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.
2026-07-30Clean kills and honest numbers
- A kill you can see. When something you're fighting dies, a brief skull burst marks the tile, so a kill still reads clearly even when combat lines aren't in your feed. On phones that feed now defaults to text only; any scope you set yourself still wins.
- The command box goes where you want it. Input placement is its own setting now — dock it inside the Messages window or float it on the command bar, from Settings or the Messages title bar. Nothing moves unless you move it.
- Bazaar search past the first ten.
bazaar more pages through the rest of your results, item numbers stay absolute across pages, and a long list is no longer quietly cut off.
- The compass opens the real world map on the web client, instead of the old inline picture.
- Spells stop charging you for nothing. Cancelling a target prompt hands back the reagent and the food, a join or summon scroll is spent only once the spell reports, and prompt-pass mana comes back only when it was actually charged.
- Combat & balance. The protection shown on your paperdoll, in
body and from appraise is now the number combat uses. Bow attacks pick an arrow that can actually kill the target, from your quiver or your pack. Attacks no longer land on a corpse that hasn't been buried. Smart-heal cures petrification ahead of anything merely survivable.
- Comfort & clarity. Clicking the map mid-run redirects you at once, and a fresh movement keypress is never swallowed. A greyed target frame no longer sticks on screen after the target dies. Hotbar icons keep their pictures across server restarts, and your button bar is no longer reseeded with generic commands at every login — a player reported that one. Settings now names viewport width and height on the axes you're actually looking at.
- Fixed: a hover no longer opens a panel under your finger or pops a vendor's purchase confirmation, a new inventory row scrolls into view, your load recounts when part of a stack moves in or out of a bag, gold quest footsteps can be called off again, and a network hiccup during a rotation no longer paints an error banner.
- World touches: a log bridge now reaches the marooned hunter across the river in Rakshasa Harmya, your summoned pet no longer strands itself when you cross to the Continent, and loot machines restock on their timer again instead of freezing at their first roll.
- Under the hood: an item dropped in a home you own can no longer be lost when a session ends abruptly.
2026-07-29One account, every platform
- Account linking is here. Play on more than one platform — Steam, iPhone, Android, or the
web? Link two accounts from the account screen (Game > Sign In...) and they count as one:
Crowns bought on either are spendable by both, and your account XP and VIP status combine.
You sign in to the second account once to prove it's yours. Fine print: a linked pair shares
one daily login gift, only one character across the pair can be online at a time, and
unlinking is a support request.
2026-07-28Full plates and open bridges
- Auto-eat feeds everyone now, and quietly. Vampires finally have something to reach for — auto-eat handles drinkables, so a starting blood vial counts as a meal — and any new character whose kit carried no food now starts with a ration. When it feeds you it says so in one line, with no sound and no separate heal message.
- The Bifrost is open again. A coordinate stored in an unexpected shape made the Point Bifrost abort the load of Asgard's arrival map, locking players out whenever the bridge had spawned.
- Gifted crowns keep their own wallet. Crowns someone gifts you land in a Gifted balance that spends on anything a personal crown buys — enchanter, modder, prize vendors — but can't be cashed out at the ATM or passed along again.
currency gifted explains it; crowns already in your personal wallet are unchanged.
- Homes that refused to load are recoverable. A home whose stored map record had been left empty told you "unable to load your home map" at every login and dropped you on the newbie map. An empty record is now recognized and your home rebuilt.
- Recoil follows the shot. A gun's kickback sends you back along the line you actually fired, instead of whichever way you happened to be facing — mouse-firing at something south of you no longer shoves you into it.
- Your inventory keeps in step. Three ways your item list could drift out of sync with the server are closed: re-equipping your gear at login no longer fires updates at an empty list, a full resend can no longer leave you permanently one item short, and removing an item by position now tells the client instead of leaving a stale row behind.
- Comfort & clarity. A bag panel's scrollbar appears as soon as its list runs long, without needing a resize. On a full capsule gauge the readout and highlight sit above the fill again instead of under it — a player caught that one the morning after. And
myreports lists only the reports you filed yourself, not the crash reports the client files for you.
