Fresh from the ForgeNews & Patch Notes
Wyvern ships player-facing improvements nearly every day. This is the running log, newest first — also available as anRSS feed.
2026-09-21Portraits back in motion
- Fixed: an animated portrait could get stuck on a single frame after a map change and stay frozen until relog — portraits now keep animating through map moves.
2026-09-19Summons, signs, and sturdier saves
- Summoners, your companion is back under control. A summon that slipped
out of the world without dying no longer blocks the spell until you relog —
just cast again. Your companion indicator also updates the moment a summon
is dismissed or its map closes, and renaming a pet shows the new name on
the pet panel and indicator right away.
- Autocast lists load whole. An autocast list of more than one spell no
longer collapses into a single garbled entry when your character loads.
- Service tables tidy only what they should. Repair anvils, uncurse
altars, and identify tables clear away loot other players abandon on them —
but that sweep could also destroy the table itself, a home's furnishings,
even a bystander standing on the spot. It now takes only loose loot.
- Hunt marks always show up. A quarry placed in a random burrow could end
up nowhere at all if you arrived at just the wrong moment — the Blackrose
hunt was the known offender.
- Cloak and Dagger keeps its place. Logging out mid-investigation no
longer forgets who you've talked to, and finishing the mission wipes the
slate clean as intended.
- Window layouts are sturdier in the web client. Each character keeps
their own layout, and a tweak made right around a reconnect or server move
is saved instead of lost. (The Steam app picks this up with its next
update.)
- Fixed: a naga's coil, uncoil, and shape-shift settle in one clean motion,
the dragonscale knife now says why a corpse yields no scales, New Verden's
training-hall signs explain the direct train and untrain menus, a riverside
sign now hints how to get past the elven bridge guardian, the zoo's camel
sign names its camel's true desert, and the postal service repointed its
Varak delivery somewhere reachable and corrected the name of New Verden's
posting brother.
2026-09-16Arrows, summons, and one goose
- Archers, your aim got smarter. Trick-shot no longer wastes a charge on
someone else's summon it isn't allowed to hurt — fixed after a player
report — and both trick-shot and autofire now pass over targets an arrow
would just sail through. Trick-shot also stops trusting stale answers
mid-fight: a door opening or a barrier dropping changes its picks right
away.
- Summons mind the rules while you're away. A summon whose caster has
logged off can no longer attack players the PK rules protect — fixed after
a bystander was struck down on a no-PK map. Clearing one away still works
for everybody.
- Weapon swaps are sturdier. Wielding a new weapon could crash your
inventory display mid-update and leave the weapon half-wielded — stuck
attacking from no hand at all. The swap now completes or backs out cleanly.
- Your controller, your rules. A new Settings switch turns off the game's
own gamepad reading, so if you map your controller outside the browser
(Steam Input and friends), presses no longer fire twice.
- Fixed: the goose has been shooed off the Barrow Warren entrance, the Using
Your Map mission once again asks that you actually carry a map, a long naga
body no longer loses track of its own head (which could tangle its
movement), and open bag windows on the ground now close when a shape change
puts them out of reach.
2026-09-15Un-stuck and up to speed
- Stuck kill missions heal themselves. If a mission's monster den was
destroyed mid-hunt, the world now restores it so the hunt can finish instead
of stalling forever — fixed after a player got stranded at the Golem
Foundry. Mission info also now says when a mission is accepted straight from
your journal, so you don't go searching for a notice board that never
listed it.
- Shadow clones let go gracefully. A ninja's clone that dies in battle now
frees your clone slot right away — no more "You already have a shadow clone
active" from a clone long gone, and no phantom second cooldown on your next
attack.
- Vidar's seventh challenge picks up the pace: the elevator ride is nearly
twice as fast. A player asked, we listened.
- On Steam, no more false alarms — you'll no longer be told you're behind
moments after taking the newest update.
- Guild admission refunds now return your crowns in full instead of losing
some to the wallet cap.
- Typing a command without the rest of its words now gets a helpful usage
line instead of failing.
