Phase One - Full Patch Notes
Phase One - Patch Notes
V1 -> P1 Systems & Progression Update
In advance, I apologise for how long our patch notes are - but demonstrate the depth of the update.
P1 is a broad rebuild of The Fifth Family. Rather than simply adding more content onto V1, many of the game's progression, economy, collection, passive-income, and long-term systems have been rebuilt around the ten-district structure.
Crimes
- Crime content has expanded from 64 crimes to 100 crimes.
- There are now 10 crimes per district across all ten districts.
- Crime level requirements have changed from a hard gate to a soft gate.
- Crimes can be attempted while under-levelled, but attempting a crime above your level substantially reduces its success rate.
- Failing a crime no longer automatically means going to jail.
- Every crime now has its own arrest chance, so a failed crime can end with you walking away empty-handed rather than incarcerated.
- Jail sentences can now use authored minimum and maximum durations instead of always using a single fixed value.
- Individual Crime Mastery remains, with mastery continuing to improve success.
- Existing V1 Crime Mastery progression does not carry directly into the rebuilt mastery system.
- The old District Mastery cash bonus has been retired.
- Crime loot has been rebuilt around Standard and rarer loot pools.
- Standard crimes have a small chance of dropping loot, while district capstone crimes have substantially better drop opportunities.
- Crime progression now follows the new ten-district structure.
- Existing crime progression is migrated according to its numerical district position.
District Bosses
- All ten districts have a new boss progression structure.
- District Boss access is tied to progressing through that district's crimes rather than the old District Mastery system.
- Defeating a District Boss opens progression into the next district.
- Bosses have new reward tables and genuinely exclusive boss equipment.
- Boss attempt cooldowns remain.
- V1 boss kills do not automatically count as P1 boss kills.
- Launch and migration handling prevents returning players from being unnecessarily trapped behind districts they had already accessed.
Crime Vaults
- Collections have been rebuilt and renamed Crime Vaults.
- Crime Vaults now follow the ten-district structure, with one collection per district.
- Collection pieces continue to come from crime drops.
- Completing a collection allows it to be Vaulted for a permanent benefit.
- Individual collections can define how many times they may be vaulted rather than all collections sharing the same fixed limit.
Careers
- Careers have been massively expanded and reorganized around the five Families.
- Career ranks are now Foundation, Professional, Senior, Expert, and Master.
- Promotion thresholds have been stretched significantly to make mastering a career a longer-term progression path.
- The old automatic cash and XP multiplier for higher Career ranks has been removed.
- Rank progression instead awards meaningful permanent Career benefits.
- The old cash promotion bonus has been removed.
- Career streaks can still be tracked statistically, but no longer provide the old escalating cash bonus.
- Master rewards remain exclusive items, with rewards assigned individually by career.
- Careers now award Family Favor associated with their Family, and Overtime also contributes Family Favor.
- Overtime remains a major high-output Career option and continues to use additional Energy in exchange for much larger rewards.
- The timing minigame remains: Perfect, Good, Sloppy, and Fumbled, with the underlying timing-performance multipliers intact.
- Career cash rewards have been rebalanced for the new economy while preserving Careers as one of the game's strongest active progression systems.
- Existing Career ranks convert into allocatable Career Points, allowing returning players to rebuild their Career progression under P1.
Gym
- The old regimen structure has been replaced by 10 training tiers for each combat stat.
- There are 40 Gym activities in total.
- Gym activities no longer permanently lock after reaching their previous maximum; every unlocked tier remains trainable indefinitely.
- Unlocking higher training tiers requires sufficient completion of the previous tier and the required base stat.
- Repeated training increases the activity's cost until its repeat-cost ceiling is reached.
- Training duration similarly increases with repeated use until reaching its time ceiling.
- Gym speed bonuses have been consolidated into a clearer permanent plus temporary reduction structure.
- A separate Gym cost-reduction lane now exists.
Heists
- Heists have expanded from 11 to 20, with two per district.
- Heist progression is distributed throughout the level curve rather than concentrated into a smaller catalogue.
- Stage catch chances are authored individually instead of being generated from one base chance plus a universal escalation.
- Heist Success bonuses from long-term progression systems are consolidated into a capped success lane.
- Stage cash has been redesigned to make progressing deeper into a heist increasingly valuable.
- Earlier stages intentionally contain less of the total reward, while later stages carry more of the heist's value.
- Early and midgame heist reward pools have been increased.
