dealing only the final 1 damage receives only a tiny share, not full XP.
- >>> Overkill damage is capped, and healing cannot create extra total XP.
- >>> Catch-up rates:
- >>>>>> Levels 1–10: 2.5×
- >>>>>> Levels 11–20: 1.75×
- >>>>>> Levels 21–30: 1.25×
- >>>>>> Level +31: normal rate
+ MORE
- Balancement changes (made early game easier)
- Fixed event bugs (Kang taeshik not dying after defeat etc.)
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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