{"id":85600,"date":"2025-01-28T23:37:40","date_gmt":"2025-01-28T23:37:40","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/the-first-descendant-1-0-5-patch-notes-ultimate-valby-new-descendant-luna-balancing-dexerto\/"},"modified":"2025-01-28T23:37:40","modified_gmt":"2025-01-28T23:37:40","slug":"the-first-descendant-1-0-5-patch-notes-ultimate-valby-new-descendant-luna-balancing-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/the-first-descendant-1-0-5-patch-notes-ultimate-valby-new-descendant-luna-balancing-dexerto\/","title":{"rendered":"The First Descendant 1.0.5 patch notes: Ultimate Valby, new Descendant Luna, &#038; balancing &#8211; Dexerto"},"content":{"rendered":"<p>The First Descendant 1.0.5 patch notes: Ultimate Valby, new Descendant Luna, &#038; balancing Nexon GamesThe First Descendant has released its first major patch, bringing a brand new Descendant to the roster, as well as a new Ultimate. On July 31, Nexon Games revealed the details for their first major update, bringing some major balancing changes to The First Descendant, as well as a brand new highly anticipated Descendant, an Ultimate version of Valby, and so much more. Known as Luna, the biggest change coming to The First Descendant comes with the new character. Luna has some powerful musical skills, from Passionate State to Relaxing Act. This strong character looks like a DPS unit, but time and a few missions will truly show off her skills. On top of this, players now have access to Ultimate Valby, a unique version of the water Descendant many have already fallen in love with. Ultimate Valby will certainly mix up the meta and is a must-have for any player. The First Descendant 1.0.5 full patch notes Platforms \u2013 Steam, Xbox Series X\u2502S, Xbox One, PS4, PS5 Update 1.0.5 New Descendant: Ultimate Valby Added \u201cUltimate Valby.\u201d &#8211; Ultimate Valby Modification Modules Spiral Tidal Wave: The bouncy Bubble Bullet has been replaced by a projectile that flies in a straight line. Spiral Tidal Wave is stackable and can be fired three times in a row, and attracts impurities during the Gluttony Intercept Battle. &#8211; Hydro Pressure Bomb: Instead of \u201cPlop Plop,\u201d she leaps forward and deals damage to enemies around the landing area. The more enemies in the Laundry state, the more powerful the damage. &#8211; Added Ultimate Valby Amorphous Materials Amorphous Material Patterns 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before. &#8211; Added the \u201cAA variants\u201d of Amorphous Materials 011, 044, 115, 030, 055, 113, 023, 052, 073, 087, 110, and 125. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Ultimate Valby from them. Ultimate Valby\u2019s blueprint and Code Materials will replace one of the items available from the original Amorphous. &#8211; The Amorphous Materials of the \u201cAA variant\u201d can be acquired and used in the same place as the original. &#8211; New Descendant: Luna Added new Descendant, Luna. &#8211; Luna Skills (Passive Skill) Improvisation: Using any skill increases Inspiration Gauge, which allows Luna to use Enhanced Skills. &#8211; (Active Skill 1) Stage Presence: Using the skill changes Luna\u2019s weapon to her Unique Weapon. Performing the notes in time to the music by using skills or hitting monsters stacks and increases her Skill Power Modifier. &#8211; (Active Skill 2) Passionate Stage: Using the skill makes Luna play upbeat music, increasing the Skill Power Modifier of Luna and her allies. Gaining the Enhanced Effect increases the Skill Power Modifier even more and also increases the Skill Critical Hit Rate and damage of allies. &#8211; (Active Skill 3) Relaxing Act: Using the skill makes Luna play relaxing music. Hitting the enemy with a note grants an effect that instantly recovers the MP of Luna and her allies. Gaining the Enhanced Effect increases MP Recovery, and reduces Skill Cost. &#8211; (Active Skill 4) Delightful Stage: Using the skill makes Luna play delightful music. Hitting the enemy with a note increases Inspiration Gauge and decreases the skill cooldown of allies. Gaining the Enhanced Effect increases the Inspiration Gauge even more and immediately resets the cooldown of allies. &#8211; Luna Modification Modules Nimble Footsteps: This Modification Module enhances Luna\u2019s Movement Speed and amplifies the effect range of her performance, making it easier to support her allies. &#8211; Noise Surge: Transforms all of Luna\u2019s skills to combat skills. Performing the notes in rhythm