- Later heists have had excessive reward values reined in where necessary and have received more forgiving completion rates than earlier tuning.
- Jail time after being caught now scales with how deep into the heist you reached.
- Heist jail reduction is capped separately before the final sentence is generated.
- Bail is priced according to district and sentence duration.
- Full completion can award Cash, XP, Respect, guaranteed Mafia Gold where applicable, and a roll on the heist's completion loot.
- The completion loot gate has been increased to 33%.
- Heist completion loot can include equipment, boxes, consumables, and alignment/family-related rewards according to the heist.
- Mafia Gold is now part of the guaranteed completion incentive.
- Cashing out early sacrifices the completion rewards: you retain proportional XP but do not receive the full-completion Respect, guaranteed Gold, or completion loot roll.
- Heists remain limited to six runs per day.
Street Intel
- Street Intel has received one of P1's largest complete system rebuilds.
- Street Intel now operates from a global opportunity board, with players seeing the same active Intel opportunities.
- Opportunities are divided into ten progression bands corresponding to the ten districts.
- Intel interaction uses a minimum level requirement rather than an upper-level lockout, allowing higher-level players to return to lower-band Intel.
- Lower-level Intel deliberately provides reduced value to over-levelled characters.
- The board supports up to eight active opportunities, with no more than two active opportunities from the same progression band.
- Board generation considers recent activity and missed-selection pressure rather than blindly selecting templates.
- Anti-repeat protections prevent the same Intel templates from constantly resurfacing.
- Each band contains a larger catalogue of Standard opportunities plus rarer Legendary opportunities.
- Legendary Intel is intentionally scarce.
- Every Intel provides three approaches, using different combat/stat identities where logically appropriate.
- DEF now has its own Intel approach identity through Steel Yourself.
- The old Success Score and variance model has been replaced.
- Success and outcome quality are resolved separately.
- Outcomes remain Critical Success, Success, Partial Success, Failure, and Disaster.
- Risk no longer directly reduces your chance of succeeding; instead, higher Risk makes the failed portion of the outcome distribution more dangerous.
- Raw player level is not a direct success bonus, and raw equipment stats are not a direct success bonus.
- Success can draw from approved progression sources including the selected approach stat, authored approach bonus, Intel Rank, Go Dark Prestige, category mastery, collections, temporary effects, environmental effects, and authored equipment-set effects.
- Authored approach bonuses apply directly rather than being reduced to a fraction of their displayed value.
- Intel has category-specific mastery progression with ten mastery levels per category.
- Levels 1–9 gradually provide a combined +20% Success and +5% Loot, while Level 10 is reserved for the category's unique capstone.
- Mastery progression is earned from meaningful Intel outcomes.
- Heat has been removed from the rebuilt Street Intel system.
- Intel Nerve costs scale with progression band and Risk.
- Recon Accuracy exists as a dedicated Intel progression lane.
- Legendary Intel receives its own rarity controls, cooldowns, and drought protection.
- Intel completion cooldowns remain.
- Existing category completion history is preserved during migration and converted into the new category progression where possible.
- Obsolete V1 Intel state, including the old score, scouting, and modifier machinery, is not migrated.
Rackets
- Rackets expand from 17 to 40 businesses.
- Rackets are distributed throughout the ten-district progression.
- Acquisition is no longer governed by one completely static Extort percentage.
- Your build's relationship to the racket's relevant stat can influence acquisition odds.
- Rackets have been diversified so one combat stat does not dominate the entire system.
- Racket income accumulates in 12-hour cycles, and multiple cycles can be stored.
- Up to roughly three days of income can be banked before additional production is lost.
- Investigation still increases as Rackets are operated, but no longer simply disappears through passive waiting.
- Lay Low sacrifices a stored payout cycle in exchange for reducing Investigation.
- Investigation retains the familiar Cold, Warming, Watched, and Hot progression.
- A raid no longer permanently deletes your Racket.
- Instead, a raid can forfeit the triggering payout, stop remaining production, shut the Racket down temporarily, and leave Investigation partially elevated afterward.
- Raid chance has a hard upper limit.
- Pressure is now an explicit risk/reward control: more Pressure increases income while also increasing raid exposure and Investigation growth.
- Racket specializations have been expanded.
- Rackets can now have their own drop pools, allowing paid production cycles to produce more than cash alone.
- Player ownership remains capped at three Rackets.
- Existing V1 Rackets are reimbursed during migration based on the expected Nerve historically required to obtain them, converted into the appropriate Nerve-restoration compensation.
