Änderungen
Jede Version, was sich darin geändert hat und warum. Derselbe Text, den die App beim Update anzeigt.
2.17.0
Aktuell- Hellevator: it never joined the event at all — fixed
- Hellevator: every treat purchase was refused, so it never got as far as fighting — fixed
- Hellevator: one refused step no longer stops the whole cycle
- Hellevator: climbs on key cards first and buys a treat once fights start being lost
- Hellevator: a page of its own on the Events tab while the event runs
- Hellevator: its own settings, including whether to buy treats and how many cards one may cost
- Hellevator: buy a treat by hand if you want a particular one
- Hellevator: says why it is doing nothing when it cannot run
- Hellevator: the guild rank is read correctly again
- Guild raid signup is off by default — the server refused it on every account
- Whiteboard: draw the cycle, cut a single line, name and save boards, undo with Ctrl+Z
- Whiteboard boards travel with the settings sync
- Items: press one to see its stats beside the equipped item, with the difference in colour
- Toilet and blacksmith show how many uses are left today
- Eight more languages, all complete: Czech, Polish, Russian, Chinese, Japanese, Italian, French, Spanish
- Chinese and Japanese are now readable, not just translated
- Numbers and dates follow the language you picked, not the system's
- The language menu is no longer see-through
- Proxies: paste a list, and see which ones are really carrying traffic
- The Wheel of Fortune's free turn is taken once, not twice
- A headless build for ARM64 Linux, for a Raspberry Pi or similar
- Fixed: the advertisements module was in the release but could not be reached. The build produces the interface twice — once explicitly, then again from inside the app build — and only the first run was told the module was enabled, so the second overwrote it with a version that has no advertisements page at all. The backend had the module the whole time; there was simply nothing on screen to switch it on with.
- Fixed: the app could lock up shortly after signing in. The status poll runs every few seconds, and in the released build it asked the account's session for two pieces of text it could get elsewhere — while the bot holds that same session for the whole of a cycle, network requests included. Every poll that landed mid-cycle waited for the cycle to end, and the ones behind it queued up. Only the released build could hit this; the advertisements module is compiled out of every other build, and that is also why no test had ever run against it.
- Fixed: the Reset Cooldown button on the Tavern page could hang for the same reason.
- Note: the build that ships is now the build that gets tested. Linting and the Rust tests run with the advertisements module compiled in, and the interface tests run a second time with it enabled, because that switch decides whether the advertisement settings exist at all. Until now the one configuration users receive was the one configuration nothing checked.
- New: a proxy per account. Each account can reach the game through its own, and it applies to every login including the automatic one at startup — a login that misses its proxy does not fail, it succeeds from your own address, which is the one thing a proxy is there to prevent. The URL is stored encrypted and never shown back.
- New: click an opponent in the Progress Report and you get the full profile — portrait, attributes split into base and gear, every equipped item with its runes and enchantments — plus exactly what the fights against them paid: experience, gold, honour, mushrooms, scrapbook entries and the loot.
- New: five Legendary Dungeon settings. When to flee rather than fight, how far to walk the dungeon per cycle, whether to buy blessings, whether to accept a curse when out of keys, and a ceiling on mushrooms spent reviving within one run. Every default matches what the bot did before.
- Fixed: selling gemmed gear below level 90. The blacksmith unlocks at 90 and a socketed gem cannot come out before that, so those drops occupied a bag slot for good — and the setting meant to release them could never fire, because the check asked something that reports a blacksmith for every character at every level.
- Fixed: scouting a player from the Hall of Fame flickered between loading and loaded without ever settling, asking the game server again each time round. It now opens as a proper window, with the player's portrait.
- Fixed: every scouted player was drawn as a woman. Their portrait was sent in a shape the interface did not read, on the Arena page too.
- Fixed: the dungeon detail window was see-through, so the list behind it read straight through the boss stats.
- Advertisements: the ad-reward module was rebuilt around what the server actually does, and is now off by default. It sends the headers a real browser sends, detects success from the server's own remaining-watches counter rather than guessing from a coin change, and a response it does not understand can no longer wipe the game state.
- Note: the command-line tool and the fleet node build again — the proxy work had reached for something only the desktop app has.
- Fixed: "Something went wrong" on the overview when the app started. It cleared itself if you pressed Try Again, so it was easy to live with and easy to miss. The same fault was found and fixed on the Arena Manager page before anyone hit it.
- Fixed: runes ignored their own ceilings. A rune already at its cap counted as full value, so a gold rune at 50/50 — worth nothing — was chosen over an epic-chance rune at 0/50.
- Fixed: "XP First" did not prefer XP opponents. The setting was read in one place, a guard on spending a mushroom, and nowhere near the choice of who to fight.
- Fixed: guild ready-up never fired with a minimum delay set. The wait was measured backwards from the fight, so "at least 5 minutes" meant "do nothing until the last five" — which is why turning the setting off appeared to fix it.
- Fixed: anonymous mode still showed arena opponents by name.
- Fixed: one entry in a custom fortress order could stop the whole fortress.
- Fixed: the item seller threw away potions the potion module had just bought.
- Fixed: the Current Action card could contradict itself, and the Arena page could crash outright.
- New: filter the activity log by character and by kind, so one account's quests do not bury another's.
- New: choose your columns on the accounts table — show, hide, reorder, drag to resize. Adds ALU, beer, mushrooms and mount. New columns start hidden, so nothing changes shape on update.
- New: opponent lists — attack these first, never attack those. Editable, with buttons on every row of the scrapbook target list.
- New: tell the activity log when your scrapbook passes a number you set.
- The download is about a third smaller, and so is every update from here on. The artwork is stored differently; nothing looks any different.
- The German translation now covers every page, and stays covered — the check that finds untranslated text runs over all of them.
- Quieter logs: the "keep slots free" warning no longer repeats once per account, and a missing flag icon is no longer a warning.