- Fixed: reconnecting on the web and Steam clients no longer fails on a stale routing token, a quest item no longer goes missing when handing it over is refused, word of recall stops winding up once it can't finish, and an area whose weather never initialized draws its sky again.
- Under the hood: your XP award survives a kill whose map unloads mid-award, and a batch of rare crashes, the most common one in production among them, is guarded.
2026-07-27A place for everything
- Find it in one tap. Your Inventory has an A-Z toggle now — turn it on and your pack and every open bag list alphabetically, purely for display. And once a list runs long — Spells, Inventory, an open bag — an alphabet rail appears down its right edge: scrub it with a finger for a letter bubble, or click a letter, and the list jumps straight there. Letters with nothing under them stay dimmed.
- A word before the doors close. A player asked for this one back: a crier now calls out five minutes and one minute ahead of a scheduled server rotation, warning that active spell effects won't carry over — so you can wrap up instead of being caught mid-fight.
- Health bars that show the hit. Another player request: every capsule gauge — your vitals, the ready bar, party frames, a boss's banner — now snaps to its new value and leaves a pale trailing wedge that drains away over the next half-second, so you can see exactly what a blow cost you. A flurry of hits reads as one shrinking wedge instead of a smooth slide that hid the damage. Heals get a green wedge, and reduced-motion settings are respected.
- Combat & balance. The Berserker's bungle chance now tapers the way it was always meant to — past 16 skill points it eases down a point per level, instead of dropping eighteen points in a single step at that mark and then falling twice as fast.
- Comfort & clarity. In phone portrait the minimap is back in its plain top-right corner, with the mission compass hanging centered beneath it. On short landscape phones, the Ground and Messages windows no longer open below the bottom of the screen with only their title bars peeking in — they're pulled up so the whole window fits. A long-press no longer dies if your view gets resized mid-hold. Builder Mode's catalog no longer gets stuck on "Loading…" when its folder listing loses a race — it retries now. And on the Total XP board, an account whose leading character is a staff wizard no longer borrows that wizard's name, level and portrait.
- Fixed: the boss title banner could be cleared by a map change arriving out of order right after it went up, leaving you with no banner until the boss's health next crossed a whole percent — that ordering race is closed.
- World touches: dying in the Forgotten Oak or the ant mines used to strand you halfway across the world, because both areas' respawn points named maps that don't exist; they now point at the church and the Forest Temple in their own areas. The mines' only way out — the automatic teleporter just south of the "Dangerous forest ahead" sign — was likewise pointed at nothing, and now leads to the Deep West Forest it always meant to. Clear, rain and flame skies have their afternoon look back; a typo had them serving the noon backdrop instead. Pirate gear got a wave of new artwork, with coats, hats and baldrics for every rank from bilge rat to pirate lord, plus pet falcons, lobsters, monkeys and parrots — and a tavern NPC can no longer park itself in the pirate guild's doorway. Around 175 props, tiles and pieces of scenery across the world were pointing at picture files that aren't there, and another 19 at mistyped archetype paths; all of those are repointed at the real ones.
- Under the hood: a client that is genuinely stuttering now notices and drops spell effects down to the lighter served artwork until the frames recover — aimed squarely at the multi-second freezes seen in boss-room fights. The Hall of Records got sturdier: one sick board no longer freezes every board on the last good generation — it carries over, honestly stamped, while the rest stay fresh — and a broken packaging step that had quietly been shipping months-old highscores code now fails loudly instead. And if you sign in through Steam, the game recognizes you as your own maps' owner again.
2026-07-26First snow, and a firmer grip
- Gamepad play. Plug in a controller and it just works — the sticks and d-pad move you, buttons cover the things a pad player otherwise couldn't reach (target cycling, your inventory), and with a dialog open the pad switches to menu duty so you can't wander around underneath an open window. On Steam Deck, tapping into a text field now raises the on-screen keyboard. Keyboard, mouse and touch are untouched.