Real Estate
- Real Estate expands from 13 properties to 20, with a Base and Premium property for every district.
- The old catalogue and economy have been replaced.
- Every property has separate Revenue progression and Vault progression, with 10 upgrades on each track beyond acquisition.
- Revenue and Vault upgrades have independently designed prices rather than sharing the old universal formula.
- Revenue upgrades are intentionally more expensive than Vault upgrades.
- Vault upgrades are priced substantially enough to represent a meaningful investment rather than a trivial utility purchase.
- Property prices and upgrade costs have been substantially increased for the new economy.
- Endgame Real Estate is intended as a genuinely long-term capital sink.
- Fully developing premium District 10 property represents a multi-billion-dollar investment.
- Repayment curves have been stretched accordingly.
- Property Income and broader Passive Income bonuses use separate capped lanes rather than chaining without restraint.
- Active Income, Racket Income, Career Pay, and Crime Payout do not incorrectly feed into Property Income.
- Existing Real Estate is not directly converted property-for-property.
- Returning players instead receive the value of their owned Real Estate and invested upgrades back, plus an additional 5% migration premium.
Estate
- The personal Mansion system has been rebuilt as the Estate.
- The old structure of 13 independent rooms has been replaced by a wing-based progression system.
- Estate progression is divided across specialized wings covering areas such as Logistics, Medical, Armory, Gym, Kennel, and Security.
- Individual nodes contain their own multi-level progression.
- Wings unlock progressively with overall Estate advancement.
- Estate upgrades require both cash and real construction time.
- Upgrade pricing has been substantially increased following P1 economic testing.
- Construction times have likewise been stretched so completing a wing represents meaningful long-term progression.
- Estate construction can be rushed using the newly balanced speed-up structure.
- Estate bonuses feed into the same standardized effect lanes used elsewhere in P1.
- Estate progression includes bonuses supporting areas such as Recon Accuracy, Heist Success, recovery, equipment, pets, combat stats, and defensive utility.
Academy
- The Academy expands from 10 degrees / 60 courses to 19 degrees / 114 courses.
- Only one course may be studied at a time.
- Course completion is resolved server-side, so once the timer expires the benefit is ready without requiring the old manual completion step.
- Completing every course in a degree continues to award its Degree bonus.
- Academy effects use the standardized P1 effect registry.
- Courses can still be cancelled without a refund.
- Academy progression has been repriced heavily for the new economy.
- Cash tuition has been increased substantially, and Mafia Gold requirements have also been increased.
- A complete Degree is intended to represent roughly 450 Mafia Gold at the upper design target.
- Academy does not use the Estate-style construction speed-up system.
- Academy progression includes economic, combat, pet, equipment, smuggling, and other specialized course lines.
Forge
- Forge progression remains +1 through +10.
- Upgrade attempts continue to risk the cash cost while leaving the item itself unharmed on failure.
- Forge costs scale from the item's designated Forge value.
- Forge now has a much more substantial endgame power curve.
- Maximum Forge enhancement reaches +150% rather than the old +50% ceiling.
- Early Forge ranks provide useful gains without consuming the majority of the system's total power.
- Late ranks carry increasingly meaningful enhancement.
- +9 has been positioned around +115%, with +10 reaching +150%.
- Forge cash costs have been recalibrated around approximately 30× the item's base value for the complete +10 journey rather than the earlier 60× target.
- High Forge ranks remain intentionally difficult.
- Mafia Gold fees are incorporated into Forge progression.
- Stat rounding has been improved so the total bonus is resolved first and remainders are distributed afterward, ensuring displayed stat lines correctly add up to the promised total Forge bonus.
Smuggling
- Smuggling expands from 7 contraband goods to 30.
- Capacity is based primarily on player progression rather than purchasing the old fixed-capacity ladder.
- Permanent Smuggling capacity bonuses have their own cap.
- Contraband prices are no longer static by district.
- Conventional Smuggling prices fluctuate between approximately 0.90× and 1.35× base value.
- Market conditions refresh periodically.
- The daily Smuggling profit cap is based on player level and tracks net profit rather than simply limiting gross sales.
- Profit bonuses apply only when a transaction is actually profitable.
- Customs risk incorporates factors such as destination progression and journey conditions.
- Smuggling sales include a settlement fee.
- The daily Smuggling economy has been rebuilt around the ten-district and level 1–200 progression.
