
The server now acts automatically when it detects bot fishing (the same detector that already flagged this for admin review). The first time it's detected you'll get an on-screen warning; if the pattern continues for another 30 seconds, you'll be disconnected and temporarily locked out for 5 minutes. Normal fishing, even fast and repetitive fishing, won't trigger this.
Level 125 and level 150 item sets have been added, including new weapons and armor.
Auto-attack damage variance was landing on a flat roll between 0% and 100% of your calculated hit, which meant a near-zero hit was just as likely as a solid one. The roll is now weighted so hits in the roughly 50-75% range are the common outcome, with both very weak and very strong (non-crit) hits happening only occasionally as outliers.
Mob XP rewards have been reduced across most of the bestiary. A recent pass had pushed XP-per-HP ratios up to around 0.7-1.0 (and some outliers well above that), which made grinding faster than intended. Ratios are now back down in the 0.5-0.7 range.
Flat attack-bonus affixes on weapons and gloves (Sharp, Brutal, Serrated, Keen, Precise, Nimble, of the Arcane, Gripping) were granting up to +36 attack at the highest tier, far outweighing every other weapon affix. These are now capped around +8 at the top tier, with the rest of the curve scaled down to match. A few redundant affixes that granted the exact same attack bonus as one of the ones above (of Ruin, of Swiftcasting, Infused) have been removed so a single weapon can no longer roll the same bonus twice. Existing gear with these affixes has been updated to match.
Also fixed of the Bastion's max HP bonus, which spiked far too high at its top two tiers - scaled back to be more in line with the rest of its curve. Flat defense affixes on weapons and shields had the same problem - nine different affixes (Sturdy, Bulwark, Impenetrable, Shielding, Tempered, of Warding, of Deflection, of Fortification, of Guarding) all granted essentially the same defense bonus, so gear could stack several of them at once. These are now consolidated into a single prefix (Sturdy) and single suffix (of Warding), capped around +10 at the top tier. of the Ward and of the Bastion also had their defense bonus trimmed to a flat +2 at every tier, since they already grant a scaling MP/HP bonus on top of it. Percentage-based attack affixes on weapons (Vicious, Ominous, of Devastation, of Focused Will) had the same stacking problem and have been removed in favor of flat attack instead, consistent with everything else. Vicious now grants flat attack directly; gear that had Ominous, of Devastation, or of Focused Will has been converted to one of the surviving flat-attack affixes for that weapon type. Ironclad (body armor) had the same issue - its armor bonus is now a flat +2 since it already grants scaling max HP. Ironclad and Girded (belt) also both had a max HP jump at their top two tiers that was way out of line with the rest of their curve, similar to what we fixed on of the Bastion - both are scaled back to match.
Fixed poison/burn/bleed damage-over-time ticks interrupting mining and forestry — only direct hits interrupt gathering now.
Cut a large amount of per-tick server CPU work in the entity spatial index. The server was scanning the full width of every explored floor each tick instead of just the parts entities actually occupied, and that cost grew permanently as players explored more of the world.
Teleport scrolls now cost 25 silver, up from matching the ferry fare, to better reflect their convenience.