unleashes a powerful AoE attack. When the Inspiration Gauge is full, summons a moving stage where she dances to recover MP and Shield. &#8211; Added Luna Amorphous Materials Amorphous Material Patterns 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094 can no longer be acquired. You can continue to use the Amorphous Materials you already have as before. &#8211; Added the \u201cAA variants\u201d of Amorphous Materials 017, 038, 081, 020, 098, 068, 015, 049, 071, 027, 090, and 094. You can acquire the Enhanced Cell Blueprint, Stabilizer Blueprint, Spiral Catalyst Blueprint, and Code of Luna from them. Luna\u2019s blueprint and Code Materials will replace one of the items available from the original Amorphous. &#8211; The Amorphous Materials of the \u201cAA variant\u201d can be acquired and used in the same place as the original. &#8211; Added New Hard Void Intercept Battle: Gluttony Added new Hard Difficulty Void Intercept Battle, Gluttony. &#8211; Intercept Gluttony to collect the Hungry Sonic External Components Set and the blueprint of the Ultimate Weapon Peace Maker. &#8211; Gluttony External Components Set Hungry Sonic Set: 2-piece set effect grants Toxin Resistance. 4-piece set grants an effect that recovers MP on hitting the target with a skill\u2019s Unique Weapon as well as an effect that increases Skill Duration and MP Heal Modifier proportionally to Max MP. &#8211; New Ultimate Equipment: Peace Maker Added new Ultimate Weapon Peace Maker. Using a Dimension skill grants the \u201cSingle Reload for Peace\u201d effect. &#8211; At maximum stacks, the \u201cSingle Reload for Peace\u201d effect enables you to fire the loaded ammo in a single quick burst when taking an aimed shot. &#8211; New Module Arche Concretion: Decreases Movement Speed, Firearm ATK, and all Attribute ATK except the Non-Attribute ATK every time a skill is used, but each stack of Arche Concretion increases DEF and MP. &#8211; Added New Products Added \u201cNew Descendant: Exclusive Luna Bundle\u201d which includes Luna and the \u201cPool Party\u201d skin. &#8211; Added Luna to the list of standard Descendants in the shop. &#8211; Added \u201cPremium Ultimate Valby Bundle\u201d which includes Ultimate Valby and the \u201cVermillion Wave skin,\u201d and \u201cUltimate Valby Bundle.\u201d &#8211; Added \u201cValby\u2019s Summer Theme,\u201d \u201cViessa\u2019s Summer Theme,\u201d and \u201cMale Summer Theme Set.\u201d &#8211; Added \u201cLuna\u2019s Albion Academy Cadet,\u201d \u201cLuna\u2019s Classic Maid Uniform,\u201d \u201cLuna\u2019s Panda,\u201d and \u201cLuna\u2019s Dinosaur\u201d limited skins. &#8211; Added \u201cLuna\u2019s Augmented Reality of Madness\u201d premium skin package. &#8211; Added Luna\u2019s exclusive \u201cWhite Mouse\u201d premium head skin. &#8211; Added Luna\u2019s exclusive Hair &#038; Makeup 1 &#038; 2. &#8211; Added Luna\u2019s \u201cThe Ultimate High Feeling\u201d and \u201cVolume Up\u201d standard skins. &#8211; Added Luna\u2019s makeup \u201cSly.\u201d &#8211; Added \u201cAdjustment Control Axis X30\u201d and \u201cFine Adjustment Control Axis 20\u201d support items. &#8211; Hotfix 1.0.5 Content Improvements (1) UI\/UX To prevent module swapping from becoming a strategy in Intercept Battles and Infiltration Operations, equipping and removing modules, changing presets, and changing loadouts are now prohibited. &#8211; Added a feature to collect all Lost and Found items at once in the Mailbox. &#8211; After checking the map with acquired information in the Library, closing the map now leaves the Library open. &#8211; Added Camera Shake ON\/OFF feature in Game Options. &#8211; (PS, Xbox) Added the ability to select preset search keywords to make it easier to search modules and research. &#8211; Added commas after every three digits in the game menu and HUD to make it easier to read numerical units. &#8211; You can now check key stat information in the weapon, reactor, and external component inventories. &#8211; You can now register equipped items as Attached Items. &#8211; Saving a preset now automatically registers equipped items as Attached Items. &#8211; You can now turn the red dot crosshair display on or off cities in Game Options. &#8211; Added an image to some items in Graphics Options to show what they do. &#8211; Increased the speed of scrolling when scrolling the map with the gamepad\u2019s R-stick. &#8211; Changed the color of icons for Hard difficulty Void Intercept Battles on the World Map to make it easier to distinguish them