Pet Deliveries
- Pet Delivery is an entirely new way to Smuggle.
- Instead of travelling personally, a pet can be sent to deliver goods.
- Deliveries originate from your current location.
- A maximum of two destinations are available at a time.
- Destinations rotate hourly through a consistent daily schedule.
- Pet Deliveries use the underlying Travel route times.
- Delivery sales resolve at a fixed 1.20× base value rather than the conventional fluctuating Smuggling market.
- Pet Deliveries are not intercepted by Customs.
- Pet capability begins below its eventual maximum and improves through permanent milestones.
- Capability influences carrying capacity and travel speed.
- Multiple eligible pets can operate as couriers.
- The courier becomes available again once its delivery is complete.
- Completion generates a notification showing the yield of the run.
Chop Shop & Racing
- Vehicle chopping has been completely rebuilt.
- Chopping a vehicle no longer simply destroys it for one flat cash payment.
- Vehicles contain five functional part categories: Engine, Transmission, Tires, Suspension, and Clutch.
- Parts can be used to construct and modify racing builds.
- Individual parts influence racing performance.
- Vehicles must have all required part slots filled before they can be equipped.
- Installing a part costs cash, with installation fees scaling from the original value of the vehicle.
- Individual parts cannot simply be resold for cash.
- Chopping a vehicle sells or recovers its underlying part value according to the Chop Shop rules.
- Protected legacy and Battle Pass vehicles remain exempt from destructive chopping where applicable.
- Racing no longer revolves around one generic vehicle Speed value.
- Racing performance is divided into Top Speed, Acceleration, and Handling.
- Vehicle performance therefore depends on the installed build rather than chassis alone.
- Racing includes a broader district ladder.
- Boss progression influences race access.
- A Grudge mechanic prevents endlessly farming the same race without further boss interaction.
- Individual races can have their own daily limits.
- Opponents have their own identities, vehicles, and performance classes.
- Weekly Family-allegiance racing has been introduced.
- Players commit to a Family for the week and can earn Family Favor through that racing progression.
Bloodlines
- Bloodlines have been dramatically expanded.
- V1's three relatively short trees have become three large trees spanning 21 tiers.
- The three primary trees are Warlord, Shadow, and Empire, each containing three distinct paths.
- Warlord focuses around STR, DEF, and broader combat development.
- Shadow focuses around AGI, DEX, and criminal/logistical utility.
- Empire focuses around active income, passive income, luck, and positional advantages.
- Progression remains sequential through the tree.
- Later tiers support more complex and dual-effect nodes.
- Capstones are explicitly identified.
- Bloodline bonuses have been designed against P1's global stat caps so the trees can coexist with Estate, Families, Equipment, and other permanent progression.
- Bloodline reset remains available.
- V1 Bloodline allocation receives a clean reset for P1, allowing players to redistribute into the rebuilt trees.
Blood Bonds
- Blood Bond progression has moved from elapsed days to calendar-month milestones.
- The progression track extends through Month 39.
- Milestones can award multiple effects rather than being restricted to one passive value.
- Blood Bonds now contain active support abilities, not just passive bonuses.
- Major active abilities unlock periodically throughout the relationship.
- Powers cover cooperative utility, resource restoration, combat support, travel, and other partner-focused effects.
- Individual powers use meaningful cooldowns.
- Some abilities also interact with a pair-wide lockout to prevent excessive chaining.
- Month 39 culminates in Bloodbound Stand, the long-term Blood Bond capstone.
Family Reputation System
- The Family Reputation System (FRS) is completely new in P1.
- Players can build relationships with all five Families through ordinary gameplay.
- Favor is separated into Lifetime Favor and Available Favor.
- Lifetime Favor represents permanent relationship progression and does not decrease when Favor is spent.
- Available Favor acts as the spendable Family currency.
- Family milestones unlock permanent bonuses, Family items, pets, vehicles, store access, and other Family-specific rewards.
- Each Family has its own FRS Store.
- Store offerings can require combinations of Lifetime Favor, Available Favor, player level, and district progression.
- Family-affiliated item drops contribute to Family progression.
- Daily diminishing returns prevent extreme Favor farming while preserving ordinary progression.
- Each Family retains its own gameplay identity.
- FRS is intended as a long-term relationship and collection system rather than a short reputation grind.
Family Buffs
- Family-wide progression has been rebuilt around 16 upgrade lanes.
- Family upgrades are funded from the Family Treasury.