- It snows in winter. Yulefrost, Deepwinter and Wolfmoon can now turn snowy — about three winter days in ten, with a full set of winter skies for every hour of the day. The snow comes out of winter's grey, overcast share rather than its clear days.
- A player pitched this one in-game: boss fights get a title banner. While a boss is up, its name and a wide health bar ride the top of your screen, holding for a beat after it falls; the boss's own floating bar steps aside while the banner is showing.
- Report a player.
report <player> [reason] files a proper report straight to staff — exact name, one per minute. It shows up in your own myreports alongside your bugs and ideas.
autoeat. Turn it on and your character eats from their pack once they get properly hungry, instead of quietly starving while you're busy. It won't spend anything you've marked keep, nor quest items, unpaid or auctioned goods, spoiled or poisonous food, spell reagents, or anything worth more than 100 gold.
- Combat & balance. A monster's ranged damage is now bounded by its own level instead of by whatever weapon it happens to be holding — a level-3 pirate's pistol was hitting for fourteen times that pirate's own melee, and a level-12 archer hit for exactly the same as a level-3 one with the same bow. Players are never capped, and a weapon already inside its level's budget is untouched. Pirate pistols also spawn by rank now — 40% on rank-and-file pirates, 80% on captains, 100% on the pirate king — instead of a flat 75% on everyone. The pixie's Magic Dart costs spell points only: no more pixie dust, so a pixie whose dust ran out no longer loses its starting attack. The Pirate and Caveman meditation penalty now genuinely slows mana regeneration instead of only changing the number on your skill sheet. Quest-givers and talkable NPCs ship unattackable by default, so a griefer can't kill one out from under everyone else's quest. And combat has more voices: claw rakes stop sounding like punches, slings get their own release, absorbing a blow on a shield gets a real sound instead of a parry stand-in, and double hits, misses and bites all have deeper rotations.
- Comfort & clarity. Your summoned pet now travels with you across a scheduled server rotation — it's re-summoned at your side on the other end instead of being left behind. Riding a ship plays a proper looping travel sound that starts when you board and stops the moment you get off, rather than playing once and never again. On Android with a hardware keyboard, the emacs-style editing shortcuts in the command box work again — every Ctrl binding was silently missing while an on-screen keyboard was attached. In mobile Safari landscape, the map zoom controls and the command bar no longer hide under the browser's toolbar, and the command bar lifts correctly for the soft keyboard. Being moved between servers mid-session no longer occasionally ends in a false "You were logged in from another client" with no way back. And the client's automatic crash and freeze reports no longer print "Your bug has been recorded…" into your log — they're still filed, just quietly.
- A player asked, we listened: the auction-house wall signs in Minath, Beitdag, Stoneybrook, Coran and on the island still taught the retired floor-offer system. They now teach what actually works — claiming a stall, listing at a display case, searching, buying, rescinding, and reserving a sale for a specific player.
- World touches: thirteen spell names were misspelled in monster archetypes, which meant those monsters' spells silently did nothing when cast — now fixed. Thirty archetype files were malformed badly enough that they couldn't load at all, plus eighteen more with fatal property typos; nearly all are repaired, and a handful of unrecoverable orphans retired. About fifteen maps pointed at soundtracks that didn't exist — a folder typo, a doubled extension, a track filed elsewhere — so those areas played nothing; each is repointed at its real music. Three massive diamond golems were still wearing a blurry blown-up placeholder and now use the proper full-size artwork, and three wall tiles whose filenames didn't match their siblings' capitalization now render on the live server instead of only in testing.
- Under the hood: the map no longer redraws all its unchanging scenery on every single frame while a spell burns — the static bands are baked once and blitted, pixel for pixel the same picture for a fraction of the work. Destination glows, boss auras and flickering lights were each forcing a full map redraw every frame; they now sample on the same clock as fire, which looks identical and costs far less — a boss battlefield had been re-rendering forever at nearly half the main thread. Around sixty terrain tiles were asking for border artwork that was never drawn, so the client was fetching twenty dead paths per tile for nothing. And a connection that stops reading can no longer grow the server without bound — it gets capped and dropped instead.
