Skip to content

World Boss

The World Boss is a largely idle event. You maintain a catapult that fires over time, you buy ammunition and upgrades for it, you aim at the tower segment that is currently weak, and you collect chests. There is no "fire" command in the protocol at all: damage accrues from the catapult on its own.

That shape is why the module is worth having. Almost all of the value is in doing small things regularly for two weeks, which is exactly the thing a person forgets to do and a bot does not.

Turn it on with auto_world_boss.

What it does, in order

Every pass through the event runs the same decision list and stops at the first thing worth doing.

  1. Collect the free daily chest, then any battle-reward chest that is waiting. Chests are decided before anything else, so a pass that gets interrupted has still taken the free things.
  2. Re-aim at the weak point. If the battle reports a weak point and the catapult is pointed somewhere else, the target changes. Nothing else in the list matters as much: a catapult firing at the wrong segment is doing a fraction of the damage it could.
  3. Restock ammunition when five rounds or fewer are left, buying the largest batch the catalysts can afford.
  4. Buy a catapult upgrade if the shop is offering one within your cap.
  5. Reroll the upgrade shop if none of its three offers can be bought.

Why restock at five and not at zero

It used to buy only at exactly zero. The catapult then ran dry, sat idle for the rest of the cycle, and restocked on the next pass. Topping up while a few rounds are still in hand keeps it firing continuously, which is the entire point of a catapult that fires by itself.

What it spends, and what it never spends

This matters more here than anywhere else in the app, because mushrooms are real money and this event has a mushroom button next to almost every other button.

PurchasePaid inMushrooms possible?
AmmunitionCatalysts, an event-only currencyNo
Catapult upgradesGold, wood, stone, metal, arcaneNo
Shop rerollFreeNo

The guarantee is structural rather than a filter over the offers. The buy command takes a "pay with the alternative price" argument, and Mercy SF sends zero for it every time, which is the shop's first button. There is no code path that sends anything else.

On top of that, every purchase measures the account's seven balances before and after. If a single mushroom is ever seen to move, catapult buying latches off permanently for that account, and says so in the log.

This is not theoretical

Purchases really did charge mushrooms, for weeks. The cause was that the buy command's two arguments were transposed on the wire: the game reads them as {slot}/{pay_with_mushrooms}, so the bot was sending the offer index where the currency flag belongs, which asked for mushrooms every single time. It is now settled against the game client's own request definition rather than inferred from correlations. The balance latch stays anyway, as a backstop.

Settings

SettingDefaultWhat it does
auto_world_bossonThe module itself.
world_boss_auto_upgradeonBuy catapult upgrades. On by default: an un-upgraded catapult does a fraction of the damage, so leaving it off meant most people silently got the worst of the event.
world_boss_max_upgrade_level5Highest level a catapult slot will be upgraded to. See below. 0 removes the cap.
world_boss_max_catalysts_spend0Optional ceiling on catalysts. 0 means spend them freely, which is right for an event-only currency you cannot take home.
world_boss_reroll_upgrade_shoponPress "new goods" when none of the three offers can be bought.
world_boss_use_mushroomsoffKept for the general mushroom gate. Nothing in this module buys with mushrooms regardless.
world_boss_max_mushroom_spend0Unused. Kept only so older saved configs still load. Nothing reads it.

Why the upgrade cap defaults to 5

Upgrades are paid in gold and catalysts up to a point, after which the shop only offers the mushroom button. The step from level 5 to level 6 is the first of those. So everything up to and including level 5 is free, and the default buys all of it.

The cap is a playing preference, not a safety device. The bot never presses the mushroom button, so a step past the free tier is refused by the server rather than charged. Raising the cap only spends requests on offers that will be turned down.

Why rerolling is on

The shop only changes on its own when something is bought. A shop whose three offers are all restricted to a tower segment your catapult is not aiming at is therefore a dead end that never resolves by itself, and that situation is common.

Rerolling is bounded: a few per cycle, and ten per account per hour. The mushroom balance is measured across every one of them.

Fresh accounts and the unlock probe

If your character has never joined a World Boss, the server sends no World Boss data at all, and a module that waits to detect the event would wait forever. The symptom is unrelated requests coming back with world boss join first while the module sits idle.

Mercy SF therefore attempts to enter on a timer once the character clears the unlock level, even with nothing detected, and lets the server decide. This is covered in more detail on How events are detected.

When it stops

The module is gated on the event being live. Once the server answers event not active, that is believed for an hour and then probed again. So a closed World Boss costs one request an hour rather than one a minute, and a newly opened one is joined within the hour.

See also

Mercy SF is not affiliated with Shakes & Fidget or Playa Games. Use at your own risk.