- Underbosses and Dons retain authority over purchasing upgrades.
- Costs are explicitly defined by lane and level.
- Families can see the actual progression cost rather than relying on one generic cost ladder.
- Family bonuses have been standardized against P1's global effect lanes and stacking rules.
- Family progression supports combat, criminal, economic, and utility specialization without allowing any one permanent system to consume the entire stat ceiling.
Equipment Sets
- Equipment Sets are completely new in P1.
- Equipping related pieces builds Set progression.
- Partial sets provide benefits rather than requiring every item before doing anything.
- Completing a set provides additional rewards.
- Sets are separated broadly into Neutral and Family identities.
- Neutral sets primarily emphasize equipment-oriented percentage scaling.
- Family sets emphasize their Family's specialties.
- Set rarity and progression have been reorganized around P1's equipment ladder.
- Equipment Sets provide another long-term collection target across the game's districts and Families.
Crates
- Crates expand from four tiers to five.
- Crimson has been added between Gold and Mystic.
- Crate rewards are divided into clearer reward classes rather than one giant weighted pool.
- Reward selection accounts for equipment slots before selecting an item within the chosen slot, reducing unintended weighting caused simply by one slot having more items than another.
- Crates contain explicitly authored Runner Up and Grand Prize chase rewards.
- The pity system has been redesigned and is tracked per crate tier rather than being shared globally.
- Pity protection includes Runner Up prizing as part of its guaranteed chase structure.
- A sufficiently long drought guarantees the appropriate pity reward for that tier.
- Receiving the relevant chase result resets that tier's pity.
- Crates have no crate-level restriction; equipment's own level requirements provide the progression gate.
- If a valid reward pool is unavailable, the purchase can be refunded instead of silently producing an invalid result.
- Crate values and premium package contents have been rebalanced around the new P1 economy.
Achievements
- The old collection of isolated single-threshold achievements has been replaced by a much larger achievement-line system.
- Achievement lines contain Bronze, Silver, Gold, and Crown tiers.
- Achievement progression is recorded against named gameplay metrics as actions occur.
- Achievements cover far more of the game's systems and collections.
- Major categories include Crimes, Careers, Intel, Heists, Rackets, Real Estate, Pets, Forge, Chop Shop, PvP, FRS, Travel, Equipment, and district collections.
- Category Capstones have been added.
- Capstones require meaningful completion across the corresponding group of achievement lines.
- Rewards have been standardized around the new economy.
- Achievement claiming remains manual once the requirement has been completed.
Fifth Shop
- Fifth Shop inventory has been rebuilt around the ten districts.
- Each district has a fixed equipment offering rather than exposing every catalogue item matching a broad shop flag.
- Equipment slots receive deliberately authored listings.
- Individual listings have their own prices.
- Items required for Crime capstones are explicitly identified.
- The corresponding requirement can therefore be communicated to players rather than being hidden in catalogue structure.
Black Market
- The Black Market has moved away from the old expiring-shipment structure.
- Each district receives deliberately authored placements.
- Stock refreshes on a weekly cycle.
- Weekly quantities are defined by placement rather than relying on one universal item limit.
- The P1 Black Market economy is centered on Mafia Gold.
- Medical consumables have been removed from the Black Market.
- Black Market inventory has been remapped to the new ten-district progression.
- Later districts gain access to higher-value offerings.
- Weekly inventory is designed to supplement progression rather than replace farming and normal item acquisition.
Dispensary & Emergency
- Medical goods have moved into the Dispensary.
- The Dispensary is accessed through the Emergency interface.
- Medical items are purchased with cash rather than competing with Black Market Mafia Gold spending.
- Availability can vary by district.
- Dispensary inventory refreshes weekly.
- Hospital and Jail consequences have been rebalanced around P1 progression.
- Hospital time is intentionally more punishing than Jail time.
- Overkill and level disparity are accounted for in combat-related Hospital outcomes.
- Recovery and escape items provide additional ways of dealing with long lockouts.
- Jail continues to support social escape and bust interactions.
- Bail has been rebalanced to remain useful without trivializing incarceration.
Stock Market
- The Stock Market expands from 4 stocks to 8.
- Price movement has been rebuilt around generated hourly curves.
- Individual stocks can have different volatility and daily movement can be capped.
- The old buy fee has been removed.
- Stocks can instead define their own sell fees.
- Rumours have been added as in-world signals about possible market direction.
