
Big mob pulls are much easier on your framerate. Fighting a large pack, especially with a damage-over-time spell like Poison Cloud ticking on 20 or more mobs at once, could drop frames and cause stuttering. Floating damage numbers and blood splatters have been reworked to be far cheaper to draw, and the game now caps how many damage numbers it will stack onto a single frame. Hits past that cap still show their blood splatter, sound and health bar change, so nothing is lost except numerals that were piled on top of each other and unreadable anyway.
More work on the intermittent lag spikes. The server was doing a lot of database work at moments when it should have been getting on with the game, and several common actions made everyone online wait on one player's save. That has been reduced substantially, and some database settings have been retuned for the hardware the server actually runs on. Whether this is the fix is honestly still an open question. This has been chased down more than once before and come back, so it's being treated as another step rather than a solved problem. Better monitoring went in alongside these changes, so the next occurrence should be a lot easier to pin down.
A previous update said machine-regular fishing timing would get you a warning and then a temporary kick if it continued. We've pulled the automatic kick back out after finding a false-positive risk in how it was being detected. For now, machine-regular fishing timing still gets you an on-screen warning, but there's no follow-up disconnect. We'll bring the kick back once the detection is more reliable.
Fixed a rare case where two players imbuing at the same time could stall each other for several seconds. Simultaneous attempts on the same catalyst are now rejected instantly rather than queueing.
Fixed potions occasionally healing you without being consumed if the server hit a slow moment mid-use. Using an item now either fully succeeds or fully fails, so you keep the item and can simply use it again.
Fixed a case where the same item could be consumed twice by two rapid uses.
Fixed the chat and combat logs growing without limit, which made the game gradually slower the longer you stayed logged in. Both now keep a generous scrollback and discard the oldest entries beyond it. This was worst in the combat tab, which records a line for every hit you deal and take.
Fixed the level 125 Blacksteel, Ravenhide, and Veilweave sets rolling worse primary stats than their level 100 predecessors (Lionheart, Wyrmhide, Voidweave) despite higher armor values. Every piece now beats its level 100 counterpart across the board, while staying below Grimroot's level 120 exclusive drops.
Fixed players getting stuck in a "pile" when several walked through a door or down stairs at the same time. If you're already overlapping another player, you can now step away immediately instead of waiting out the usual push-through hold time.
Removed the "Magic Damage" stat from the character panel and class wiki pages. It was a cosmetic display number (Intelligence times a class multiplier) that was never actually used in spell damage calculations, so it was misleading. Actual spell power still scales with Intelligence and your magic skill level as before, nothing about real damage changed.