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Changelog: bugs fixed from October 13 to 18
These are the fixes that reached the game between October 13 and 18, 2026. Each line is one fix, grouped by what the player feels: combat, movement, items, monsters, food and health, and interface.
Combat and spells
- Targeting a player: targeting a player now puts the attacker in combat right away, even from a distance and without landing a hit.
- Healing a party ally: clicking a party ally to heal them no longer puts you in combat.
- Single-target runes: sudden death and the other single-target runes now hit players, only in PvP with a skull: never inside a protection zone. Party allies can be hit too, by any attack rune.
- exura sio “Name”: now heals the named player, with a wildcard in the name and on-screen range.
- exura sio heal number: the heal number now appears over the healed player, like with the UH rune.
- Field damage: field damage (fire, poison, energy) now goes through the equipment’s absorption: ring, amulet and armor pieces reduce the damage and each piece that reduced it spends one charge; slime and lava pools work as before.
- Spell on cooldown: a spell on cooldown is no longer spoken or cast; the message now tells you the cooldown.
- Duplicated spell words: the spell words appeared twice (the animated one that floats up and the server’s static one); now only the static one stays.
- Shared experience: party shared experience now starts turned off.
- Player menu: Ctrl + right click on another player or monster opens the menu in Regular mode.
- Hotbar target actions: the 16 actions that said “not supported yet” (furthest, highest, lowest, cycle, nearest, follow, skulled, yellow, non-party, non-guild, convert and context menu) now work.
Movement and animation
- Step speed: the player’s step now follows a linear formula: 500 ms per tile at speed 220.
- Legs, one cycle per step: the legs animation does one cycle per step.
- Legs, animation speed: the interval between frames was 8 and is now 3, and the event duration is now handled in milliseconds, for other characters too.
- Legs on chained tiles: the legs cycle no longer restarts on every chained tile; it only restarts after stopping for more than 150 ms.
- Diagonal chase: chase and ranged use now walk diagonally; before, the step became straight and the character could not reach the target.
- Walking with haste: the next step now leaves when the server confirmation arrives (not 100 ms later) and switching route segments no longer waits 300 ms; with haste, clicking on the map used to stutter at every step and every segment.
- Chasing a fleeing monster: chase no longer stalls: the next step goes into the movement buffer 1 frame before the current step ends.
- Animation after teleporting: the walking animation used to get stuck after stairs, holes, boats or teleports; now the character stands still and only walks again on a real step.
- Rookgaard sewer lever bridge: changing the floor now rebuilds the pathfinding graph (A*); the sewer lever bridge now has a path for chase and for monsters.
- Surface floors over caves: underground (z 8 or more) the screen no longer draws surface floors over the cave; in the rat cave (32368, 32227, 8) the z7 sea strip was painted over the player’s floor.
- Rope spots: every rope spot on the map works, including the 30 in Darashia, Ankrahmun and other caves.
Items, containers and equipment
- Replacing an item inside a backpack or depot: the new item got lost because remove() compacted the slots; now the swap happens in the same slot. Taking off the ring also pulled the following equipment pieces; now it only empties the slot. The lottery ticket and the quests use the replace again.
- Dropping onto a backpack or bag: an item or stack dropped on the slot of a backpack or bag inside another container goes into it, instead of swapping places with it (from the same container, another container or the ground); an item on an ordinary item still swaps.
- Backpack slot: anything dragged onto the backpack slot goes into it, including bags and backpacks; the slot only equips when it is empty.
- Open containers: there is no longer a limit on open containers; looting used to stop at the 4th corpse.
- Moving a far ground item: dropping a far-away ground item onto a slot is no longer ignored; the character walks to the item and moves it (a stack opens the quantity modal first).
- Repeated right click: a second right click less than 100 ms after the previous one is treated as bounce (worn-out mouse or remote access) and ignored; use used to open and close the same BP or door in a single click.
- Items placed on the map: an item placed on the map does not decay; the Crusader Helmet skeleton used to vanish 10 minutes after the server started.
- Items that block the tile: 47 items that should block the way now occupy the tile (tables, dressers, chests, barrel, pot, coal basin, fallen trunk, shallow water…): they block on the server and are not walkable on the client.
- Two-handed weapons: a two-handed weapon only equips with the other hand free and nothing goes into the other hand while it is equipped, including in a 1:1 swap.
- Free capacity (cap): free cap is exact to 1/100 oz, with no rounding drift (it used to show 398 instead of 399).
- Weapon on a spider web: using a melee weapon on a web raised a server error (the code called functions that do not exist on Player and Tile); the machete had the same errors.
- Machete: the machete now really cuts venorean spice and jungle grass; so does the heavy machete.
- Musical instruments: lyre, flute, lute, drums, horns, piano and harp now release the musical note when used.
- Autoloot on a multi-item corpse: the scan sent the moves from the first slot to the last and only the first item was looted; now the scan goes from the last slot to the first.
- Addons and mount: addons and the mount now reach the client; the server wrote zeros in every map outfit packet because a check function returned no value.