- Fixed: the Patrons' Gallery no longer credits a deleted account's purchases
to the next player who takes the name, and a Davos shop no longer stacks
four townsfolk on the shopkeeper's own tile.
2026-09-14A steadier world
- The periodic hiccup is gone. The world's background upkeep no longer
holds up everyone's next command for a few seconds each time it runs — it
now works off to the side.
- The healer's curse plays fair. Logging in while cursed no longer
restarts your sentence from the top; you serve out exactly the time you had
left.
- Mercy respawn finds safe ground. A protected near-death respawn now sets
you down on the nearest harmless tile instead of right back on the lava that
just killed you.
- Kill missions credit work already done. If you wiped out a mission's
targets before that step of the mission caught up with you, it now completes
instead of waiting for the den to refill.
- Supporters on Steam get their due. Playing through Steam no longer hides
your purchases from the Patrons' Gallery boards.
- Two quiet NPCs found their voices: the magic skill trainer now speaks up
when you accept the training mission, and the Cloak-and-Dagger courier
delivers a line that never arrived before.
- Trying an account action too many times in a row now says so — "Too many
attempts, please try again later" — instead of wrongly claiming the server
is unreachable.
- Builders: the map editor can save maps containing bear, pit and grass
traps again.
- Fixed:
shoplist now tells you when a shop has nothing for sale — or when
there's no shop in the room at all — instead of answering with silence, the
Wizard of Sokoban's greeting now tells you to type his commands rather
than say them, and a guild admission that falls through now refunds starter
crowns back to your starter balance.
2026-09-12Sturdier gear, sharper shots
- Your armor lasts longer — helmets, boots, gloves, cloaks and shields no
longer wear out up to ten times faster than body armor.
- Archers: trick-shot now picks its targets along the same path its arrows
actually fly, barriers included, so a charge is never wasted on a volley
that can't land.
- The Emperor of Henteko now hands over his decree when the mission asks you
to deliver it — fixed after player reports.
- Near-death mercy respawn now also protects you inside the solo
starter-mission houses.
- Boss health bars tick in finer steps on very large bosses, so long fights
show steady progress.
- Builders:
#map resize now keeps your lights, custom archetypes and map
settings in place, and refuses a malformed resize with a clear message
instead of a mystery error.
- Pet collars bought with crowns are now no-sell, and the purchase
prompt says so up front.
- Smoother drawing on busy screens: costume silhouettes and glow effects are
now cached instead of being redrawn from scratch every frame.
- Fixed: food could spoil in your pack while you were logged out, and a rare
glitch could land you in a map that was in the middle of shutting down.
2026-09-11Nothing left to send
- Four new hunts in your journal. Monster nests have taken root in four dungeons, each with its own mission to break them: The Restless Grave under the Fae Wyston catacombs (level 22), The Frost Dwarf War Camp in Ernzof's crypt (22), The Cursed Cairn outside Henteko (27), and The Bone-Strewn Nest beneath Rhain Manor (32).
- A refused cast gives everything back. A spell that refuses to start now returns its reagent and food along with the mana, and a refused rod or wand wave costs no charge and no mana.
- Poison, steadied. Overlapping poison waves no longer starve each other: stack chances roll on a steady per-victim clock, and each fresh cast is guaranteed its first roll on contact — tuned after player reports.
- Credit where it's due. When two killing blows race, the first to land now gets the credit, so a stray monster hit can no longer turn a player kill into a monster death's XP loss, gravestone, or Solo Hardcore ending. Dying in a portable hole opened in an arena now counts as an arena death — no XP lost.
- Naga dragon form can wear body armor, so dragon-scale mail's resistance finally applies.
- Autodrink learns sunscreen, and a blocked drink no longer switches that potion class off for the rest of the session.
- Autobag: renaming a rule now sticks, and an odd rule name can no longer break your character save — names the game can't read back are refused up front.
- Sokoban exchange: picking your redeem set is now a clickable list instead of a typed prompt — a player asked — and the Wizard's bench no longer makes players take turns.