- New: schedules — say which days and hours the bot may play. Outside them it stops rather than idling. Off by default; handles midnight and daylight saving.
- New: a profile library — save your settings under a name, come back in one click. Rename, duplicate, delete.
- Each profile describes itself from its own settings, and says how many settings it differs from the one you are running.
- New setting: sell gemmed items when the gem cannot be extracted. Off by default, a last resort — THE GEM IS LOST when it applies.
- The settings wizard has two new pages of tick boxes: what to sell and keep, and which achievements to chase.
- Fixed: items that could never be sold and never be worn. Four separate causes, including one refused item freezing the whole bag behind it.
- The bot now names the item and the rule when something is not being sold, instead of leaving you to guess.
- Fixed: "keep slots free" set higher than the bag holds silently meant "sell everything". It now says the setting cannot be met, and names the bag size.
- The toilet sacrifice and the blacksmith dismantle now reach the bag before the seller does — both have a daily allowance, selling has none.
- Fixed: a fortress building could sit at "Finishing…" for ever and block every later upgrade. Only a manual login cleared it.
- Fixed: eight settings were rendered twice under different labels, both working. One control per setting now, with a test against a repeat.
- Fixed: the three beer settings now sit with the other mushroom spending, because that is what a beer costs.
- Fixed: the settings wizard was too transparent to read.
- The achievement engine (beta) is off now and switches itself off on update. It does deliberately odd things, which read as the bot refusing to equip anything.
- Groundwork for the Bloodweaver: an unknown class used to fail outright instead of degrading. It is recognised now, though its abilities are not simulated yet.
- New: choose the order your dungeons are fought in. Off by default — the bot still picks whichever dungeon it is most likely to win, which is the right answer for almost everybody. Turn it on under Dungeons and drag the ones you care about into the order you want. Anything closed, not yet unlocked, or filtered out by your level settings is skipped and the next one down is taken, and if none of them can be fought the bot falls back to the best odds. A list you have half-filled never means "fight nothing".
- The win-chance minimum still applies to fights that cost a mushroom, priority list or not. Wanting the Tower first is not a reason to buy a fight it loses — a free attempt at the same odds is fine, because the attempt expires either way.
- Every ordered list can now be dragged as well as nudged with the arrows: dungeons, fortress and underworld build orders, and the module order. One of them could already be dragged and the others could not, which is the sort of difference you notice at once and cannot explain.
- New: minimizing no longer has to send the window to the tray. It always did, and there was no way to stop it — which is wrong for anyone switching between the bot and the game. The setting is under System and defaults to what it has always done, so nothing changes unless you change it.
- Money now reads as gold, the way the game shows it, rather than as silver at a hundred to one. The building costs were the clearest case: they already used the gold icon next to a silver number. Below a gold the silver is shown on its own, because rounding it away would make broke and nearly-there look the same.
- Fixed: a character too low level for a feature kept asking for it anyway. The attempt was already quiet and backed off for an hour, but an hour is the wrong unit — a level 1 character will not meet the Underworld's requirement today, so it asked twenty-four times a day, every day. The level the server refused at is now remembered and nothing is retried until the character has actually gained one.
- Fixed: clicking a saved account made the accounts you had already logged in vanish from the app. Only the one you just clicked was left on screen, so with several accounts it looked as though only one would ever load. The others were still logged in and their bots were still playing — there was simply nothing left in the app pointing at them, which meant you could neither watch them nor stop them. The account list is now read from the running sessions themselves instead of from whatever the last login happened to hand back.
- Fixed: saved accounts could be lost entirely when the app was closed or updated. The account file was emptied first and rewritten a fraction of a second later, so anything that stopped the app in between — closing it, a crash, an update replacing the program — left the file empty and every saved account gone with it. It is now written alongside the old one and swapped into place in a single step, so what is on disk is always either the complete old list or the complete new one, never nothing.
- A copy of the previous account list is now kept, and a damaged file is reported in the log and recovered from that copy, instead of silently looking exactly like never having had any accounts at all.
- New: log in every saved account with one button, showing progress as it works through them, and a tick box on the login screen to have that happen automatically at start. Clicking fifteen accounts one at a time was not a workflow.
- Fixed: the login screen could not be scrolled once there were more than a few saved accounts. The list ran off the bottom of the window and took the login form with it, with no way to reach either.
- An account that fails during a bulk login is named. Being told that three accounts failed is no help without being told which three.
- The log now records every login, how many characters came back from it, and how many sessions are live afterwards — so an account that goes missing leaves a trail to follow instead of a guess.
- Console build: a non-interactive mode for driving Mercy SF from another program or a dashboard. Arguments in, one JSON object out, covering the character list and a full character readout with attributes, equipment, arena, tavern and guild. There is a written contract for it on the website, so anyone building against it knows exactly what will not change underneath them.
- The Arena Manager now says why it is idle instead of saying nothing at all. Most often the answer is that the character is below level 105 and it is not unlocked yet.
- Anonymous mode. A switch in the header hides every name in the app — your characters, your accounts, opponents, guilds, guild members, the battle history, the activity feed and the log — so you can share a screenshot exactly as it is, with no editing and no blurring.
- Names are replaced by a stable stand-in rather than blanked out. Blanking destroys what a screenshot is usually shared for: you could no longer tell whether the player who beat you twice was the same player, or follow who fought whom down a battle log. A stand-in keeps the shape of the story and drops the identity.
- The stand-in is salted with a random value generated on your own machine, which never leaves it. Without that, anyone could work through a server's Hall of Fame and match the names straight back — so a screenshot would have hidden them from a casual reader and from nobody who actually cared. It is not a cryptographic guarantee, but it does defeat reading a name off a picture and matching a picture against a public player list.
- Intel Macs are supported. The macOS build used to be Apple Silicon only, and an Intel Mac could not run it at all — the download simply failed to open. Both architectures are built now, for the app and for the console build.
- The update dialog shows the actual changelog. It used to show a single line pointing at a link that did not work for anyone, and the same link was being served publicly in the update manifest. You are reading the replacement.