- Outfits by sex: a male character only wears the male version of an outfit and a female character the female one, including store and quest outfits.
Monsters, NPCs and look
- Monsters with the wrong name: a monster name now points to the creature file, not to a variant: 248 demons spawned as demon goblins (50 HP), 206 giant spiders as Wyda’s illusion (20 HP) and 86 phantasms as the summon (65 HP). Giant spider, nomad and phantasm are added to the index, and the monster targets the nearest player.
- Battle list: a creature larger than one tile (Demon, dragon, cyclops, bosses) now shows whole in the battle list thumbnail.
- Monsters that push: the decision to push items and creatures no longer depends on the summon system, which does not exist in every server build.
- Mad Mage name: the Mad Mage had a lowercase name; it now shows as “Mad Mage”.
- Looking at a monster: look now shows “You see a Scorpion.”, with a or an according to the first letter of the name.
- Looking at an NPC: look on an NPC shows only the name (“You see Benjamin.”), without “(Level 0). He is a nothing.”.
- NPC window and distance: the NPC window closes when the player leaves the NPC’s hearing range.
- Yes or no questions: the NPC window shows yes and no when the NPC asks a yes or no question.
- NPC window buttons: buttons only appear for words the NPC understands, with trade first.
- Greeting range for NPCs: the greeting range now follows the straight-line distance (less than 4 tiles), as the server hears it; the safe range is 3 tiles, since the server hears at 4 or 5 depending on the NPC.
Food, health and mana
- Food clock: the food clock advanced 1 tick every 600 frames (30 s) instead of every 600 ms; food lasted 50 times longer on the server than the screen showed.
- Food wiped on logout: logging out reset the food count, because the cleanup ran twice and the second run rewrote the sated-state snapshot with 0.
- Food clock on login: logging in with no food did not send the timer, and the client kept counting the previous session’s clock; now the on-screen clock resets.
- Food across logins: the food count now persists between logins through the save, and the timer resyncs on login and when the food expires.
- Zero mana on login: a character with 0 mana no longer turns into 35/55 when logging in (level 1 starts with 0 mana).
- Health and mana bars: the bars redraw when the maximum changes; on level up they used to show 155/150 health and 60/55 mana.
- Mana on a new character: a new character is born with full mana by the official formula (55/55; it was 35/55).
- Health and mana above the maximum: logging in lowers current health and mana to the new maximum, and /reset returns to level 1 by the formula.
- Vocation below level 8: a character with a vocation below level 8 uses the no-vocation formula; before, a level 1 paladin ended up with -15 mana and a knight with 80 health.
- Mana bar at level 1: the mana bar shows 0/0 at level 1 (it showed 0/1).
Chat, interface and login
- Loot tab crashed the boot: the Loot tab is now created with its literal id; the channel manager is created before the constants and the reference to the Loot channel crashed game loading at 55%.
- Store on the first load after a deploy: the store registration tolerates the service worker’s old launcher; a new index.html with an old launcher crashed loading at 55% the first time after an update.
- Focused tab on login: when logging in, the focused tab is always Default; the Console keeps receiving the system text.
- Console and Default cannot be closed: the Console is the default channel, and neither it nor Default can be closed.
- Chat from the previous character: logging out clears Default and Console and closes the session’s channels; nothing from the previous character shows up on the next login, and the Default tab comes back in focus.
- Chat tab menu: the tab menu now has only Clear Messages and Close.
- Combat messages in the Console: combat messages (“You lose 34 hitpoints due to an attack by dragon.”, “A dragon loses 72 hitpoints due to your attack.”, mana and environment damage) now go to the Console tab and not to Default.
- Long speech above the character: a long spoken message used to show on a single cut-off line; it now wraps into centered lines of up to 420 px (it was 280 px).
- Skull in the status bar: the status bar skull is the same size as the one over the character, 11x11, not enlarged.
- Nametag and bars: the height of the nametag and of the health and mana bars (players, creatures and NPCs) was adjusted.
- Minimap without a size: the minimap got a width and height of 160 on the prototype; a minimap built without the constructor (like the one in the two-button look) no longer ends up with NaN.
- Columns flickering when resizing the chat: resizing the chat no longer makes the extra columns flicker (the wide minimap was counted as free space).
- Game screen and chat height: the game screen follows the height of the dragged chat; the scale measures the real space (216 px columns, hotbar, bar and chat) instead of fixed values that already cut 7 px off the top.
- Side column width: the side columns go back to 216 px by default (5 slots per row; battle, friends and stats at full width); the sidebar CSS had gone back to 180 px.
- Friends: you can only add a character that exists, with the game’s literal message; the request is validated first (opcode 44) and the friend is no longer added optimistically.
- Character selection: the list pre-selects the newly created character regardless of letter case.
- Blurry logo on the start screen: the logo now picks its file by the size it really takes on screen (56% of the height) and is no longer blurry.
- Character search on the website: the website’s character search accepts names with numbers, like some older characters have.