2026-07-25The wait is over
wait is back. After four years off-limits to players, wait <n> works again — clamped to a 5-second pause so it can't be abused the old way. The bare wait still gives you the "waits patiently" idle emote, same as always.
- Chat, less censored. The word filter got re-tiered: everyday slang like "lmao," "wtf," "noob," and "crap," plus identity words like "gay," are no longer masked or held against you by the auto-silence system. Slurs, harassment, and explicit content are still caught — that part didn't change.
- Comfort & clarity. Tablets (iPad Mini, most 7" Android tablets, unfolded phones) now get the real tablet layout instead of being squeezed into the phone one. In phone portrait, the minimap sits back in its top corner with the mission compass in the lower-right, and both are sized down so they don't crowd the screen; the day/night clock no longer gets clipped off the bottom of the screen in iPhone landscape, and two bigger minimap presets (XL/XXL) are available for high-res tablets. The Spells and Messages windows anchor properly to the right edge on narrow landscape tablets instead of floating over your character, the paperdoll's Equipment and Defense tabs fit above the fold on tablets, and floating windows stay fully on-screen after you rotate a tablet instead of collapsing to a sliver. Dragging the Messages window by touch works properly now without clipping at the bottom, and the combat feed fills more of the screen on tall phones with a longer pause before it auto-scrolls back down. Character select shows your race's default portrait instead of a bare "?" for characters with no saved picture, and on Android, if the app's renderer gets killed by the OS you now see a proper "Reconnecting…" screen instead of a dead black one. Chat speaker names keep their channel color while the words themselves render in an easy-to-read near-white. The title screen's music now actually stops when you mute it (including on iOS) instead of playing on unheard, and the kingdom fanfare hands off to the World Theme after playing through once instead of looping forever.
- Combat & balance. Confetti cannons and airborne boulders (Geyser) now show their real effects instead of a placeholder look, and the confetti-gun family's sound effects play correctly again. Fireball's scorched ground now draws as a softer footprint-hugging dither instead of a blocky square with a plain glowing circle, and a billowing poison-gas cloud no longer gets sliced off flat at the tile edge. OmniBlast's shifting four-element look renders in full again instead of only half its palette.
- Fixed: the welcome-back bonus for returning after a break now pays once per character, and only after a genuine absence; deleting your account now fully signs out your saved Google/Apple login too, instead of offering to sign right back into the account you just deleted; and the mission compass no longer occasionally points at a stale destination when your recommended target is on the map you're already on.
- Under the hood: fireball, quake, and other burning/shaking spell effects place a lot less load on the map now, closing several different freezes and slowdowns during a sustained effect, especially on phones and older machines; the animated login-screen background is dramatically lighter on phones too, cutting a stall before you even sign in; and a rare account-identity mismatch that could permanently block a purchase credit for some older accounts is fixed.
2026-07-24New slots, fewer snags
- The Slot Forge. A new machine lets you pay gold from your bank to add an extra upgrade slot to a piece of regular armor — a straightforward gold sink for gearing up further.
- Right-click (or long-press) a monster to pull up a quick action menu — examine, talk if it has something to say, or attack — right from the map.
- Autobag finally works. Turning it on or off used to just print "coming soon!" — now it actually does.
- Short on coin at the register? Shops and the Bazaar now cover a wallet shortfall from your bank balance automatically instead of blocking the purchase.
- Lock-on gets a face. Your current target now shows a proper on-screen reticle and frame; Tab/Shift-Tab cycle targets and Escape clears the lock, building on the
target command.
