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.
2026-07-25The 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.
2026-07-20Truer aim, quieter screens
- New naga moves. Nagas can now sweep with their tails in a fight, and some passages let them slither through with a tight coiled traversal.
- A doll collector needs your help. A new mission has NagaLinh asking you to track down her missing dolls.
- Dream Eater overhaul, and the Tome of Diomoros arrives. The Dream Eater weapon's damage has been reworked — several races were quietly under-performing thanks to a rounding bug, now fixed, plus an overall damage boost — though it's no longer available to Pirates. The new Tome of Diomoros has also shipped.
- Combat & balance. Auto-fire and blast spells no longer aim for a large monster's top-left corner — they now find their target properly. Anti-magic traps ease their Mana Burn severity through the early game, only reaching their harshest bite in danger-30-and-up territory.
- Comfort & clarity. Items dropped by a player you've blocked no longer show up for you, Google's sign-in chip no longer lingers on screen once you've started the popup sign-in flow, and the game now skips resending your screen when nothing's actually changed — much less network chatter while you're standing still.
- Fixed: Whipsmen no longer lose extra guild-skill points when a bonus wears off, quest teleporters no longer cross wires between simultaneous quest events, scorch marks and burn effects no longer get stranded in the wrong spot when toggling spell visual effects, Sign in with Apple's silent background login now works even when Apple doesn't hand back your email, some tile and item icons could get stuck showing a stale image after certain updates, rods no longer burn a charge when you don't have enough mana to fire them, the
body command no longer shows a raw class name for some armor, the Horn of Candy no longer silently wastes a charge when it fails to make food, casting Panacea at a non-player target no longer misbehaves, summon spells no longer eat into your summon-lifetime budget for a summon that never happened, some Slay-weapon combat messages had the attacker's and defender's names swapped, paying an altar's exact asking price in gold now works instead of being rejected for needing "more," Smart-Heal no longer wastes a mana potion once you're capped by Mana Burn, and stashing a second sword in a plain bag no longer wrongly triggers the scabbard's one-sword limit.
- World touches: Alaria got a few touch-ups — a new diorama prop and a rerouted path near the Deep Well dungeon entrance.
2026-07-19Softer fog, sharper warnings
- Fog gets smoother. Fog-of-war no longer cuts off your sight in a hard-edged circle — it now fades gradually toward the boundary, with the old blocky look retired for good and far fewer flickers or stale-frame pops as you move.
- A living sky clock. The GameClock's dial is now a Sky Porthole — a sun or moon riding a horizon arc under a shifting sky that reads the time of day at a glance. It floats properly over the map again, and tapping it opens a card explaining the day/night cycle.
- A real workspace for builders. Builder Mode gets a proper Map Manager — browse, search, sort, and organize your own maps in a filesystem-style workspace, pick a teleporter destination straight from it, and the old standalone "Open" dialog is folded into one World tab.
- Feel the danger. Your screen flashes red for a beat when you take a hit, and dropping below a quarter health rings the edges of your screen in a red vignette that pulses faster the closer you get to death.
- A bigger view, if you've earned it. The free viewport grows to 19x17, and VIP tiers see even further — 21x19 at VIP1, 23x21 at VIP3, and 27x25 at VIP5.
- A player asked, we listened: watching a fight through a crystal ball or scrying an arena match now shows the same damage numbers and combat narration the fighters see, including a proper kill line for the finishing blow.
- Comfort & clarity. Loot-token machines now let you claim a prize you can't use quite yet instead of blocking it outright (warning you first if you're under-level), a new
flee-hp command lets you set your own auto-flee threshold, score now shows your overall armor rating, the compass's map view works from anywhere instead of just the continent, and bags can now be named portably.
- Combat & balance. Crowd-control effects from the same source can no longer be chained back-to-back on you, dragon-shifted nagas can no longer wield bows, crossbows, or guns with their claws, and login bonuses are now capped at once every 8 hours.
- Small touches. The jar of fireflies now flickers like a tiny campfire in a soft bioluminescent green, firespout ignitions have an opt-in louder sound under Settings, and a wave of art refreshed armor, indoor scenes, magic effects, and objects throughout the world.
- On your phone: the Map tab can now float your combat and chat log text right over the map instead of tucking it behind another tab.