from Normal difficulty battles. &#8211; The map no longer displays the marker when a quest NPC being tracked disappears. &#8211; The Modification Modules for the same Descendant are now displayed together in a row in the Library. &#8211; When the first clear reward and repeat clear reward are the same, the Acquisition Info in the Library no longer shows them both. &#8211; When selecting all duplicate modules in Dismantle Modules, you can now use a filter to register only the selected modules for dismantling. &#8211; Simplified the module combining animation. &#8211; Starting a research in the Materials tab of the Research menu now returns you to the Materials tab. &#8211; Added the \u201cLeave Party\u201d button to the Social menu to make the function easier to find. &#8211; Added a search function to the Consumables menu. &#8211; Even when acquiring skins for Descendants not currently in use the red dot still appears. &#8211; Added the red dot when acquiring paint. &#8211; The red dot now appears in the Weapons List side tab too when acquiring a weapon skin. &#8211; (2) Descendants, Modules Increased the Poison contagion range of Freyna\u2019s Room 0 Trauma from a 4 m radius to a 7 m radius. &#8211; Increased the maximum scaling range of Valby\u2019s skills from 200% to 250%. &#8211; Increased the maximum scaling range of Blair\u2019s skills from 200% to 250%. &#8211; Changed the blizzard generated by Viessa\u2019s \u201cGlacial Cloud\u201d module to be triggered instantly without delay. &#8211; Changed Valby\u2019s \u201cAlbion Academy Cadet\u201d head skin to be dyeable. &#8211; Changed \u201cIncoming Final Damage\u201d to \u201cIncoming Damage Modifier\u201d in the description of the \u201cSafe Recovery\u201d module. &#8211; (3) Equipment Added a feature in Game Options that enables some single-shot and burst weapons to fire automatically when the fire button is pressed and held down. &#8211; Increased Enduring Legacy\u2019s Critical Hit Damage from 1.7x to 2.3x. &#8211; Increased Secret Garden\u2019s Critical Hit Rate from 35% to 50% and Critical Hit Damage from 1.85x to 2.25x. &#8211; Increased Nazeistra\u2019s Devotion\u2019s Critical Hit Rate from 36% to 45% and Critical Hit Damage from 2x to 2.25x. &#8211; Decreased the trigger rate of Bombardment of Greg\u2019s Reversed Fate, but now it also triggers when the weapon is fired at unshielded enemies. &#8211; Equipment can now be dismantled at once with no quantity limit. &#8211; (4) Field Increased the amount of Void Shards that can be acquired from Special Operations by about 7 times. &#8211; Director\u2019s Comment Hotfix 1.0.4 added Void Shards as rewards to Special Operations, but unfortunately, there were just too few. The original intent was to keep Void Fragments as the primary farming source for Void Shards, and get additional Void Shards from Special Operations. But the community has told us that many of you don\u2019t like this loop, so we\u2019ve increased the amount of Void Shards that can be earned in Special Operations. We\u2019re also working on some steps for future improvements. Many players are currently farming materials without spending the Fragments at the Fusion Reactor, so we\u2019re considering removing the Fragments from the Fusion Reactor startup altogether. This would make the Fragments necessary only when the Reconstructing Device is used at the Fusion Reactor. We\u2019re taking a close look at how the reward loop we planned works in practice. We\u2019ll try to finalize a reward loop that players will be satisfied with in the near future. Reduced the distance you\u2019re knocked down when hit by a trap. &#8211; Lowered the ratio at which the named monster\u2019s immunity sphere HP scales with the number of players in Infiltration Operations, and reduced the duration of immunity. &#8211; The Agna Desert, Vespers, Echo Swamp, White-night Gulch, Hagios, and Fortress fields now have a 100% chance to spawn Encrypted Vaults at spawn. &#8211; Increased the hit box size in \u201cdata collection\u201d missions to make it easier to collect data. &#8211; Outside environmental sounds are now less audible in the indoor areas in Kingston. &#8211; Adjusted the distance that monsters spawn in the Laboratory to be closer as 15m. &#8211; (5) Miscellaneous Balanced sound levels for shield destruction notification, material research result window, etc. &#8211; Optimization Improvements (PC, PS5, XSX, XSS) Applied AMD FSR 3.1. &#8211; (PS4, XB1) Optimized memory usage. &#8211; (PS4, XB1) Optimized