- Combat & balance. Weakness can now be resisted with a saving throw and cured — by a cure item or a new dedicated dispel spell — instead of only wearing off on its own. Monsters whose only ranged option is a sunspear no longer lock up refusing to act against a non-vampire target; they pick something else instead. A charmed monster or other spell target that leaves the world without dying (a wizard's
destroy, a dismissed summon, a map unload) now properly clears the spell on it instead of leaving it stuck active. A reused Scarer-type trap can no longer strand a lingering fear effect on the monster it last spooked. VampireBlade's alignment hit and "You feel evil" only land on a cast that actually goes through now, not a swing that gets refused. Petrify's grayscale statue and no-corpse marker now wait for the kill to actually resolve, closing another way a monster could get stuck half-dead. WaterBreathing's speed-in-water bonus now removes exactly what it granted, matching its sibling spells. remove all/unequip now breaks your spell concentration like any other big interruption. Rubble properly blocks line of sight again. Airborne Geyser boulders no longer look clipped at the top of their arc. Earmuffs cure any deafness you're already suffering the instant you put them on, not just future deafness. Fireball's ember-wake trail now follows the bolt's real path instead of a stale served position. Ball spells like Fireball measure their blast radius more consistently and can no longer freeze mid-cast in two more rare situations.
- Comfort & clarity. A stuck login handshake can no longer hang your connection forever — it now times out and retries properly. Signing out now fully clears your Google and Apple sign-in hints too, so switching accounts doesn't replay the previous one.
#reslot can no longer strip your armor's mods without you actually confirming "yes". The race (Hand) button on phones shows its proper hand icon instead of borrowing the spells-scroll one. On phones, your HP/mana bars now float compactly over the map instead of taking their own strip. Cursed or damned items can no longer be listed on the Bazaar to trap an unsuspecting buyer.
- Fixed: a rare timing bug where using the Enchant Machine or
#upgrade could corrupt an item's base stats is closed, wear/remove timing for armor now correctly accounts for special subtypes instead of just the base class, throwing an item is no longer refused near a scheduled server restart, PortableHole now tears itself down properly no matter how you leave the area, and the Patrons' Gallery tip board no longer counts crowns from a purchase that was later charged back.
- Under the hood: Steam purchase tickets are minted fresh for every call instead of racing each other, and a purchase stranded by a cross-server timing edge case now recovers automatically; character saves write in one atomic transaction in production for extra durability; a corrupted or truncated network message can no longer crash your browser tab; and more spell-effect bookkeeping moved onto the faster per-cell cache.
2026-07-23More room to work with
- Type it your way. The command box can grow now — drag its top edge (or use the arrow keys while it's focused) to expand it from one line up to six, so a long command doesn't get clipped, and it remembers the size you like.
- Drag it all the way. Dragging items between your inventory, bags, and the ground now works in every direction — the last few "not yet implemented" corners of item-dragging are filled in.
- Combat & balance. Jump can no longer strand you flying — and walking on water or lava — if you die mid-jump or bump a wall at just the wrong moment; the flying bonus now always reverses. Charm Monster now actually redirects your movement keys to the charmed monster like it always promised, instead of quietly walking your own body while the camera watched someone else. Removing all your worn gear at once (
remove all/unequip) now takes as long as your slowest single piece, instead of being a free shortcut. LifeRay no longer awards double XP when it kills an undead. Cursed Enchant Weapon now binds the weapon and blocks resale, matching what cursed Enchant Armor already does. Conjurers no longer lose extra guild-skill points when a bonus wears off. autocast off <spell> now always releases the spell, even one that's stopped being autocastable out from under you. AntiMagicShield can no longer leave a stray permanent no-spell tile behind in another rare self-dispel case. A crash when clicking near a coiled naga in a tight corner is fixed, and a coiled naga can now be sent uncoiling around a corner that only has room for one clear elbow tile.
- Comfort & clarity. "Open Full Hall of Records" actually opens it now in the packaged Steam client — it used to silently do nothing. Combat sound effects no longer occasionally freeze the game for seconds at a stretch on Safari and iOS. A rare bug that could leave a ghost copy of an object behind after certain map transitions is fixed. The Sage now appears in the world as the old-sage NPC it's meant to be, and can't be attacked. Thunderclap finally has its own spellbook icon instead of borrowing Sonic Boom's.
