We pushed the Dynamic Drop System (drop scaling based on Dungeon Boost level) and we found issues that did not show up in our initial testing.
This is on me.
I rushed the release because I wanted you to have it faster, and I did not test it properly.
This system is new and custom, not a copy-paste feature.
With brand new mechanics, there is always a risk that something can go wrong under the hood once thousands of real runs hit it.
That is not an excuse.
It is a reality of development, and our job is to react fast, fix it properly, and improve it.
I take full responsibility for this release mistake.
I will tighten our testing process so this does not repeat.
Thanks for your patience, and keep reporting anything suspicious.