- Spell looks: Acid Spray draws its hand-drawn directional art again (it had been casting invisibly), spell clouds that expire out of your sight now clear from the screen, and drain-field effects run smoother in crowded fights.
- Comfort & clarity: the Crowns window updates the moment a purchase lands, an open bag refreshes when you keep or unkeep items inside it, and phone party frames now fold to slim bars by default — unfold them in Settings.
- Fixed: a cursed-Henteko entrance that dropped you into a shared copy of the dungeon, fire-pad taps eaten by your own single-letter direction aliases, and a typo in Estha's elvish dialogue.
2026-09-08The Wizard keeps his word
- The Sokoban exchange is truly open. The Wizard of Sokoban now mans his shop in the Tower of Sokoban in Alaria —
soko convert and soko redeem work as promised (earlier notes ran ahead of the update), the retiring classic pieces read as trophies, and he explains the t-shirt-to-robe swap at the door.
- Autofire remembers. Like autocast, autofire now stays on across logins — and it now acquires targets out to your ranged weapon's full reach instead of refusing shots you could land by hand.
- Dart spells work on the weak again. A monster's chance to shrug off the dart family — Acid Dart, Magic Dart, Thunderbolt and kin — now grows with its level instead of shrinking, and even the mightiest leave you a 10% chance.
- Magic zones play fair. Your own Anti-Magic Shield no longer blocks your casting, and a no-magic zone's "mysterious force" refusal now names what still works there — heals, buffs and weapon blades among them.
- The world looks right. Scenery fog across hundreds of maps is now soft translucent fog instead of the old white checker tile, graded fog no longer lets you glimpse the ground behind a solid wall, and cone spells cast on a diagonal draw the same finished art as the rest.
- New players: the Firing Range wand lesson no longer gets stuck — a player wrote in — and the Magic Skill Training casting square now sits clear of the no-magic floor, so tall characters can finish the fireball lesson.
- Cloth for monks and casters: padded gloves now count as Cloth and legwraps turn up more often, so low-level monks can actually find legal gear.
- The Curse of Henteko no longer loses your progress when the server rotates.
- Death resistance adds up. Its readout now credits all three sources — your resists, your protection and Armor skill, and your level — and says when you've hit the cap.
- Builders: Halloween decor and masks join the Builder Mode palette.
- Fixed: every bazaar stall has a working exit, the friendly mermaid got her picture back, orc helmets drop under their proper orcish name, the ambient wind gust is audible again, and a looping sound from a container nobody holds now stops.
2026-09-07Set it and forget it
- Autocast remembers. Your autocast spells now re-arm themselves when you log in — anything you can no longer cast is skipped and named once, and
autocast all no longer wastes attempts on spells below their skill floor.
- Phones: a one-tap Loot all button joins the touch cluster, and in landscape a new edge rail tucks the panel column away to give the map the full width — a player's ask.
- Smart-heal drinks for courage: it now downs a bravery potion to shake off fear.
- Monk shopping: the desert monks' store now stocks randomly enchanted cloth gear, and sandals count as monk-legal cloth again.
- Combat & balance: Sunspear eases up on vampires — still the thing to run from, but well short of its old double-strength roll; randomly enchanted bows now roll the full two-stat enchant range like other weapons; and Samhoc's danger ratings now match what actually lives there — the castle reads 12–20 and the catacombs beneath it 16–25, with a tuning pass through the necromancers' tunnels.
- New players: the tutorial now teaches typing a command before the looting lesson, the guide keeps up if you strike out of the cabin early, and the trail signs name the real apply shortcut (
f, not a).
- Fixed: effect countdown chips (berserk, petrify and friends) reappear after a reconnect instead of vanishing, tapping the fire pad with nothing readied moves you again, oversized creatures sit at the right waterline when wading, and a few more rooms that still counted as outdoors no longer sunburn a vampire indoors.
2026-09-05Wardens of the foundry
- The Golem Foundry (Blackrose Castle): the foundry itself can no longer be destroyed, its wardens are now named so you can tell them from the tower guards, and it sends out more of them.