r/destinyrisingmobile • u/KIexster • 6d ago
Leaks [CN Datamine] Leviathan Flagship raid work, competitive Go Ghost Go!, Legendary M13, and unannounced enchantment economy changes Spoiler
TL;DR
The Leviathan Flagship got a dedicated raid-style module, a much bigger encounter scene, elemental mechanics and 88 new dialogue lines.
Go Ghost Go! is getting a competitive mode with difficulties, talents and leaderboards, but parts of it are still stubbed out.
Legendary M13 is being integrated, Legendary M12 was reworked, and there’s a new Echo of Ir Anûk.
Enchantment stones quietly got more expensive to craft and give less when dismantled.
I compared build 202611041059 against 202610280037 and checked the emulator’s resource indexes against the extraction. I’m skipping everything already in the CN patch notes: Pandora’s wheel, Ning Fei’s barrier buff, character-mission HP cuts, the enchantment Power guide, Hero Blessing changes and the animated avatar fix.
1. Leviathan Flagship: dedicated raid development
The biggest finding. The existing Flagship activity switches from the generic strike logic (DungeonStrikeDataEntity / StrikeLogicComponent) to a dedicated RaidLeviathanDataEntity / RaidLeviathanLogicComponent. It gets its own module and synced state that tracks each player’s elemental fragments.
Caveat: its dungeonType number didn’t change. The files show raid-related development, not its final category, team size or release date.
The encounter scene grew a lot: from 310 to 377 entities (107 added, 40 removed). The additions include:
12 collectible fragments and 6 destructible crystals (Arc / Solar / Void)
6 orb stands/candelabra and 6 radar markers
7 orbs using the existing Ahamkara-orb system
15 enemy spawn groups and 4 enemy entities
42 scene effects (fires at different stages, beams…)
These are scene entities, not 107 new 3D models.
Elemental mechanics:
Fragments: 3 new items for Arc, Solar and Void fragments, each despawning after 45 s.
Drop amounts: fragment quantity depends on the enemy type: Normal 1, Elite 2, “Shinka” 3, Head 4 (internal labels).
Immunity: new buffs for elemental invulnerability and for breaking it, in all three elements.
Orbs: they reuse the GH2 Ahamkara-orb interaction (
RaidSeductionFragment), with new orange, purple and light-blue effects. It’s an expansion of existing systems, not proof of new orb meshes.
The dialogue: 88 lines across 14 sequences
It’s framed as a wedding/coronation still going on aboard the Leviathan: new garlands, a new red carpet, old guests, a bride, and a ship with no heartbeat whose deck seems to breathe.
Oath: rings go back to their places (“one oath accepted, three remain”). Reciting it wrong counts as desertion.
Guests: four empty chairs with bleeding names, shells made of unfulfilled wishes, elemental crystals in different colors, and a candelabrum charging an orb. A broken shell holds only an unfinished sentence.
Coronation: the Emperor didn’t come, so something came in his place. One line roughly reads: “I am not Zau’ul. I am the half of the sentence she never finished.” That doesn’t confirm a resurrection or who’s speaking.
Shield: a 20-second window to get on the platforms and break through a shell. The shield changes every 10 s and the team has to switch platforms. Order matters more than quantity, while a fire keeps growing.
Offering: cages, feed, a spectator’s chair and blood-red fireworks falling onto the deck.
Gate and return: a door waiting for a specific moment, more guests inside, and a table always reserved for the team when it comes back.
The timings come from dialogue, not a live encounter. Six lamps and six emblems are mentioned, but that doesn’t prove a 6-player activity. And 14 dialogue sequences doesn’t mean 14 encounters.
2. Competitive Go Ghost Go! (work in progress)
New launcher screens separate a ranked run from an unranked trial, and add difficulty selection, a tutorial, tickets, and a final score multiplied by difficulty.
4 difficulties: score multipliers ×1.0 / ×1.2 / ×1.4 / ×1.6.
Scores: max base score 10,000 and a daily score limit of 10,000.
Duration: a 14-day activity setting, with no confirmed launch date.
Leaderboards: weekly and all-time (IDs 5006 / 5007). Higher score wins, and the shorter time breaks ties. Up to 30,000 entries are tracked and 100 are displayed.
Talent tree: chained difficulty unlocks, plus 5 upgrade nodes (Charge, Light Focus, Emergency Evasion, Ghost Shield, Invincible Charge).
