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The tutorial lets go, and there is a game behind it

Summoner creation no longer loops, and quests, summoning, deck editing and unit growth are built behind it. The server refuses the previous client, so this build needs a fresh download.

Take the client from the download page again. The server checks which build is asking, and this one turns away the build published before it rather than letting a half-matched protocol in. The download page always serves the current build and publishes its checksum beside it.

The reason to bother is the tutorial. A new player used to be caught in the avatar-creation cinematic indefinitely: the client sends the summoner it has just made and waits to be told that it exists, and the server was answering under two tags that belong to the gacha and team parsers, so nothing that read the reply could make sense of it. It is answered under the tag the client actually dispatches on now, and the summoner is written down, so coming back Home does not force the cinematic a second time.

Behind it there is a great deal more game than the first beta notice describes. Quests spend energy and pay out the Zel, Karma and experience their own mission rows carry, and the clear is recorded. Summoning draws real units from the real unit table for five gems. A squad can be arranged and it is remembered. Units gain experience, evolve, fuse and sell, and the bag, crafting and sphere fitting work. Where that first notice counted 11 of roughly 278 commands as having a handler behind them, every one of them answers now, and none of them drops the connection.

Where the battle happens is worth knowing, because it explains what this server can and cannot promise. Brave Frontier runs its combat inside the client, from mission data the client has already downloaded, and it always did. The server's part is the economy around the fight rather than the fight: it spends your energy when you start and pays you when you finish, and it does not referee what happened in between.

Some of what you will touch is reconstructed rather than recovered, and it is marked that way in the server rather than quietly presented as original. Summon rates, the chance that a mission drops a unit, arena matchmaking and its point values, Colosseum and Vortex pairing, guild levels and research, and the Challenge Arena leagues are all rules that had to be rebuilt, because the tables holding gumi's own did not survive in the client data. Guild Raid is the furthest from recovered: no table for it survives anywhere, so its seasons, maps and guardians are structure rather than recovery. What players do inside it is real; what it is made of is ours.

What still refuses outright: buying anything, and watching an advert for a reward. There is no payment processor here and no ad network, so both answer with a plain refusal instead of a silent success that pretends otherwise. The home screen's live panels are still empty and the shop does nothing.

Accounts have changed too, and the notices before this one were wrong about it. Every device used to be handed the same guest account, which put every tester on one save. Sign-in now derives an account from the device the client runs on, so it is yours, it survives a restart, and it is not anybody else's. It is keyed to the device rather than to your Groot ID, which also means it does not follow you to a second phone.

Nothing here carries over. The world is cleared before it opens properly, and that is announced with notice rather than sprung.

One request. The loop that used to trap the tutorial was fixed against the client's own dispatch table rather than against a handset, so if summoner creation still stalls for you, that is the single most useful thing you could report. The device model and the Android version help most.

A notice that changes a published rate or an odds table is reflected on the server sheet as well, so the two can never disagree.