resolution to increase the maximum resolution by at least 5%. &#8211; Bug Fixes (1) UI\/UX Fixed an issue where enemies defeated by the unique effects of Ultimate Weapons were not counted in Battle Pass Challenge and Awards. &#8211; Fixed an issue where the capacity cost reduced by matching socket types was not displayed on the Weapon Module Enhancement screen. &#8211; Fixed an issue where closing the Capacity Exceeded warning message while enhancing a module made the game inoperable. &#8211; Fixed an issue where restarting an Intercept Battle, Infiltration Operation, or Special Operation after completing it would not matchmake you with allies who applied to restart with you. &#8211; Revised the description on the Info screen that incorrectly stated that the damage taken decreases the higher the \u201cIncoming Damage Modifier,\u201d so that now it states the damage taken decreases the lower the modifier. &#8211; Fixed an issue where completing a mission with a weapon that has been socketed at least once would appear to give Mastery Rank EXP, when in fact it does not. &#8211; Fixed an issue where the names of the core materials and blueprints of Ultimate Weapons were swapped. &#8211; Fixed an issue where the quantity of attached paint was not displayed in the Mailbox. &#8211; Fixed an issue where the DBNO UI animation would persist when a DBNO ally left and another ally joined. &#8211; Fixed an issue where changing loadouts while in combat is not possible but the UI would switch to the selected loadout. &#8211; (2) Descendants Fixed an issue where Lepic could trigger the \u201cOverkill\u201d skill at 0 MP while equipping the \u201cIncreased Efficiency\u201d module. &#8211; Fixed an issue where Yujin could not target an ally when using \u201cSolidarity Healing\u201d if part of their body was covered by an object. &#8211; Fixed an issue where DBNO allies rescued by Yujin could not use any skills for a short period of time after the rescue. &#8211; Fixed an issue where switching weapons after using Viessa\u2019s \u201cFrost Road\u201d skill caused the skill\u2019s visual effect to remain. &#8211; Fixed an issue where the Knockdown range of Valby\u2019s \u201cPlop Plop\u201d skill was larger than the actual Skill Range. &#8211; Fixed an issue where Enzo\u2019s \u201cShoot Support\u201d was not applied to allies. &#8211; Fixed an issue where using Ultimate Gley\u2019s \u201cMassacre\u201d or \u201cLife Siphon\u201d skill did not increase her Skill damage when she is above 50% HP. &#8211; Fixed an issue where Gley\u2019s \u201cLife Siphon\u201d skill and her Modification Modules \u201cMassive Sanguification\u201d and \u201cExplosive Life\u201d could be used on objects in Intercept Battles. &#8211; Fixed an issue where Kyle\u2019s \u201cRepulsion Dash\u201d could be used on objects in Intercept Battles. &#8211; Fixed an issue where the skill animation of Kyle\u2019s \u201cRepulsion Dash\u201d skill would intermittently be cancelled. &#8211; Fixed an issue where the power of Ultimate Bunny\u2019s \u201cLightning Emission\u201d was determined by the amount of Electricity she had at the time of use, unlike Bunny. The power of Bunny\u2019s \u201cLightning Emission\u201d depends on the amount of Electricity she currently has. &#8211; Fixed an issue where Bunny\u2019s \u201cMaximum Power\u201d skill\u2019s sound pitch went up infinitely and sounded like a noise. &#8211; Fixed an issue where Esiemo would become uncontrollable while using the \u201cArche Explosion\u201d skill. &#8211; Fixed an issue where after Ultimate Viessa used \u201cFrost Road\u201d with the \u201cAbsolute-Zero\u201d module or Valby used \u201cLaundry Bomb,\u201d Ajax placing a barrier on top of it inflicted reflective damage on Ultimate Viessa or Valby. &#8211; (3) Equipment Fixed an issue where moving on a field with three or four pieces of an external component set prevented the 2-piece set effect from being applied. &#8211; Fixed an issue where the damage of hitting the Ultimate Weapon King\u2019s Guard Lance after it was deployed was recorded in the statistics. &#8211; Fixed an issue where the Ultimate Weapon Executor\u2019s Hip Fire Accuracy was lower than what it should be. &#8211; Fixed an issue where the Ultimate Weapon Thunder Cage\u2019s unique effect would deal more than 1.33x damage when monsters were clustered. Instead, Electric Shockwave now deals 2x damage regardless of the number of enemies. &#8211; Director\u2019s Comment During internal testing, we discovered a bug