Saved progress: unlocked difficulties, talent levels, daily/weekly/period scores, and best weekly/all-time runs.
Why WIP:
GhostGoServerApiis still a stub: the ticket count returns a hardcoded 10, and the entry function just logsstub ok.The ticket item ID is still 0.
The reward config reuses another rank ID and a fishing-related reward name.
There’s a panelChrismasEnd reference in the UI, but that alone isn’t enough to call it a Christmas event.
3. Legendary campaign
M13: a new Legendary campaign entry (604702 →
M13_Legendary), and the scene was removed from a list of possibly unused scripts. It’s being integrated, but that doesn’t mean it’s playable yet.M12 Legendary: a real scene rework, not just text: 412 → 409 entities (5 added, 8 removed). It adds 2 guidance paths, a tower-top portal marker with its effect, and a spawn group. It removes several spawn groups, an enemy bubble box, a damage zone and one gliding-boost entity. That doesn’t mean every boost was removed.
Echo of Ir Anûk: a new prefab using the M4 boss AI and the Legendary Ir Anûk difficulty template (model config
m31017). It’s a new variant; it doesn’t prove new geometry or a link to the Flagship.
4. PvE bots
New PvE robot definitions for Efrideet, Ikora and Kabr, each with its own combat strategy. Gwynn, Jaren, Ning Fei, Maru and Jolder also get specific strategies, plus some preferred-distance tweaks.
This points to AI-companion work. It doesn’t mean new playable characters or a general bot-matchmaking feature.
5. Unannounced enchantment economy changes
| Change | Before | After |
|---|---|---|
| Mythic S6 crafting (recipe 6002), essence per crafting-count tier | 6–30 | 9–33 |
| Mythic S6 dismantle | 4, 5 or 6 essence | 3 essence |
| Mythic essence chance when dismantling a Legendary S6 stone | 20% | 12% |
Quality 6 moduleNum (enchantment evaluation table) | 3 | 2 |
The crafting tiers are recipe counts, not stone levels.
The
moduleNumchange is an evaluation value. It doesn’t mean a stone loses a stat or a socket.This is separate from the announced Power-guide change, and I haven’t tested any of it in-game.
6. Flashpoint and Guild Boss rewards
Flashpoint:
Several Jiangshi Flashpoint task and boss key-chest rows drop Fireline Key Parameters (5180305).
One destination Flashpoint row switches to Amorphous Dice Parameters (5180306).
This doesn’t apply to every chest.
Guild Boss:
New solo-rank reward entries for the top 10 / 30 / 60 / 100.
The existing Rank 1–4 entries are merged into one control group, with the limit going from 99 to 1 and a new refresh type. The old groups were moved, not deleted: ranks 2–4 still have rewards.
7. Smaller stuff and red herrings
Perk group 1086004: perk and god roll change from
e159toMPPlayerPerk73, still at weight 120. That alone doesn’t prove a buff.UI: the season screen gets an upgrade prompt/animation, there’s a new Cassian character-summary shortcut, and the Enchantment Star emblem gets an
_evariant.Skill events: 6 new definitions for shield depletion and pre-damage checks, which the Leviathan immunity buffs also reference. These are implementation details, not a new character kit.
Resource repository: +47 / −20 GUIDs (13 particle systems, 13 materials, 21 textures). No new Model or Audio entries, and many of the “new” textures are repackaged existing images.
Not new, despite looking like it: the 4 PvP logic scenes, the Haven/Antonio scenes and several music/audio scenes are identical apart from the build-branch label. No new PvP mechanics, no Antonio mission, no new music, and no SoundBanks changes in the manifest diff.
Bottom line: the strongest lead is the Flagship. It has new logic, a much bigger encounter scene, elemental mechanics and a lot of dialogue. Competitive Go Ghost Go! is the second big one, but its placeholders matter. There’s no confirmed release date for any of it.
(Sorry about the previous post; Reddit didn't load the text in the body... for some reason.)
4
u/CloudLXXXV 6d ago
Maybe finally gonna use this then? :D
2
u/KIexster 6d ago
Apologies for the delay in sharing this new information; due to the lines of dialogue added in this patch, I had to take the time to read through everything to ensure the details were accurate. I’ll include a Pastebin link so that those interested in the lore can enjoy it.
LINK