- Fixed: Sign in with Apple no longer fails on a doomed second use of your one-time code, the client recovers properly after using your browser's Back and Forward buttons instead of getting stuck, Rangers no longer lose extra guild-skill points when a bonus wears off, a boss fight you're in the middle of now survives a scheduled server rotation instead of vanishing, quest items are rescued no matter how their corpse meets its end (not just when it's left to rot), a Steam purchase that's still settling now shows "Purchase pending" instead of a scary "Purchase failed", a live boss fight is no longer torn down by a scheduled deploy happening elsewhere in its area, and fog no longer flashes or creeps as you move through it.
2026-07-18Comfort, connection, and quiet fixes
- Block really means vanish. Blocking another player now hides them everywhere it should — combat, the ground around you, the Bazaar (their goods stay for sale, but not their name), and even crier shout callouts.
- Tab it out. The command box now offers Tab-completion for every player, not just wizards — your commands, your own aliases, and your recent history all included.
- Choose your feed. The "Combat feed over map" switch under Settings is now a proper choice — off, combat only, combat plus game text, or your whole log — floating over the map.
- Know before you buy. Vending-machine and prize-claim purchase prompts now show the item's full appraisal, not just its price.
- A gentle nag. Trudging along overloaded now earns you a periodic reminder to lighten your pack — silence it anytime with
tips.
- On your phone. Another round of mobile polish: pinch-zoom the docked map, a smaller corner minimap, a "Tap here to type commands" hint, trimmer Messages/Combat/Chat tabs, Ground gets its own tab, the game clock is hidden by default, tutorial text drops keyboard-only instructions on touch, and the iOS mute button and keyboard-resize bugs are fixed.
- Never stranded, twice over. A network hiccup partway through a long session no longer bumps you to the sign-in screen, and a phone stuck on "Reconnecting…" now offers a Sign In option instead of leaving you with nothing to tap. Google sign-in on Android works again too.
- Elsewhere: clock towers fitted with a chime now toll the hour, and the old PC Client Downloads page now presents all four ways to play — Web, Steam, Android, and iOS.
- Fixed: a mansion quest portal that used to dead-end now takes you where you're meant to go, DragonBreath's cone breath finally shows its own fire-cone effect instead of nothing, blizzard and frost-wave victims no longer flash with a stray burst of flame before their frost look catches up, movement no longer stalls for a beat right after a fight ends, bumping a locked door while carrying nothing no longer trips a server hiccup, your own HP/mana bars and glow no longer peek through the veil when you disconnect, and window-layout sync no longer loses your latest layout to a late, stale save.
2026-07-17Clearing the workbench
- Lock onto your target. A new
target command lets you lock onto a foe at a glance — firing with no argument now aims at your current target, and Duel and Shadowstep fall back to it too.
- Your phone gets its own view. The map is now a full-screen tab on phones, with your HP/SP always visible in a persistent strip; a badge lights up if you take damage while you're looking at another tab, and rotating your phone reshapes the layout automatically instead of squeezing it.
- Maintenance without the kick. Scheduled server restarts no longer warn you and boot you off — you, and your whole party together, get quietly handed off to a live sibling server mid-session instead.
- Sound finds its direction. Sound effects now pan toward their source as you move, and combat gained a fuller sample table — ranged attacks, unarmed hits, and bites all have their own sounds now. New
sound commands let you replay what you just heard and mute channels you don't want.
- More light, and better light. Spells cast their own glow again — Fireball's orange bloom, other bolts in their own hues — glowstones now burn a cooler blue-green, jars of fireflies glow warm yellow, overlapping light sources blend more naturally, and the overall brightness ceiling was raised.
- Bolt, cone, and ring spells get their moment. They now render their own casting effects instead of a generic flash, including a first look at sonic boom's own visible form.
- The Hall of Records grows. Dedicated arena and Monster-vs-Monster leaderboards join the Hall, a revived Demigods board tracks who's ascended and when, and every board's summary now teases its #1 entry at a glance.
- Loot, tuned again. Loot beams lose their washed-out mid-tier flicker, the orange rarity band got brighter, beams slow down as they age, and gear you already own never beams at all — legendary-and-up drops now add a sound cue too. Loot on the ground is properly sized to match players and monsters instead of towering over them, and Sokoban prizes get their own beam colors (azure with gold trim, true red for the Red set).