- Rumours vary in direction, severity, and information quality, and some rumours can be false.
- Existing player-set price alerts remain.
Casino
- The Casino continues to include Blackjack, Roulette, Keno, Mines, and Plinko.
- The winnings cap continues to restrict net winnings, not the total amount wagered.
- The daily winnings cap has increased to $125,000 × player level.
- That equals $125,000 at Level 1, $6.25M at Level 50, and $25M at Level 200.
- Casino bonuses and Academy progression have been designed around explicit limits so permanent Casino advantages remain controlled.
Travel
- Travel has been rebuilt for the ten-district city.
- Routes have deliberately authored travel characteristics rather than relying only on averaging the two endpoint districts.
- Travel duration can vary according to route and time conditions.
- Route prices are individually authored.
- Walking remains free, but is not inherently required to be slower than every paid travel option.
- Taxis remain a paid travel method.
- Travel Speed continues to reduce journey duration.
- Taxi Discount remains a separate cost-reduction lane.
- Travel is integrated more deeply with Smuggling and Pet Deliveries.
Bank
- Bank progression has been dramatically expanded for the new economy.
- Interest is expressed as a weekly rate, paid incrementally through the week.
- Bank interest improves as the Bank is upgraded rather than remaining flat.
- Level 1 begins at 0.15% weekly interest.
- Level 30 reaches 1.0% weekly interest.
- Bank upgrade pricing has been completely rescaled.
- Early upgrades are substantially more meaningful investments.
- The final upgrade reaches 3,500 Mafia Gold.
- Bank capacity begins around $5M.
- Maximum Bank capacity reaches approximately $30B.
- VIP membership continues to double Bank interest.
Economy & Progression
- P1's economy has been comprehensively rebalanced around the new level 1–200 progression.
- Active-income systems, passive-income systems, and permanent investments have been separated more deliberately.
- Careers remain highly rewarding active gameplay without needing their earlier extreme cash output.
- Crimes provide a consistent district progression baseline.
- Intel cash has been reduced slightly where testing showed it outperforming its intended position. This is still a huge increase to the old system.
- Heists have stronger completion incentives.
- Rackets and Real Estate occupy major long-term passive-income roles.
- Real Estate has been deliberately stretched into a long-term capital investment rather than a quickly repaid purchase.
- Estate, Academy, Forge, and Bank upgrades provide major cash and/or Mafia Gold sinks.
- Smuggling remains profitable but operates under progression-based daily limits.
- Loot-box cash anchors have been tied more consistently to district Crime rewards.
- XP progression is being balanced around approximately a year-long journey to Level 200 under ordinary long-term play.
- XP consumables can meaningfully accelerate progression without completely collapsing that timeline.
Returning Players & V1 Migration
- Crimes: progression is mapped by numerical district position into the P1 district structure.
- Crime Mastery: obsolete V1 mastery state is not carried forward where incompatible with the rebuild.
- Careers: previous Career ranks become allocatable Career points assigned to the newly expanded 100 careers of your choosing.
- Street Intel: historical category completions are preserved and translated into the rebuilt category progression; obsolete Intel mechanical state is discarded.
- Mansion: is fully reimbursed.
- Rackets: existing owned Rackets are converted into Nerve-restoration compensation based on their historical expected acquisition cost.
- Real Estate: owned property and upgrade investment is reimbursed at full value plus 5%.
- Bloodlines: allocations receive a clean reset so everyone can build within the new trees.
- Family upgrades are reimbursed in full with 5% added on top. Straight back to your family treasury not individually shared out across your roster.
- Menagerie: only the active pet will count towards combat. However, pets are being made infinitely trainable(no stat cap).
- Other systems use direct migration where their V1 state remains mechanically compatible.
- The overall migration philosophy is to preserve meaningful earned progression and investment without preserving obsolete mechanics simply because they existed in V1.
- Steal of $15,000 cap is being removed - but delayed until likely at the end of the week so you can have your balances/cash on hand in check, we'll update you at least 24 hours in advance.
Systems Remaining Fundamentally Familiar
- Core Combat and PvP remain recognizable, with P1 balance changes applied for launch.
- Arena remains part of the PvP ecosystem.
- Vigilantes remain.
- The player Item Market remains.
- Referrals remain.
- Battle Pass remains, with P1 reward and economy tuning where applicable.
- The five Families themselves remain the foundation of the game's faction identity.
- Menagerie and Pets remain, while receiving the new progression and Pet Delivery interactions described above.