- Fixed: the Tower refused every single attack and took the dungeons down with it. They share one daily fight, and the Tower usually wins that comparison because it is fought with three companions — so the fight was refused and never spent on anything else. It had been sending the floor you had already beaten instead of the one you were entering. A Tower the server refuses now steps aside for an hour so the dungeons get the attempt.
- Fixed: two silent request leaks. The fortress asked the server about a player that does not exist whenever it had no opponent assigned, and skilling retried an upgrade it could never afford, on every cycle. Together that was roughly eleven thousand pointless requests a day.
- Faster builds and a smaller download, carried over from 2.10.0: the artwork is lossless WebP, verified pixel-identical file by file, which took the installer from 364 MB to 238 MB. That comes off every auto-update too, not just the first install.
- The arena stopped fighting altogether on some accounts. Arena fighting and scrapbook hunting spend the same free fight, but they were two separate modules with two copies of every rule — and the copies disagreed. One of them refused to let a win-chance minimum veto a FREE fight, because the cooldown expires whether you use it or not; the other applied that minimum everywhere. Once the ten daily XP fights were done, the strict one owned every decision, and a character whose odds all sat under the minimum simply stopped. The log said it the whole time: "none of the 47 players above us cleared the 55% win-chance minimum".
- The two are now one module. It gathers candidates from all three sources at once — the arena's three opponents, the crawled player pool, and the Hall of Fame page around your rank — scores them on one scale, and fights the best: (items x 100 + daily XP x 60 + rank x 25) x win chance. Scrapbook first, then XP, then climbing, exactly as asked for. The difference matters: a chain of thresholds can reject everything, and did. A ranking always has a best.
- The win-chance minimum now applies only when a mushroom is on the line. A free fight is free.
- The Tower refused every single attack and took the dungeons down with it. They share one daily fight, and the Tower usually wins the comparison because it is fought with three companions — so the fight was refused and never spent on anything else. 2,108 refused Tower attacks against 54 dungeon fights in one day. The Tower counts floors you have beaten; the server wants the floor you are entering. A refused Tower now steps aside for an hour so the dungeons get the attempt.
- The target pool could only ever shrink. When the simulator ruled a player out, that verdict was permanent — and only beating them undid it, which needs a fight you have just decided never to take. Every cycle retired up to eight more players for good. The verdict now expires as soon as you have outgrown it, and the app says so when the pool recovers.
- Scrapbook targets are realistic now. A level-20 character was being offered level-600 players; the level window scales with your own level instead of being a flat number. Rare items also count for more than common ones, so free fights go to the pieces that are actually hard to find.
- You can watch it think. The Arena page shows the decision: how many candidates came from each source, a bar per candidate split into items, daily XP and rank, dimmed by the part the odds take away, and the winner highlighted. During the cooldown it shows what it WILL fight next, and when it is not fighting it says why in one sentence instead of leaving "Ready" on screen as the only clue.
- The eye button on Hall of Fame players opens a real profile: attributes split into base and gear, armour, weapon damage, your simulated chance against them, how many of their items your scrapbook is missing, and every equipped item with its artwork, bonuses, rune, gem and enchantment. It had never worked.
- The accounts table sorts by any column, level first. Countdowns sort by the real time, so everything ready groups together instead of landing between "4m" and "51m".
- The download is a third smaller — 364 MB to 238 MB — and looks exactly the same. The artwork is lossless WebP, verified pixel-identical file by file. That comes off every auto-update too, not just the first install.
- Also fixed: the Tower was excluded from the dungeon comparison entirely and could never be chosen; the two beer settings cancelled each other out; two silent request leaks (a fortress lookup that asked the server for player "0" thousands of times a day, and skilling retrying an upgrade it could never afford). New: a fifteen-question setup wizard, and a mushroom budget per day or week.
- A new fortress never built anything at all. Reported as "he has enough materials for the Quarry but doesn't do it" — and the log agreed: a thousand build requests, every one for the Woodcutter's Hut, every one refused. No building may stand higher than the Fortress itself, and a new fortress starts with both at level 1, so upgrading the hut was illegal until the Fortress went up. The bot only compared prices, picked the cheap hut, was refused, and made the identical choice next cycle. Forever. It now honours the game's rules too — the fortress-level cap, level requirements, buildings busy training or searching for gems, the Smithy's prerequisites. All of them mean skip, never save up: money does not fix an illegal move.
- Underworld gold and souls were not collected. A refused upgrade returned early, and the gathering step came after it — so one refusal ended the whole cycle before anything was collected. Gathering now runs regardless, and when something genuinely cannot be collected the reason is stated.
- Refused work was reported as done. A refused build is not an error, so the log announced upgrades that never happened. Both now check that an upgrade is really running before claiming one.
- The Fortress and Underworld screens are now the actual screens: a yard and a cavern, each building a plot with its level, a countdown while it builds, and the cost of the next level. A building the game refuses says why. Every producer has a meter — what is waiting, how full the pit is, when it stops producing. A full pit is called out, because the game gives no warning and everything past the limit is lost.
- Analytics took forever to open. The command that answers it took the account's session lock, purely to ask which character it was — and the bot holds that lock while it talks to the game server, so a request for two strings that never change queued behind every account's network traffic. Loading and saving a character's settings had the same fault.
- Analytics also recorded a snapshot every poll — 17,280 a day per account — with the whole file rewritten on a timer. The charts are a few hundred pixels wide; a day of five-second data is one line. The series is sampled to one point a minute now, twelve times less to keep and load, with the running totals unaffected. Existing files shrink from about 1.5 MB to 90 KB the first time they are opened.
- Skilling spent the gold enchanting needed. Both respect the Save Money reserve, but skilling buys attributes until the next price no longer fits, so whichever ran first took everything and the other found nothing. A module that cannot afford something now registers what it is saving for, and other spenders leave that much alone.
