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More room on small screens

Double combat XP, clearer inventory colors, better small-screen layouts and more reliable party and away progress.

Combat now grants twice the character XP for solo hunts and each eligible party member, including away hunts. Party XP is not divided between members. Your existing level and XP are preserved; the faster rate applies to new combat rewards. Quest XP, talent training, gold and loot rates keep their existing rules.

On narrow screens, equipment and storage now share one consistent pane switcher. Backpack controls and the footer use less vertical space, leaving more room for items. Auto arrange keeps every item accessible, with fewer pages where the screen has room for more rows.

Stronger rarity frames and a colored lower edge make equipment easier to distinguish on the dark inventory surface. Equipped-slot labels retain a light, readable color.

Phone training places discipline choices above the overview and the Start/Stop control beside its heading. In landscape, XP and bonuses sit side by side. Current and next-rank bonuses stay together, including both ally damage and health; longer explanations remain available under Practice.

Refuge practice now advances each practicing party member's own discipline while you are away. Saved practice resumes for every eligible member after reopening, and selecting a resting character does not stop the others' progress. Resting characters receive no practice XP; incoming attacks still interrupt training.

Resting summons no longer end away refuge training after a few seconds. Their remaining duration, recovery and cooldowns advance alongside safe practice; increased health from a new summoning rank applies from that point onward. This covers summons already present in the running journey, without changing combat behavior or adding summon persistence after reopening.

World chat opens as a readable sheet on short landscape screens. Gameplay controls return when chat closes; portrait and desktop keep their existing layouts. Ruby-package artwork also stays within its card, clear of names and purchase controls.

A selected fallen character now rejoins a living ally when revived, instead of using their own old position. Revive costs and the existing automatic recovery rules stay the same.

Closing the Party window during a save now keeps it closed when the response arrives. Reopening it while saving still prevents duplicate actions, and delayed progress messages stay out of other windows or accounts.

Switching control within an already loaded party keeps working if the account session expires. Cloud synchronization still requires sign-in. If a pending account operation prevents a switch, the original selection is preserved; automatic handoff after defeat can retry without stopping the game loop. Switching also avoids an unnecessary inventory copy while preserving progress checkpoints. An open Character tab now follows the newly selected party member, clearing the previous character's item selections and confirmations. Pending purchases and deliveries must finish before control switches.

A party can continue its away hunt when the selected character falls just before the tab hides or the device sleeps, provided living allies can keep hunting.

Returning after device sleep preserves your unclaimed hunt time, even if you hide the tab again before the return is finished.

A defeated character earns no further away progress. The return preserves the fight result and any remaining loot.