with Thunder Cage. Thunder Cage should always deal 1.33x damage according to its description, but it was dealing more than 1.33x damage when there were a lot of monsters. We fixed this bug, but we also boosted the 1.33x damage to 2x so that it doesn\u2019t become less efficient when hunting. We\u2019re well aware that the value of items you own is important to you. To ensure that fixing the bug doesn\u2019t devalue your items, we\u2019ve given it more power than we originally intended. If something like this happens again in the future, we won\u2019t stop at simply fixing the bug but consider how to preserve the value of your items to provide a reasonable patch. \u2013 Fixed an issue where you could hear one or two extra shots when firing single shots with a repeating firearm. (4) Modules Fixed an issue where the Firearm Critical Hit Rate increase effect was missing in the description of Valby\u2019s \u201cSupply Moisture\u201d module. &#8211; Fixed an issue where Valby\u2019s \u201cTidal Wave\u201d module would not properly stack Finishing Attack when piercing an enemy. &#8211; Fixed an issue where equipping Ajax\u2019s \u201cBody Enhancement\u201d module would have different final result values depending on when it was saved. &#8211; Fixed an issue where if the \u201cMatrix Recomputation module\u201d was equipped by Ajax the Shield would recover every time after a very short while and the Shield started at 50% after equipment. &#8211; Fixed an issue where the \u201cPitmaster\u201d passive would remain indefinitely when Blair removed the \u201cClassic Chef\u201d module while Flame Zone was in effect. &#8211; Fixed an issue where the knockback effect would not trigger when Blair used \u201cDeadly Cuisine\u201d while equipped with the \u201cBackdraft\u201d module. &#8211; Fixed an issue where the name of the \u201cSharp Precision Shot\u201d module\u2019s buff was incorrectly shown as \u201cLethal Finish.\u201d &#8211; Fixed an issue where Bunny\u2019s Evolving Skin quest requirements were not counted when Bunny equipped a Modification Module. &#8211; Fixed an issue where Bunny unequipping the \u201cElectric Condense\u201d module left a status effect display that did not have any effect. &#8211; Fixed an issue where Gley\u2019s \u201cPredator Instinct\u201d module skill displayed the Frenzied state icon and name twice when used. &#8211; Fixed an issue where Ultimate Gley\u2019s \u201cDemonic Modification\u201d module sometimes did not deal damage when used. &#8211; (5) Field Fixed an issue where defeating named monsters at the same time as Void Fusion Reactor mission was being deleted allowed the player to use Reconstructing Devices without consuming Void Shards. &#8211; Fixed an issue where the zone map of \u201cHagios: The Old Mystery\u201d showed different paths from actual paths. &#8211; Fixed an issue where the traps would remain on restart after dying in the No Resurrection Zone in Hagos: The Haven. &#8211; Fixed an issue where movement markers would appear while progressing through the Void Fusion Reactor. &#8211; Fixed an issue where roaming monsters would not spawn on the White-night Gulch: Hatchery battlefield. &#8211; Changed the Amorphous Material Patterns and Shape Stabilizers acquired from Hard Infiltration Operations in the White-night Gulch and Hagios. &#8211; (6) Miscellaneous Fixed an intermittent terrain rendering bug. &#8211; [XB1, XB1S] Fixed an issue where textures would intermittently display black lines when rendering terrain. &#8211; Fixed an issue where the Sub Quest \u201cObtain Freyna\u2019s Research Materials 1\u201d would complete after clearing \u201cRockfall: Vulgus Strategic Outpost\u201d even if the \u201cAmorphous Material Pattern: Freyna\u201d was not obtained. &#8211; Fixed an issue where the Sub Quest \u201cPrepare to Obtain Additional Materials for Freyna Research\u201d could not be completed with Ultimate Bunny. &#8211; Fixed an issue where the camera would intermittently freeze when removing parts during Intercept Battles. &#8211; Fixed an issue where the Elite Vulgus Special Effect \u201cChasing Orb\u201d would not deal damage. &#8211; # Director\u2019s Additional Comment Greetings, this is The First Descendant Director Minseok Joo. Today, I\u2019m going to outline the Dev Team\u2019s plans for issues that are discussed frequently by the community. The team is currently working on Season 1 and Season 2 updates, while also responding to improvement issues discovered during the live service. Today, I\u2019m going