- Accounts added with the "Add account" button were never saved. Credentials were written on the first login path only; adding an account and signing in a second character both went through code that never wrote them down.
- The Continuous Loop of Idols had no boss data: it sits in the shadow list but is not a shadow version of anything, so it was looked up under a name that matches nothing. It has its own section now. That also turned up level bars fixed at ten for every dungeon but the Twister — so anyone past level ten of the Tower (100) or the Loop (30) was drawn as having cleared it.
- Fixed: every weapon, shield, potion and gem rendered with no artwork, worst on the Blacksmith and Witch pages. The dice game's last reward read [object Object]. The journey strip showed "Quests" and "City Guard" as words. A third of all dungeon refreshes were immediate repeats. The Simulation skill mode now actually simulates. VIP is read from the beer allowance. Four internal collections grew without ever being trimmed.
- Interface: the sidebar is grouped rather than twenty flat entries, plus a density switch, one-click presets for single modules, and a denser Overview page.
- Nine of the twelve classes could not equip their own gear. An item asks for one of the three BASE classes, and the bot compared that to your class directly — which can only match if you ARE one of those three. Demon Hunter, Battle Mage, Assassin, Necromancer, Plague Doctor, Berserker, Paladin, Druid and Bard were therefore left with only the few items that ask for nothing, which is why a level 10 trinket with 5 luck beat 400 armour with 100 dexterity. The same check guards the seller, so those classes were also selling the gear they should have worn. Wrong since the very first release.
- The arena fought nothing on some accounts. Three faults stacked: the arena module hands every fight to the scrapbook module, which returns at once on a character without a scrapbook and neither checked the other; an unresolvable simulation reported 0% instead of "no answer", so every target was vetoed; and one rejected target ended the whole cycle. That is why turning the minimum win chance down from 55 to 45 to 20 changed nothing — the code never reached that decision.
- The app froze when opening Arena and Scrapbook, and the bot stopped fighting while it did. The player cache had grown to 187,136 players in 119 MB and was rewritten in full every 27 seconds while holding the lock the bot needs to pick a fight. The pool now lives in memory for the session, gear that can never be worth taking is not remembered, and old cache files are deleted on startup.
- Weapons showed as [object Object]. Fixing it turned up three more places nobody had reported: the daily and event tasks, the Advent calendar and the Wheel of Fortune.
- Achievements (BETA): a new page with all 92 achievements, what each one wants and whether the bot steers towards it, behind one master switch. Anything costing real money is never chased. Pursuing Naturism or St. Nicholas used to feed your own gear to the shredder — it is protected now on all four disposal paths.
- Fix: the bot bought a potion and sold it seconds later. The general item seller had its own opinion about bottles and disposed of what the potion module had just bought. "Ignore Bottles" now means what its name says.
- Fix: the fortress stopped building for days. A Custom order waits on its first unfinished entry by design, but if that entry costs more wood or stone than the warehouse can hold, the resources never arrive and everything behind it stops for good. Unreachable entries are passed over now, and the log says so. The Gem Mine also explains itself: it is left alone on purpose while a gem search runs.
- Fix: twenty-two warnings on every start, one per pet, all saying nothing happened. Pets already at the level cap were fed anyway. The cap now comes from the game rather than a rule that a live account disproved.
- Fix: the Current Action card contradicted itself, showing a leftover label from a broken image next to an invented expedition stage.
- Quests are now ranked by reward per second of thirst rather than raw reward, the Save Money reserve is honoured by all ten spending modules instead of two, and weapon damage finally counts in the equipment comparison. German covers 185 strings that were still English.
- Settings are saved for real now. Each account has its own settings file and the bot has always started from it, but the settings page loaded the GLOBAL one and never the selected account's — so the page showed one thing while the account ran another, and every save copied the global values over that account's own file. Eleven more settings were absent from what the page saves at all, so the backend reset them to their defaults on every save: the active-hours schedule, the module priority order, automatic gem-slot upgrades, coupon crawling and the event options among them.
- Both daily portals are fought again. The personal Demon Portal ran last in the dungeon module, behind three blocks that end the cycle the moment they act; across four logged days on four accounts, two days had ZERO attempts. The Guild Portal was step 5 of 7, behind raids. Both now run first in their module, and neither costs a dungeon fight.
- Hall of Fame fights are simulated before they are taken. Targets were picked for how many scrapbook items they could give and filtered only by total attributes — anyone up to 120% of yours counted as beatable, which came to 38% won over a logged day. The battle simulator already used for dungeons is now asked first, and below the configured chance the target is skipped without spending a fight. Settings -> Arena, default 55%.
- The Progress Report was showing three numbers that could never be true. Mushrooms was always 0 because no fight ever recorded them. Scrapbook Items was always 0 because it was measured immediately after the fight, and the fight response does not carry the updated collection — real gains were happening the whole time. Gold was 0 by arithmetic: each fight was floored to whole gold BEFORE anything was summed, so 122 arena and 508 Hall of Fame fights each floored to zero.
- Events know whether they are running. The server keeps sending the World Boss block after the event closes, so the app treated a finished event as live and the bot spent all day on commands the server refused — including a catapult purchase that stepped its rental length down 10h -> 9h -> 8h hunting for a price it could afford, when the answer was that no event was running. The Events page now says "Currently no Live Event" and shows the World Boss view only while the World Boss runs.
- Pets: feeding and brewing stopped taking turns being ignored. The module acted once per cycle, so whichever went first took every fruit and the other never happened. On one account that meant 2,732 feeds in Earth and none at all in Fire. Both run every cycle now, and juice is brewed once a habitat reaches its threshold rather than ten fruits past it.
- Gems: a wrongly-socketed gem could never be corrected, because replacement shipped switched off — a Dexterity character wearing Strength gems had no way back. Black gems also always won, whatever their value, because they carried a flat weight above any single-attribute gem could reach. The trade-off is computed now, and gems are all socketed in one pass instead of one per cycle.
