I’ve been running the S2 Visional Wheel in Once Human since Lunar Revelry landed, and like many players I noticed the first pass was not always smooth. The development team has acknowledged that some aspects were suboptimal and has now fixed or adjusted several pain points. This is my player-side read on what changed, what still matters, and how the latest rules affect anyone still chasing the Blood Moon loop in 2026.

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The first fix was simple but important. Defeated Deviants were dropping Lunar Whispers even when it was not a Blood Moon. That was corrected on launch day, so Lunar Whispers now drop only during a Blood Moon. I like this because it restores the Blood Moon as the real risk-reward window. The second fix was for Prismverse’s Clash (Visional), where ore distribution was abnormal during a Blood Moon. That issue has also been fixed.

Then there is the Lord of Moonlight. The team says it analyzed data, adjusted difficulty, and added a loot crate drop. I’ve seen enough boss tuning to know that adjusted difficulty can mean many things, but the reward rules are clear now. Here is the table I’m keeping in mind:

Reward rule What it means for me
Lv. 40 and above Lord of Moonlight Guaranteed S2 Mod Selection Crate - Stardust’s Advent Ⅱ ×1
[Phantom] Lord of Moonlight of any level Guaranteed S2 Mod Selection Crate - Stardust’s Advent Ⅱ ×2
Electric Eel - Lunar Oracle, ZapCam - Lunar Oracle, Atomic Snail - Lunar Oracle Only obtainable as a drop from Lord of Moonlight

That last line matters. If I want those Lunar Oracle variants, I cannot treat them as generic event loot. They are boss drops. The guaranteed crate rules also make level 40+ and Phantom runs more attractive, especially for players who are still hunting mods rather than just sightseeing.

Issue 4 was the one that made the most sense to me as a player. The update announcement said that in the Endless Dream scenario, Lord of Moonlight would not be affected by Dream Zones. Even so, the boss still felt too strong. The explanation is that Endless Dream has relatively high area levels, so the Lord of Moonlight that spawns there was much stronger than expected. The team has adjusted the boss’s basic stats across all levels for Endless Dream, which should reduce the difficulty. There was also a visual bug showing Dream Zone buffs on the Lord of Moonlight. That has been fixed, and the interface now correctly shows the unbuffed state. I appreciate that clarification because a misleading buff icon can make players think the fight is broken when the real problem is stat scaling.

Issue 5 is the one I’m watching most closely. After Lord of Moonlight attacks a player, the player’s cosmetics or fashions can become buggy. The team says it is investigating this as a top priority and will fix it as soon as possible, with more information in a future Bug Fixes announcement. I have not seen a full fix timeline, so I’m treating this as an open issue. If I’m dressing for screenshots, I’m not standing in the boss’s attack pattern just to test it.

Issue 6 is a classic AI bug story. Lord of Moonlight had infinite Adrenaline Shots. The cause was an AI reset logic error that occurred during high player activity, and it has been patched. That is exactly the kind of fix that does not sound dramatic until you are in a crowded fight and the boss keeps firing. I’m glad it was patched rather than left as a feature.

The broader context is that Once Human’s first global co-op event, Lunar Revelry: Omen of Affliction, went live on September 28 at 21:00 PT. The team is still asking for battle stories and feedback. Looking at this from 2026, the update reads like a useful case study in how live games clean up a seasonal wheel: fix the obvious loot bug fast, clarify boss rewards, correct misleading UI, and keep players informed about open issues.

My player verdict is simple. The Blood Moon loop is clearer now: farm Lunar Whispers only when the Blood Moon is up, target Lord of Moonlight for the guaranteed crates and Lunar Oracle drops, and treat the Endless Dream version as less of a stat wall than before. I’ll keep reporting bugs, and I’ll keep an eye on the cosmetics issue. For now, the S2 Visional Wheel feels more readable than it did at launch, even if it still has one open cosmetic bug to close.