- A player asked, we listened: on phones in portrait mode, your message log now docks below the map by default and stays visible instead of swapping away when you open it — switch back to the old full-screen log under Settings → Split view.
- Under the hood: ball-spell effects like Fireball no longer bog the game down the longer they burn, especially on phones and older machines; a corrupted network message can no longer crash your browser tab; and a cursed amulet's choke timer no longer lingers after you log out.
- World touches: the Minath city wall's southeast corners are fully joined now, with no more forest showing through gaps in the crenellation, and cavern-style dungeon rooms built into composed levels now get their fair share of traps like the rest of the dungeon.
2026-07-22Patched spells, patchwork places
- A shape-shifting corner of the world. Builder Mode has a new Map Splicer object — place one in a map, and every time the area reloads it grafts in a different random scene at that spot: a quiet street that's sometimes under siege, a bank that's sometimes just been robbed. No separate destination maps or portals required.
- Combat & balance. Cone-shaped attacks like Howl finally widen with your skill and level instead of always hitting the same fixed swath. Magic Mine detonations no longer get silently blocked by Destruction's cast limit. Electrify's forked bolts now actually launch at a second target instead of vanishing into thin air. FreeAction's resistance to slow and paralysis now removes exactly what it granted, no more and no less. Weapons enchanted with FlameBlade, FrostBlade, or StaticBlade no longer strand your max-SP or lock out other blade spells if the weapon gets destroyed mid-cast. VampireBlade cast under badly cursed Air skill no longer leaves an undispellable drain effect behind. Charm Monster no longer releases your current pet the moment a recast fails, recasting on your own already-charmed pet works again, and a charmed monster that dies no longer briefly reanimates before it's laid to rest. Sunspear-preferring attacks finally fire at vampires instead of at everyone but them. Dying mid-cast of Word of Recall now cancels its windup instead of teleporting you home a second time after you've already respawned there. Continual Light cleans up when you log out and can no longer be cast without limit. BlackSpot's telegraphed hit can no longer chase you through a portal if you escape the map during its wind-up. Weakness now respects the same combat rules as its sibling debuffs, closing a hole that let it be used to drain a player's strength for minutes at a time in a non-PK area.
- Comfort & clarity. A handful of wielding bugs are fixed: readying a new weapon while one was already readied no longer leaves the old one live, swapping between one- and two-handed weapons no longer wrongly claims you're out of free hands, a refused wield no longer strips your current weapon first, and re-wielding an already-wielded bow no longer silently does nothing. Breaking someone's armor now tells both sides correctly — the wearer sees their own gear give out, and the attacker gets their own line instead of nothing.
- A player asked, we listened: racial and guild speech-filter flourishes (the "So I deem." style flavor sentences) now only show up in local
say — tells, group tells, shouts, and channels keep the plain word-swapped text, and the ooc channel is fully unfiltered again.
- Fixed: healing spells like Heal, Elixir, and Panacea can no longer push a pet or other non-player ally's HP above its max through repeated casting (and Elixir's "completely healed" message is accurate again), turning autocast off for a spell you've since forgotten actually releases it instead of getting stuck, monsters that occasionally got wedged in a broken dead state now recover on their own instead of needing a map reload, the "accept " shortcut near a mission-giver now actually checks you meet its requirements instead of skipping them, cursing your own scroll of Enchant Armor properly reduces its sale value instead of raising it (and no longer zeroes out a broken piece's value entirely), a ball spell whose bullet hit a rare snag no longer freezes on the map and locks you out of recasting it, a sweep found and fixed 11 spells with mismatched icons or reagent costs (including Paralyze Self and the Summon Elemental/Insect family), talking to or tapping a mission NPC could stop responding when multiple copies of its map were loaded at once, casting a map-drawing spell that hit a rare snag no longer silently costs you the mana and reagent for nothing, a rare timing bug in how character saves and Bazaar purchases queue up could let an older save overwrite newer data (now they always land in the right order), and closed a rare race that could let the same pool of giftable Crowns fund two gifts at once.