- Fix: saved passwords were sent as their own ciphertext. The login screen read the credentials file verbatim, so a password encrypted at rest was pre-filled as "v1:..." and posted that way. That is the "still sending encrypted" report, and it is also what surfaced as "Could not communicate with the server".
- A log you can read: refusals that are part of normal play are no longer warnings, server errors no longer drag a full state dump into the log, and one refusal no longer stops a whole module — "no more dungeon fights today" used to skip the underworld's resource collection and building upgrades too.
- New: a Join my Discord button, settings export and import as buttons with a real file dialog, and a collapsible account list.
- Mushrooms now have a settings page of their own — every switch that can spend them, in one place, marked as real money, all off by default. Nothing else in the app implies a mushroom spend any more.
- Fix: shop items that cost mushrooms were bought even with that setting off. The check was "buy if silver covers it OR mushrooms are allowed", but such an item charges silver AND mushrooms — so having the silver let it through every time, ignoring your reserve. One test account bought the same 4-mushroom item 84 times.
- Fix: "Skip Quests" was paying mushrooms. That switch is normally turned on for the free hourglass skip, but it also authorised paying real money for every quest and expedition wait. Hourglasses still work from it; mushrooms never do.
- Fix: three mushroom switches had no control at all — the mushroom mount (a Dragon is 25 mushrooms and renews itself), Legendary Dungeon revives, and the VIP beer option. You can now turn them off.
- Fix: amulet and ring images were broken everywhere they appeared. The artwork uses a different naming shape for those than for talismans, and the wrong one was used for all three.
- Settings tidied: 13 switches that appeared on two pages now appear on one, two switches that did nothing are gone or wired up, and five settings the app saved but never read were removed.
- Auto-update is now free for everyone, on every tier. It used to be a paid feature: free installs skipped the check entirely and were told "You are on the latest version" — so people sat on old builds carrying bugs that had been fixed months earlier, with no way to find out. Note: if you are on an older unlicensed build you need one manual download from this page, after which updates arrive on their own.
- Fix: "start with Windows" silently stopped working. The registry entry was only written when you flipped the switch and nothing ever checked it again, so if it went missing the app kept showing the switch as ON and never started with Windows. It now repairs itself on every launch.
- Fix: "Could not communicate with the server" when logging in. Saved passwords are stored encrypted, and one build could not decrypt them — it sent the encrypted text to the login server as your password, so the failure looked like a network fault that retrying could never fix. Nothing had to be re-entered.
- World Boss: catapult upgrades work, and are on by default. They are paid for with resources — gold, wood, stone, metal or arcane, plus catalysts — and never with mushrooms. Filling a catapult now takes minutes instead of hours.
- Fix: a full inventory that sold nothing and equipped nothing. Selling and equipping disagreed about what "better" means, so items between the two were never worn AND never sold and filled the bag permanently.
- Fix: the bot sold your best spare gear. It ranked items by shop price, which tracks item level more than usefulness. It now sells the weakest first.
- Fix: gems disappeared overnight despite Manual Gem Selection. A gem type you ticked could still be sold for having no free socket at that moment. A type you ask to keep is never sold.
- Fix: a full inventory that sold nothing and equipped nothing. Selling and equipping disagreed about what "better" means — equipping wanted a clear improvement, while selling protected anything better by even one point — so items landing between the two were never worn AND never sold, and they filled the bag permanently. Dungeon drops land there constantly.
- Fix: the bot sold your best spare gear. Items to sell were ranked by shop price, which tracks item level far more than usefulness. It now sells the weakest gear first and keeps the strongest.
- Fix: gems disappeared overnight despite Manual Gem Selection. A gem type you ticked was only used as a first filter — a gem could still be sold for having no free socket at that moment, which with all sockets full is every gem. A gem type you ask to keep is now never sold.
- World Boss catapult upgrades now work, and are on by default. Mercy buys them with the shop's resources button — gold, wood, stone, metal or arcane, plus catalysts — and never the mushroom one.
- Fix: upgrades used to charge MUSHROOMS. The buy request had its two arguments the wrong way round, so every purchase asked for the real-money button, against a slot nobody picked. If Mercy switched upgrades off on your account because of that, this release turns them back on.
- Fix: upgrades often bought nothing at all. The game rate-limits that request and answers a too-soon attempt with the same "cannot do this right now" it uses for a genuine refusal, so nearly every attempt was thrown away unread. Attempts are now spaced out.
- Much faster: buying was capped at one upgrade per bot cycle instead of per attempt, so filling a catapult took hours. It now takes minutes.
- New: the upgrade shop is rerolled when none of its three offers can be bought — otherwise a shop full of offers for a tower segment you are not aiming at never resolves.
- The log now explains every upgrade decision: your balances, the catapult, and each offer with the reason it was or was not bought, plus what every purchase actually cost.
- Fix: World Boss daily chest types were labelled the wrong way round ("single hit" and "damage master" were swapped).
- New: "Senseis Config" — the creator's own tuned setup — is the new default preset and what new users start with. You can still switch to Standard / Safe Farm / Aggressive any time.
- New: save your current settings as a named preset (Simple Mode) and switch back and forth between your own setups whenever you like.
- Simpler settings: removed ~20 toggles that did nothing plus the redundant "Prefer Expeditions" switch (quests vs. expeditions is auto-detected). Your saved configs and backups still load unchanged.
- Arena & Scrapbook reordered: your character and combat stats on top, then the 3 arena opponents, then the scrapbook scans, with collected items at the bottom.
- Battle Sim now only lists dungeons you have not cleared yet, and shows the real floor numbers.
- Fix: accounts no longer freeze on a bad connection — network timeouts retry a stalled connection automatically instead of hanging the account until restart.
- Fix: lower, steadier memory use over long scrapbook sessions.
- Fix: the Battle Sim "1000 fights" win-ratio is correct now — it was ignoring the dungeon/floor you picked and simulating your current dungeon (an easy floor showed ~50%); it now simulates the enemy you selected (~100% for a floor you would clear).