to talk more about how we plan to improve the current state of The First Descendant rather than about the Season 1 and 2 updates. Drop Rate Improvement Plans While all of our drop rate systems are operating fairly in The First Descendant, we do understand that some players are struggling with the vagaries of drop rate. To address this, we\u2019re planning to introduce a \u201cguaranteed drop\u201d system where you\u2019re guaranteed to get the item you want after repeating the activity a certain number of times. The First Descendant has various missions and Amorphous Materials with chance-dependent rewards. We\u2019re considering how we can effectively implement the \u201cguaranteed drop\u201d in such diverse reward systems, and we\u2019re working to create a farming structure that players will be happy with. We hope to make improvements before long to provide a more rational and satisfying farming experience. Disposing of Leftover Items Next is an update on items that are piling up in your Consumables. There is currently no way to dispose blueprints for Descendants and weapons that you\u2019ve already completed, so there are cases where players are getting multiple copies of blueprints they already own during the farming process. We\u2019ve been listening to the community, who have told us that there needs to be a way to dispose of these unwanted items. While we could consider simply converting them into some Gold or Kuiper, we want to reward you with more value for the time you have put into the game. To resolve this, the Dev Team is planning a system to dismantle leftover items to get byproducts, and a rotating shop system where you can exchange the byproducts for something of value. This will allow the items you obtained to have a greater value in the game. Supporting Build Diversity It\u2019s a lot of fun for us to see the variety of builds being posted in the community lately. We love seeing you try so many different builds and are amazed by the unexpected ways you\u2019ve evolved them. We hope for more builds to exist in The First Descendant, and we want an environment where players are free to experiment with different builds. However, we\u2019ve found that it is difficult to take advantage of loadouts after assigning socket types, which goes against our goal of experimenting with different builds freely. As a result, the Dev Team is planning to provide an environment where completely different builds can be created by assigning each loadout with different socket types. We hope this will help you experiment with different builds without feeling overwhelmed. Balancing Finally, some news about balancing. We are seeing a dominance of the skill damage-focused builds of some Descendants. Descendants and weapons that are well-suited for these builds are quite popular now. We want the meta builds to change from season to season. We want the Descendants and weapons that are effective in new content to be different from those in previous seasons. Also, we\u2019re looking to increase the proportion of firearm-based combat in the endgame. We can\u2019t promise that all Descendants and weapons will be equally balanced at all times, but our goal is to keep changing the effective builds. To that end, we promise to make constant adjustments and offer different ways to play with new content. We aim to implement the improvements I talked about today during Seasons 1 and 2. Your feedback means a lot to the Dev Team. We\u2019ll do our best to provide a better experience as we build the game together, and we\u2019ll continue to listen to you as we strive to make The First Descendant even better.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The First Descendant 1.0.5 patch notes: Ultimate Valby, new Descendant Luna, &#038; balancing Nexon GamesThe First Descendant has released its first major patch, bringing a brand new Descendant to the roster, as well as a new Ultimate. On July 31, Nexon Games revealed the details for their first major update, bringing some major balancing changes [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-85600","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/85600","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=85600"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/85600\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=85600"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=85600"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=85600"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}