Added Dungeon Break despawn: After a certain time, a dungeon boss despawns when not killed.
Added notification on death of dungeon boss.
Changed
Changed the "multi-spawn" on E4 to only apply to Channel 1.
Changed Dungeon Break Lootbox (or rather: open an item to receive items): Now you can see in chat what you obtained
Changed Dungeon boss notifications so that they don't show in red anymore.
Fixed
Fixed an issue where you did not receive XP when an Ashen died. Cause of this was Ashens de-leveling on death. They did not spawn with XP, only level - so after decreasing their XP (which always end up at 0) and recalculating their level, they went back to Lv1.
Fixed an issue where certain mobs did not spawn properly (WQ Blue Pixie, Nightmares, ...)
Fixed an issue where certain monsters had invalid taming rates
Fixed an issue where Scroll of Rebirth did not work properly, again.
Fixed an issue where HV pass was applied like 200 days. NOTE: I reset all HV passes given out. You need to re-purchase them in the Loyalty Store. However, I gave out 250 Loyalty Points for eveyone to do so.
Fixed an issue where you were able to CC dungeon bosses.
Fixed multiple issues where internal time calculation had a unit mismatch between centiseconds and milliseconds.
Revamped a ton of things in the backend, maybe expect some bugs again
Changes to dual summon: After summoning a second summon, it is now a sub summon and does not replace primary summon. After timer expires, the last summon summoned gets unsummoned. Note: The client display still shows your primary summon being unsummoned next, don't get confused!
Changed E4 Potion and Scroll weight - now decreased to E6 values.
Changed spawn multiplier for E4 to 1.5.
Changed Creature Taming skill cooldown to 20 sec on E4 (has been the case on E6 already).
Changed E4 item despawn time to 6 minutes instead of 3 minutes.
Fixed
Changed a few things regarding Jewels, that hopefully stop them to expire
Changed another few things regarding dead Ashens not giving experience
Revamped Ashen parties:
- Existing parties are destroyed when recruiting Ashens.
- Players now receive a normal party invite.
- Ashen party loot is removed when the Ashen party disbands.
- Removed random Evoker fear from Ashen behavior.
Changed class buff duration to default to 80 minutes, matching the Guide NPC.
Changed Easter event drops to no longer be timed so they can stack and be used for mixing again.
Added support in Map Explorer to search for multiple drops at once, such as `Angel Card|Cube-Skill`.
Added obtainable Epic 6.3 summons to the wiki.
Added proper skill and item rendering in the wiki.
Changed
Increased event drop rate to x10.
Changed summon skill packets on Epic 4 to work around an HP display bug.
Updated visibility handling.
Removed event drop notices.
Adjusted botting-related metrics.
Fixed
Fixed Ashen party size allowing more than 8 members through Ashens.
Improved Ashen behavior:
- Healers heal better and can resurrect.
- Breeder and Soul Breeder can resurrect dead summons.
- Removed some skills from Ashen cast lists.
- Improved Ashen spawning so more classes behave correctly.
- Fixed multiple cases where Ashens failed to act.
- Ashens now resummon their summons after death.
- Ashens inherit Lucky Potion if the party creator has it active before spawning them.
- Ashens now use more appropriate weapons.
Fixed targeting dead monsters.
Fixed the login server ignoring the account banned flag.
Added support for rotating scheduled server notices so announcements can cycle more cleanly over time instead of repeating the same message back-to-back.
Fixed
Fixed roaming-family movement and regroup behaviour so roaming monsters hold together more reliably and recover more cleanly after disruptions.
Fixed a warp-related issue that could sometimes leave players unable to move after return scrolls, teleports, or script-driven warps.
Added a parity-style Lua helper for summon cards so scripts can create summon cards by summon id while preserving the card's summon code metadata.
Added a repair SQL script for broken summon-card links so orphaned traded or moved cards can be relinked to their summon rows safely.
Added storage-owned summon loading and persistence support, including storage summon skills and state snapshots.
Added luck-based item-drop scaling so item drop chance now benefits properly from item-chance stats.
Changed
Reworked summon-card ownership handling across trade and storage so the paired summon record, summon skills, and summon states move with the card instead of only moving the item row.
Tightened summon and loot-pet follow handling so movement bookkeeping, recover behaviour, and visibility leaves stay aligned with the owner's live position and the normal region model.
Extended scripted item creation and persistence so summon cards keep their summon code through runtime application and database writes.
Fixed
Fixed broken summon-card trade and storage moves that were destroying the summon link while leaving the card flag intact.
Fixed summon-card formation safeguards so cards currently bound into active formation can no longer be traded or stored.
