- Cultivation
- Changelog
- v0.10.0
v0.10.0 — A World That Remembers
A rival you beat once now remembers losing, and comes back angrier. Ascension gained a third ending that leaves something behind on purpose. Three wandering NPCs and a four-chapter campaign give the world people in it. Dungeons became plural. Sects can now be enemies as well as allies. And a run of smaller systems — a rite that actually cures a Meridian Injury, a beast that helps everyone nearby instead of just its owner, forged relics out of the vaults you already raid, a market that finally tells you what things are worth — fill in gaps the mod has had since launch.
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.
Dungeons
The Sunken Foundry is joined by a second instance, the volcanic Ember Wastes, capped by its own boss, the Ashen Colossus. /cultivation dungeon list and /cultivation dungeon enter <id> replace the old bare enter command.
Quest Lines
Three wandering quest-givers — the Ash-Robed Hermit, the Grave-Warden, and the repeatable Cloud-Ferry Merchant — each run a themed multi-step chain through their own dialog page. Alongside them, a fixed four-chapter campaign, Roots of Ruin, introduces three named characters: Elder Shen, Lin Qingzhu, and Duan Heiyan.
Wandering Rival Cultivators: Nemesis Escalation
Lose to a rival once and the mod names your Nemesis — roughly 1 in 3 later rival fights is them again. Beat them three times and they retire; lose again and they climb, up to five tiers. Right-clicking a rival now opens a real menu — Spar, up to three rolled offers, or Leave — rather than an instant duel.
Sect Diplomacy: Trade, Alliance, and Rivalry
A real three-rung ladder — Non-Aggression, Trade, Alliance — each a strict superset of the last, alongside a unilateral Rivalry declaration that blocks any further escalation between the pair.
Ascension: A Third Ending — Legacy
/ascend legacy sect carves your sacrifice into your sect's permanent Legacy count; /ascend legacy self banks a Legacy Mote for later. Same reset as prestige, your choice of who it's for.
Meridian Injuries: The Marrow-Cleansing Rite (洗髓)
The first real cure for a Meridian Injury rather than only waiting it out — pay Qi, hold composure through a scaling drain, and on success your deepest carried injury is cured outright. Fail the hold and it deepens instead.
Spirit Beasts: Familiars
A fourth beast kind. Never fights — it can be stationed instead of following, and shares a passive Qi-gain aura with every nearby cultivator, not just its owner.
Treasure and Ruin Exploration: Ruin Vault Relics
Every Ruin Vault now always rolls one of three named relics on completion: the Wardstone Shard, the Hollowed Token, and the rarer Voidglass Shard.
Tribulations: Storm Omen
An optional fifth tribulation tier. Opt in, and if the sky is already running storm weather when your breakthrough begins, you draw one harder, better-rewarded bolt — rolled once, at the start, never mid-ritual.
Spirit Cooking
A gentler parallel to Alchemy. Four wild ingredients scatter near players; cook them at a personal Spirit Hearth into one of four dishes. Never fails or botches — grade only affects buff duration.
The Cultivator's Exchange
A new market page showing a live price guide sourced from recent real Auction House sales — a reference only, never moves items or Spirit Stones itself.
And the smaller things
- All 34 technique manuals now use a real hand-made 3D book model and texture with Cultivation's own branding.
- A new Meditation Aura dropdown in Settings — pick a personal particle look for meditation and breakthroughs, separate from your UI theme.
- The Identity page gained a third tab: a Gallery of every cosmetic title you've ever earned.
- The Common Forging Material moved to the Workbench's Tools tab; Talisman Paper and the eight ritual/formation flags moved to Tinkering — organizational only, no recipe changed.
Fixes
- 22 items shipped with no bench requirement at all and couldn't be crafted anywhere.
- A fresh server could crash during the mod's own setup (Grand Tournament manager reading a Universe resource too early), taking every installed add-on down with it.
- The Wandering Rival's new offer menu could leave its interaction state machine invalid, silently failing the challenge flow for some players.
- The Auction House could wrongly report "insufficient funds" when your Spirit Stones were split between hotbar and storage.
- Closed a Qi-duration exploit in the alchemy and talisman rituals where a crafted NaN value could bypass a botch's duration clamp.