- Under the hood: art that fails to load now retries with backoff instead of hammering the server, and a stale retry can no longer overwrite art that already loaded correctly; stray data from a connection you just left can no longer bleed into a new session, and the server clears out silently-hung connections faster.
2026-07-21Finding the right words
- Smarter conversations. NPCs now understand more ways of asking about things — typos, plurals, and close-enough phrasing all work,
talk to <name> about <subject> is a real command, and if two talkable NPCs share a name nearby, the game figures out which one you mean. Conversations also remember what you've already discussed, so topics can hide, unlock, or get suggested depending on where you are in a quest.
- Touch controls, reshaped. On phones and tablets, combat buttons now run up the left edge and menu buttons along the bottom in a leaner L-shaped layout, replacing the old floating button cluster.
- Combat & balance. Monster generators actually respawn again — after you clear one out, it comes back on schedule instead of staying empty forever, which had been quietly broken for a long time. Group kills no longer risk silently awarding zero XP to everyone involved. ManaShield and Resist spells now remove exactly the protection they granted when they end, instead of a possibly mismatched amount. Ball spells like Fireball no longer land a stray hit after being dispelled, and cone spells clean up properly if interrupted mid-cast. Casting a spell no longer consumes food, reagents, or mana if you can't actually afford it. Pacify refuses to re-cast on an already-pacified monster, Fortress no longer locks you out of casting again if its outline is fully blocked, and Blink/Teleport no longer misbehave at extreme cast counts. The Trenchcoat's weight-reduction bonus is properly capped, Stunner's effect now fully clears when it ends, AntiMagicShield no longer leaves a permanent no-spell zone behind after you change maps, and invisibility items stop draining their timers in the background after you log out.
- Comfort & clarity. Closing a bag now stays closed instead of a background inventory update popping it back open, a rare desynced inventory frame no longer leaves the wrong item hanging around (the client now detects it and resyncs), the Steam Crowns purchase dialog no longer spins forever, a depleted rod keeps showing "(depleted)" after its last charge, status-effect icons no longer linger after the effect's actually worn off, and the arena
stat command no longer prints a fake 0.0 win/loss rating for every opponent.
- Under the hood: water, fog, minimap redraws, and spell-effect tracking all got smarter about not redoing work every single frame, and leftover sound elements from blocked audio no longer pile up during long sessions — expect smoother play, especially on older phones and weaker browsers.
- Fixed: logging in occasionally failed to re-equip your worn or wielded gear — now retried and logged instead of failing silently, spending Crowns on two things at once could occasionally shortchange your balance from a rare timing bug (now serialized, and reported loudly if it ever recurs), character saves could in extremely rare cases silently fail to write with no error at all, unusual characters in a name or message could corrupt your save data, Raessi, Kriss, and Karl can talk again after their dialogue failed to load, Sword of Mercy's heal charges now persist across logout and login instead of resetting, Unicorn Horn now initializes correctly like other weapons, some monsters showing no defend message when their custom list was empty now fall back properly, certain NPC gifts no longer occasionally count twice against your allowance, art assets that briefly fail to load — sprite manifests, border images, or a sprite that fails a checksum check — now retry and recover automatically instead of getting stuck missing, the minimap no longer gets stuck blank if your browser tab was open across a server deploy, your explored minimap no longer resets when you change maps, swarm spark effects fade properly with the effect they belong to instead of snapping back to full brightness, entities no longer freeze mid-animation when you zoom or move the window between different-DPI displays, your character's drop-in animation no longer snaps to the wrong spot when the camera was mid-move, and a crystal ball no longer crashes if you try to switch what you're watching through it while another camera view is already active.
- World touches: a recent wave of AI-assisted art has been rolled back to the original artwork across the game while we take a different approach — spell effects and other visual effects aren't touched by this. Art generated in Builder Mode now downscales with a smoother method instead of speckled edges.