- The "Arena Manager" page is now the "Hall of Fame": it loads the ranking automatically, lets you search any player by name to scout them, and pages through the ladder — the unused rune-overview panel was removed.
- New: off-class potions are sold automatically. A potion for an attribute your class never uses (e.g. Intelligence on a Demon Hunter) can't be drunk, so instead of clogging your bag it's now sold, while the potions you actually need (main attribute, Constitution, Luck, Eternal Life) are kept.
- Fix: the Battle Sim dungeon/floor dropdowns are readable again — they were white-on-white and now follow the app theme.
- Fix: quests/expeditions no longer get stuck idle with a "disabled by settings" error. The game has a server-side "quests vs expeditions" switch, and starting the wrong one for the current mode is rejected. The bot now auto-detects the current mode (no setting needed) and prefers expeditions — switching into them when it can, and only ever sending the action the server will accept.
- The achievements bot and the app now share one achievement list so they can't disagree, and the Achievements page has a new "In Progress" section showing what's actively advancing.
- New: the Battle Sim lets you pick any real dungeon and floor and fight its actual enemy, with a preview of who you'll face (portrait, name, level, class), instead of only guessing the first open dungeon.
- New: fights now play out as an animated replay — both fighters' portraits, HP bars that drain, floating damage numbers (crits in gold), evade pop-ups and the engine's special-ability notes.
- Fix: the Blacksmith & Witch page no longer shows "[object Object]" for your weapon, and slot names now appear in your selected language instead of English.
- Fix: items show their real icons everywhere, including a broken image path that made amulets/rings/talismans fall back to a placeholder.
- Fix: inventory potions now show their icon and what they actually are (e.g. "Stärke · Groß") instead of a generic "Trank" with no picture.
- New: arena opponents show their name, portrait, level, class and honor instead of a bare player id.
- The Scrapbook is now at the top of the Arena & Scrapbook page, and the Fortress gem search shows near the top when active.
- Quest reward items now show their icon and name.
- Fix: your mushroom reserve is finally respected. Dungeon fights, tower fights, arena fights and the fortress gem-search skip all checked whether the setting was on but never looked at your balance, so enabling any of them drained mushrooms to zero regardless of the reserve you set. Dungeon and tower were worst — they paid for a fight every single cycle, even while the free one was ready.
- Fix: a mushroom is never spent on a dungeon fight the simulator says you lose. Free fights are unchanged, so progress is not stalled when everything is a coin-flip.
- Fix: the Underworld upgrades units and attacks again. There is nearly always something to collect, and collecting ended the cycle, so the unit-upgrade and attack steps below it were never reached. Collecting is now the fallback rather than the first thing done.
- Fix: the Underworld's overnight gathering pause works. A window crossing midnight (e.g. 22:00-06:00) was silently ignored and gathering continued all night.
- Fix: coupon codes now work on every account. The "already redeemed" list was shared across the whole install instead of per character, so the first account to see a code claimed it and every other character skipped it.
- Fix: clearing the inbox no longer destroys unredeemed coupon codes before they can be read.
- Fix: the bot could stop questing entirely. On a fresh day it told the server "I prefer quests" and then stopped for that cycle without starting one — and since that message does not change your thirst, it repeated forever and no quest was ever started. This affected everyone on default settings.
- Fix: Arena "Highest Rank" fought nobody. Opponent strength and your own were measured with different formulas (theirs counted main attribute, double constitution and portal bonuses; yours counted none), so two identical characters scored about 2:1 and every opponent looked too strong.
- Fix: "Don't sell items with gems" refused to sell almost anything — an item with an EMPTY gem socket counted as gemmed, so your bag filled up and selling stopped. The same bug excluded nearly every weapon from washing.
- Fix: scheduled guild raids and guild fights fired at the wrong time. The times are minutes from midnight but were read as seconds, so a raid set for 12:00 started at 00:12.
- Fix: setting a guild skill cap blocked all upgrades, because it compared your guild's combined total against a per-player limit.
- Fix: the Skills module ran twice per cycle, re-running the upgrade loop and spending silver a second time.
- New: a "Check for updates" button in Settings, and updates are now noticed without restarting — the app checks every 30 minutes and whenever you switch back to the window (it used to be every 6 hours).
- Fix: the scrapbook bot now skips targets far stronger than you. Attributes decide fights much better than level does, but nothing looked at them — the bot only found out someone was out of reach by losing. Anyone above 1.2x your total attributes is passed over.
- Fix: no more punching above your level. Scrapbook targets could be up to five levels above you (ten in the Hall of Fame scan); both now cap at your own level.
- Fix: renaming no longer launders a losing record. The blacklist was keyed by name, so a player who beat you twice could return under a new name with a clean slate and leave a stale duplicate entry behind. It is now keyed by player id.
- Fix: the bot no longer attacks the same player over and over. Legendary items have no scrapbook slot, so they can never be collected — but they were still counted as "missing", which made anyone wearing one look permanently valuable and got them attacked every arena cooldown forever, while useful targets were ignored.
- Fix: beating a player now retires them immediately. A win takes their whole collectable kit, but the bot waited for the server to confirm it — and if that refresh never carried the scrapbook, it re-attacked them indefinitely.
- Fix: one defeat no longer blacklists a player, and a blacklist is no longer wiped moments later by the arena re-scan. Losses accumulate and a player is skipped after beating you twice.
- Fix: equally good targets are now tie-broken by the weakest opponent instead of internal ordering, which had kept re-picking the same name.
- Windows, macOS and Linux now all build from one tag, so no platform can be left behind again.
- Fix: potions are no longer wasted on the wrong stats. The bot used to drink any attribute potion it found (a Mage would use Strength and Dexterity potions), and since you only have three active potion slots, those crowded out the useful ones. It now only uses your main attribute, Constitution, Luck and Eternal Life potions.
- Fix: potion slots are filled by importance instead of bottle size, so a large off-class potion can no longer take the slot a smaller main-attribute one needed.