Fixed dual-wield unequip handling so removing the main-hand weapon also removes the paired offhand weapon, including costume weapon slots.
Fixed first-time summon allocation from scripted summon cards so the stored summon code is used instead of falling back to the base item template mapping.
Fixed the tutorial chaos reward so the guaranteed first-chaos quest gain only happens when the player actually has chaos capacity, matching the real runtime gate more closely.
Fixed summon and loot-pet visibility cleanup so players now receive the missing leave packet when those entities drop out of visibility instead of leaving frozen ghosts at the edge of view.
Fixed several movement and visibility edge cases after fast movement, warps, and nearby targeting changes so players, monsters, and interactions stay in sync more consistently.
Added commercial storage support for paid items so stored premium items can be viewed and taken out through the in-game commercial storage flow.
Added live GM rate controls so server staff can adjust EXP, party EXP, gold, chaos, and item-drop rates without a restart.
Changed
Updated timed-item handling so new item instances inherit their configured duration, runtime expiry is persisted, and client-facing remaining time is sent consistently.
Reworked ride-item handling so the active ride slot, live runtime state, and client wear refresh all stay in sync during item-use driven mount toggles.
Fixed
Fixed whisper delivery so players no longer receive duplicate whisper messages.
Fixed relog handling for skill cards and related state sync so those bindings survive reconnects more reliably.
Fixed timed item parity so expiry data is initialized from content, survives persistence, and correctly removes expired items.
Fixed ride-item parity so using a mount item now equips the actual item being used, refreshes wear state to the client, supports toggling off the active mount item, and no longer persists riding across relog when the underlying state is erased on logout.
Added a cached player listing endpoint to make repeated lookups cheaper and more predictable.
Added full support for renaming summons, including the request flow, confirmation handling, and result updates.
Added persistent skill card binding support so saved setups survive properly.
Added startup build metadata output to make deployments easier to identify and verify.
Added a few targeted diagnostics while working through movement, riding, and combat edge cases.
Changed
Reworked movement and spatial handling across roaming creatures, followers, mounts, and scripted paths so movement feels more consistent in live play.
Split roaming family control into its own runtime path so grouped roamers, slot followers, and respawns can be reasoned about more directly.
Tightened summon handling across relog, riding, stat refresh, and state recalculation so companion state is carried forward more reliably.
Updated party position and visibility handling so join, leave, and reconnect flows behave more cleanly.
Refined party runtime behaviour, including how PPOS is shaped and who actually receives party updates during login and logout.
Reordered several item-use and skill-execution paths so state changes, locks, and follow-up actions happen in a steadier sequence.
Refined mount and ride-item behaviour so command flow, restrictions, and rider anchoring feel more coherent.
Adjusted some spatial calculations and range-dependent world checks so nearby interactions behave more consistently across movement, skills, and routing edges.
Removed: Removed a large batch of temporary debug logging and tracing from movement, summon, buff, and restoration work once the underlying issues were sorted out.
Removed: Removed outdated mount chat aliases in favor of the normal ride-item flow.
Removed: Removed a few non-matching gameplay behaviours that had slipped in around party and summon progression handling.
Removed: Removed workaround-style movement paths that were masking problems instead of resolving them directly.
Docs: Updated the internal workflow guide to clarify commit discipline and standardize changelog categories.
Docs: Cleaned up the changelog itself so recent work can be presented in a more readable public-facing format.
Fixed
Fixed several movement issues around double stepping, cast-time locks, buffered movement, location changes, and mounted fall handling.
Fixed roaming and waypoint behaviour affecting visibility, formation readiness, regroup pacing, family anchors, and monster position sync.
Fixed several roaming formation parity bugs, including wrong round-vs-return route handling, follower slot overlap in tight groups, and spawn-time family alignment.
Fixed a roaming performance regression that was making some zone ticks spike badly by repeatedly scanning the full monster set for family members.
Fixed a wide set of summon-related issues, including cooldown updates, HP and vitals preservation, regen handling, chase behaviour, rename flow, and state stat recalculation.
Fixed summon visibility and recall parity so active summons no longer rely on strict leave pruning, owner-only extra enters on login, or eager server follow behaviour that diverged from vanilla.
Fixed dialog and UI edge cases around close handling, empty responses, trigger clearing, and summon rename interactions.
Fixed several sessionless commit paths so learn-skill, scripted inventory, and donation updates no longer depend on a live session being present at the moment they are applied.
Fixed item, progression, and combat edge cases such as sessionless learn-skill commits, cooldown scaling, region-state targeting, chip penalties, and restrictions during chaos states.
Fixed quest turn-in inventory sync so consumed quest items are removed cleanly on the client after quest completion.