- A player asked, we listened: you can now place a Monster Pit Crystal Ball in your own home through Builder Mode — apply it to watch a live pit fight from your couch.
- New in the world. Nagas can shed their skin to slip out of a losing fight, leaving a decoy husk behind; water-walkers and levitating forms (nagas included) now render properly gliding over water; tougher "badass" enemy variants glow crimson so you can spot them coming; and the massive diamond golem finally has real art — a faceted, translucent crystal form.
- Missions with a nudge. The world can now hand you a mission instead of waiting for you to find one — the first is a proper first-timer's guide the moment you land in jail. The road out of besieged Begynne Towne is open again, too.
- Monster & item balance. A couple dozen monsters had their damage smoothed out for consistency: pirates and big horn sheep hit softer, purple dragons, monkey king, and riagor hit harder, Kirins attack a touch slower, Frozen Xipes came up near their unfrozen strength, Ghasts lost their near-one-shot double-strike, and apex yaks were reined in while sharks got stronger. Arch Demons' fire recoil, brutal since their old live-quest days, is cut down to size. The Ultimate Warrior ring now grants all ten weapon skills (two were missing) and its bonus rose from +3 to +4. Food got a pass too: high-end foods' fill values were trimmed, K-Ration is a little lighter to carry, and satiety, create food, and the Monk's guild bonus now restore more hunger to offset it.
- A quieter, cleaner world. Casino and gambling content is gone from the game, and taverns and a few items got a non-alcoholic refresh. The Coin Box goes further than its odds disclosure, too — it now shows you the exact coin waiting for you before you spend a Crown.
- Comfort & commands.
commands now groups and describes what each one does instead of a flat list, keys shows your modifier-key (ctrl/alt/meta) bindings too, aliases can include apostrophes, and your saved UI preset sets now roam with your character across devices, just like your window layout.
- Fixed: quest items are rescued from a corpse before it rots away or gets eaten (and greedy monsters no longer eat them off the ground first), giving an item nobody can accept no longer destroys it,
expand-ing an empty bag now gets its own panel and stale bag windows no longer linger, point-blank shots at big monsters resolve instead of silently dropping, holding down fire or throw now follows your latest target instead of a stale one, Medusa's Death Wail no longer spares you just because you're blind, buffs tied to a summoned ally no longer linger after it dies or vanishes, a coiled naga wedged into a tight corner no longer crashes the game, dormant fleas no longer throw errors, HP bars now update for spell and ranged hits too (not just melee), elemental sprites face the right direction (no more moon-walking elementals), hovering the upgrade button no longer accidentally confirms a purchase, new players dropped at the newbie shop land inside it instead of on the doorstep, and wait works again after an atmosphere-collision bug broke it.
2026-07-16Parchment and polish
- Parchment pages. Item tooltips and your Journal now show their text on a parchment page instead of the dark ground, easier on the eyes — the window frame and title bar keep their usual dragonhide look.
- Never stranded. If server discovery ever goes down, the character screen now offers to reconnect you straight to the last server you were on instead of leaving you stuck.
- Know your climb. Your level gauge now shows XP-to-next-level at a glance, with the exact numbers a hover away — no more typing
tnl to find out.
- Damage numbers hit harder. Floating damage numbers now scale smoothly with the size of the hit instead of jumping between a few fixed sizes, so your biggest hits and crits really stand out.
- The manual, easier to find. The player manual is now linked from the Help menu, the Bazaar, and the website homepage, and reading it on your phone gets a proper navigation sheet.
- Comfort on the go. Mobile bottom panels resize to fit your screen better, cascading menus stay within the screen on phones and tablets, tablet tap targets meet the full 44px floor, and typing in the command box on mobile Safari no longer triggers an unwanted zoom.
- HUD tidying. The hotbar now stays clear of your stats gauges, and the status-effect chip cluster no longer hides under the mission objective card or drops below a legible opacity.
- Fixed: missing spell lists are back, login refusals now explain why instead of failing silently, your HP and mana bars center correctly under large polymorphed forms, keystrokes typed while your focus drifted off the command box are no longer lost, the chat popup's message styling now matches the main log, touch-tapping to fire toward the southeast no longer hits the game clock instead of firing, and the Sokoban prize colors in your item lists are easier to read.