- macOS and Linux builds are back — all three platforms ship this release for the first time since 2.8.3.
- Fix: "Skill Optimal Now" now upgrades as many attributes as you can afford in one click, instead of only one.
- New "Gear Comparison" setting with three strategies — Full (base + upgrades + gem), Base + Gem (ignore upgrades), or Base only — so you can let a higher-base item win when you have the materials to move the gem and re-upgrade.
- Equipment comparison now counts item armor (previously ignored), and equips the biggest available upgrade instead of the first one found in the bag.
- Automatic stat/skill upgrading now actually works — it was blocked whenever the character was on a City Guard shift, so attributes never went up. Skills now upgrade after each quest regardless of work shifts.
- Fights are no longer all reported as losses — expeditions and other fights now show the correct win/loss and rewards in the session report and Battle History.
- Multi-account fixes: one account running out of beer no longer forces every other account onto a work shift, and bonus beer from tasks no longer leaks across accounts.
- Pet dungeons: the bot now attacks the habitat with the best win chance instead of always Shadow, so every habitat progresses.
- Scrapbook: fixed the bogus "10/10 items" — target lists now show your real missing-item counts, with a scrollable Scrapbook Scans list and a "rescan from start" button.
- Gems are now socketed into your companions too (valued per companion class), and a gem is never sold or dismantled while it would still improve any of your four characters.
- New Blacksmith & Witch page with live data — equipped gear, upgrade stars, runes, cauldron status and enchantments — plus dedicated Blacksmith, Witch and Runes settings.
- Blacksmith can now auto-upgrade equipped gear (opt-in). It always keeps a Metal/Arcane reserve so you can still extract gems from gear you replace.
- Witch feeding fixed (it was skipping almost every eligible item) and now feeds the cheapest matching item.
- Rune optimizer improved for the mannequin questing set, and the mannequin/rune lists now display correctly.
- Blacksmith and Witch pages now unlock at the right character level (Witch 66, Blacksmith 90) with a friendly "come back at level X" screen.
- Full German translation for all the new pages and settings.
- Note: this release is Windows-only — macOS and Linux stay on 2.8.3.
- New Scrapbook Targets viewer in Settings — see every Hall-of-Fame player the crawler has cached, sorted by most missing items, with level, missing/total counts and failed status. Copy the whole target list with one click.
- Hall-of-Fame names are now logged to a per-account file as they are scanned, so you can farm a fresh server start from a real name list
- Scrapbook fight stats (wins, losses, items gained) are now tracked in analytics and shown in the session report
- Fix: drag & drop in the order editors works again — the unreliable HTML5 drag-and-drop was replaced with pointer-based dragging, and the arrow buttons now move an entry one step instead of jumping to the ends
- Note: this release is Windows-only for now — macOS and Linux stay on 2.8.3
- New Battle History page — a searchable log of every fight the bot runs (arena, scrapbook, dungeons, underworld, hellevator, legendary dungeon, pets, expeditions and more) with the enemy's portrait, win/loss and rewards (XP, gold, honor, scrapbook items)
- Data & Storage settings — choose whether to keep Battle History & Analytics, and auto-delete history, analytics and logs older than a configurable number of days (default 10)
- Fix: the bot never spends mushrooms by default (all mushroom-spending options are off; free mushrooms are still collected)
- Fix: a rare UTF-8 parsing panic that could crash the app on certain server responses
- Performance: Battle History uses an in-memory cache so it no longer re-reads its data file every cycle
- Mercy SF is now FREE for everyone — every feature is unlocked, with no license required (all automation modules, smart features and the battle simulation viewer)
- Removed the in-app License page — there is no license to enter anymore
- Added a "Support on Ko-fi" link in the app and across the website — donations are entirely optional and unlock nothing extra, since everything is already free
- Underworld Gold Pit is finally emptied — Gold and Souls were swapped, so "collect gold" harvested souls; the correct resources are now collected
- App no longer randomly closes — each bot module runs behind a panic guard (isolated + auto-cooldown), the account loop auto-restarts, and crashes are written to crashes.log
- Sell Items works again — low-tier gear is sold to the shop the way the game expects
- Fortress: Academy XP collection is more reliable (estimated from the production rate), and wins/losses are logged
- Scrapbook: Hall of Fame targets are now actually attacked and logged; unbeatable targets are blacklisted
- New Fortress Partner settings — preferred Attack Partner and Protected Players list (free reroll toward the partner, away from protected names)
- Beer / City Guard: the bot now drinks the full configured daily beer before starting City Guard, and the daily beer amount is clamped to the game maximum
- No more error-spam loops — predictable "not applicable yet" failures back off for 1 hour instead of retrying every 60 seconds
- Two-tier logging: a full background dev log on disk plus a clean in-app Logs page; error reports now attach the full dev log, with an Open Logs Folder button
- Underworld: souls are now reliably auto-collected every cycle — a failed upgrade can no longer block collection, and it works independently on every account
- Fortress: experience (XP), wood, stone and silver are now always collected, and the gem mine keeps searching, even when a building or unit upgrade is capped
- Smart dungeon algorithm: the bot now simulates the current enemy of every open dungeon against your character and fights the one you are most likely to win — your free hourly fight is never wasted on a loss
- Dungeons now cover normal dungeons, shadow dungeons, the Twister and the Tower (simulated together with your companions); the personal Portal is fought once per day
- If nothing is winnable yet, the bot waits for better gear instead of throwing the fight away
- Guild attacks and defenses are now joined immediately when declared, so you never miss a guild fight
- Pet feeding automatically moves on to the next pet in order once a pet is fully maxed
- Much quieter and faster: internal timers and per-action state replace blind retrying, so the bot no longer spams actions it cannot complete yet (portal already done, skill you cannot afford, maxed pet)
- Coupon codes are now read directly from your in-game mail subject lines — no more "message not found" noise
- Fixed the app not reopening from the system tray after being minimized
- General reliability, latency and safety improvements across every module
- Underworld: fixed upgrades stalling — it now collects and upgrades every cycle and respects the Heart of Darkness build cap
- Fortress: the gem mine now always searches for new gems as soon as it is free
- Smart gems: sockets the best gems for your character (black/legendary first, then your main stat, then constitution and luck), fills empty slots first, never overwrites good gems, and pulls gems from old items with the forge instead of destroying them
- Pets: pet duels and pet-dungeon fights now work correctly
- Coupon codes sent to you in in-game mail are detected and redeemed automatically
- Blacksmith no longer tries to dismantle non-equipment items
- Character portrait and companion images fixed
- Pages and Settings now open even when no account is connected, using your latest data
- Pet names now show for every element (not just Shadow)
- Dungeon boss names and stats now show correctly for all dungeons
- Achievements now display the correct names for what you have unlocked
- Arena Manager now shows your rune bonuses (resistances and damage) at a glance
- Auto-update system: the app checks for new versions on startup and every 6 hours
- Licensed users (Premium and Supporter) get a notification with Update and Restart when a new version is available
- OS-level notifications work even when the app is minimized to the system tray
- Signed updates with cryptographic verification for secure automatic updates
- Discord role auto-assignment: subscribers automatically receive the Mercy SF Member and Mercy SF Supporter roles in the Discord server
- Fixed premium features not unlocking after OAuth login without restarting the app
- Fixed website login not auto-confirming when already logged in on mercysf.app
- Log in to the desktop app straight from the website when you are already signed in on mercysf.app
- Instant premium unlock: the app refreshes your license when its window regains focus and every 30 seconds, so new subscriptions and upgrades apply without a restart
- Fixed premium features re-locking after switching windows or restarting (license signature is now cached and verified correctly)
- Fixed website login not completing in the desktop app
- Reliability improvements to account and license sync
- Account login: sign in with your mercysf.app account (email, Google, or Discord) to sync your license automatically
- Automatic license sync between the website and the desktop app
- Security hardening: license signature verification, expiry checks, and deny-by-default feature gating
- Premium overlay UI on locked features with upgrade prompts
- Hardened Content Security Policy for the desktop app
- Stability improvements and bug fixes
- Cross-platform support: Windows, macOS (Apple Silicon & Intel), and Linux
- Battle simulation viewer: replay fights with round-by-round breakdown
- Smart item upgrade logic with class-aware weighted stat comparison
- Arena opponent pre-scan for scrapbook targeting
- Expedition encounter optimizer
- Dungeon companion auto-equip
- License tier system: Free, Premium, and Supporter tiers
- Feature gating based on license tier
- Stripe checkout integration with monthly and yearly subscriptions
- Premium plan renamed from Basic to Premium (EUR5/month, EUR50/year)
- Dynamic yearly discount calculation displayed on pricing page
- Donate button in navbar now links directly to Ko-fi
- Class-aware item evaluation: weighted stat comparison for intelligent equip decisions
- Class-aware skills: simulation mode uses class-specific attribute priorities
- Achievements bot module: auto-unlock features, track and complete achievements
- Early game scrapbook priority: forces scrapbook arena when < 500 items
- Hall of Fame scanning: scans HoF for players with missing scrapbook items
- Level-filtered scrapbook targeting: only fights winnable opponents
- Smart early-game: auto-buy beer, spin wheel, unlock features at low levels
- Naturism achievement: unequips all items at early levels
- St. Nicholas achievement: unequips boots on December 6th
- Heavy Spinner achievement: auto-spins wheel with lucky coins
- Globetrotter achievement: tracks location visits via quests
- Invincible achievement: tracks 10 arena wins per day
- Character status summary logged on bot startup
- Duplicate login prevention: blocks spamming Add Account button
- Backend session deduplication: skips already-logged-in characters
- Login button disabled during authentication with loading state
- Advanced Analytics: character progress tracking with persistent stats
- Analytics dashboard with SVG charts: level, XP, silver, mushrooms, honor
- Attribute growth comparison and recent snapshots table
- Per-character analytics stored locally in JSON files
- Bot runtime tracking and win/loss statistics
- Multi-character support: run bots for multiple characters simultaneously
- SSO login: automatically fetches all characters from an account
- Per-character bot configuration saved separately
- Add Account flow with SSO and direct login modes
- Auto-login all saved accounts on startup
- Pricing page with Stripe checkout integration
- Monthly and annual subscription options
- License activation flow in desktop app
- License status display in sidebar
- License tier system: Free, Premium, and Supporter tiers
- Feature gating based on license tier
- Auto-update system restricted to paid tiers
- Free tier feature limits applied
- Discord role auto-assignment based on subscription tier
- Class-aware arena strategy: skips same-class opponents at low levels
- Level-filtered scrapbook targeting: only fights winnable opponents
- Configurable Hall of Fame lookup limit for scrapbook scanning
- Improved bot module ordering: achievements run first
- Character status summary logged on bot startup
- Smart early-game mode: auto-unlock features at level thresholds
- Class-aware item evaluation: weighted stats by character class
- Class-aware skill upgrades: prioritizes main attribute per class
- Achievement automation: Naturism, St. Nicholas, Heavy Spinner, Globetrotter
- Scrapbook improvements: Hall of Fame scanning for missing items
- Early-game beer buying for continuous questing
- Free wheel spins for coins and items
- Auto-claim reward mails and daily/event task rewards
- Initial release of Mercy SF Bot
- Full automation: Quest, Arena, Dungeon, Tower, Expedition, City Guard
- Fortress & Underworld management
- Pet management & Toilet
- Guild automation
- Calendar rewards claiming
- Dice game automation
- Hellevator & Legendary Dungeon support
- Idle game automation
- Mount management
- Scrapbook automation
- Web dashboard for bot control
- Server-side bot execution
- Auto-update system for desktop app
- Discord & Google OAuth authentication
- Stripe subscription integration