The biggest patch so far: the world now runs on channels, skills fire the instant the key is pressed, the network was rebuilt inside to hold many more players, and server notices, bug reports, French an
d a full pass over quests, loot and crafting arrive. Update required: the world checks the client version on connect and an older client cannot get in.
Channels
- The world is split into channels: full copies of Surya with up to 200 players each. There are three channels. Everybody enters channel 1; the next one is used only when the previous one is full, so nobody ends up alone in an empty channel.
- Options → Channel shows every channel with its load, its players (N/200) and the real latency measured in milliseconds, with bars. A click picks the channel and "Change channel" takes the character there, to the same spot on the map.
- Switching requires being alive, standing, with no trade open, out of combat and 10 seconds after leaving it; there is a 30-second wait between switches. When it is not possible, the reason is shown (channel full, in combat, seconds left…).
- Everything is saved before each switch (inventory, gear, storage, cooldowns) and the character arrives with exactly what it had.
- World chat, whispers and guild chat reach every channel. Nearby chat and party chat belong to each channel.
- Party: only players in the same channel can be invited; if the other player is in another channel, a notice says so.
- The guild bank is used from channel 1; the other channels do not change it.
- Every corpse with loot stays in the channel where it fell. If items are left in a corpse in another channel, a notice names that channel.
- Daily vendor purchase caps are per character, not per channel. Each channel has its own vendor economy.
Lag-free combat
- Hotbar skills fire the instant the key is pressed: animation, sound and effects right away, and the server confirms the damage. Before, every press waited for a full round trip to the server and the animation came late; PvP felt clunky.
- If the server refuses a skill (out of range, no target, on cooldown…), the animation is cut at once. Out of range, the character keeps running to the target and casts on arrival, as before.
- Pressing a skill while another one is casting queues it: it fires by itself when the cast ends.
- A target change is no longer lost when switching very fast: the latest one applies.
- The same combat notice no longer shows several times in a row.
- The first use of each Yodha skill no longer causes a hitch.
- Target selection up to 35 metres, released past 40. Before, targets could be selected from much too far away.
- Creature health frames: only the frame of the creature fighting the character and the selected one appear. The bars of other players' fights are no longer shown.
Network: what changed inside
- Each channel is a full world process and the server now uses several cores instead of only one. Capacity grows by adding channels, without touching the game.
- Creatures around the character: what reaches each player is measured from the character, not from the camera. Before, creatures arrived up to 65 m behind and were cut 15 m short in front; no more creatures frozen like statues at the edge of the view, because each one wakes up 5 m before it becomes visible.
- Change-driven replication: attributes (health, resources, stats) and the character's heavy components (storage, gear, quests, friends, guild, titles and pass) are sent only when they change. Before, the server compared every value on every update.
- Deep sleep: a creature far from every player switches off its AI, movement, animation and abilities (about 1,900 fewer tasks per frame with a full map).
- The client no longer loads the ~470 creatures of the map frozen from the start: they appear when they enter its radius. Less memory and faster loading.
- The minimap and the map show other players within 50 metres (was 100); the party is always shown.
- Measured with bots on the load bench: with 10 bots fighting, the server's game thread went from 85 % to 46 %.
Protected economy
- One session per account across every channel: the session is claimed when entry is requested and checked again on arrival; two clients of the same account can no longer get in at the same time. Logging in from another computer freezes and saves the previous session before loading the new one: nothing traded or stored at the last moment is lost or duplicated.
- Market: payment goes first. If the answer is lost, the purchase is settled from the buyer's history (the item is delivered or the money is returned). With a full bag, the bought item drops at the buyer's feet.
- Every money operation (market, premium shop, pass) carries its own receipt: none starts during a channel switch, a trade or a login from another computer, and the ones in progress finish before the switch and land in the right bag.
- Guild missions grant each rung only once and guild experience adds up without losses, even with members in different channels.
- If entering the world is refused (server full, outdated client, replaced session…), the game returns to character select with the reason instead of staying on a black screen.
Quests
- Every NPC with quests shows the Quests button; turn-ins no longer depend on which window the NPC opens first (vendors, guild master and storage keeper included).
- "Talk to" lines during a quest always show, in the quest window or in the NPC dialog.
- Kill counters count any level of the species: a level 35 Kobold Warrior counts for the level 31 one's quest.
- Hunting quest guidance keeps pointing at each creature's grounds on the tracker, the compass and the map.
- Fixed: falling or dying no longer causes a hitch (the animation loads in the background).
Loot
- One loot system, rolled once when the creature dies. The corpse window has 6 cells and money takes cells too: nothing lands past the last visible cell. Recipes compete for the same cells.
- Rarity ceiling by creature: common ones go up to Rare, elites up to Epic and bosses up to Legendary. No more epic amulets from goblins.
- Food drops more often (the goblin ration, 21 %).
- Every species has its own table: kobolds, geckos, slugs, imps, crabs, piranhas, mandrakes, plants and mushrooms. A species without a table no longer drops wolf parts. Bear meat for quest 17.
- Money: elites ×3 and bosses ×10 (were ×5 and ×30).
- Each material's colour matches how often it really drops.
- The copper conversion of duplicate set pieces is gone, a corpse without a table no longer drops the test loot, and the bosses' guaranteed chakra stone never loses its cell.
Crafting: jewellery crystals
- Crystals in five colours (Crimson, Emerald, Sapphire, Amethyst and Amber) and five grades: Rough (Common), Cut (Uncommon), Polished (Rare), Brilliant (Epic) and Perfect (Legendary).
- Only the Rough grade drops from creatures: 1 unit up to level 14 and up to 7 at level 100, more likely in the colour of the killer's lineage. Each next grade is cut at the gem setting bench from three of the previous grade and a stone (trade levels 3, 5, 7 and 9).
- Jewels ask for one grade per pair of tiers: bronze and silver Rough, gold and quartz Cut, ivory and coral Polished, ebony and amber Brilliant, obsidian and eon Perfect.
- Every recipe has its materials within reach of its level: level 31 to 47 species drop the Eones family materials asked by level 31 to 50 cooking and by the Vyressa and Shaila trades. Fixes in tanning, shield plate, bronze fine stone, carnivorous thorn and t25 clothing.
- The gem setting bench shows its ten tiers as tabs, with a padlock on the ones not reached yet.
Server notices
- Notices from the Ashram team (restarts, news, events) open in their own Notification window, with the NPC frame, and no longer appear in the chat.
- Text with bold, italic, underline and strikethrough, red underlined links that open the browser and item cards with their art.
- A triple chime plays on arrival; several notices queue and are read one after another. They close with "Accept" (or Esc).
Bug reports
- New beetle button under the chat. It opens a window to pick a category (Combat, Quests, Items, Interface, Connection or Other) and describe the problem, up to 1,000 characters.
- The server adds the character, level, place, channel, version and latency by itself: there is no need to explain where it happened.
- Every report goes straight to the team. Limit: one report per minute and 15 per day.
Chat
- Whispers only reach connected players, whatever channel they are in. If the recipient is not connected, the game says so and the message is not sent (before, it looked sent even when nobody received it). Whispering oneself is not possible either.
Interface
- Inventory: locked slots are normal slots in grey with the skills' padlock.
- Controls: binding a key that another action already uses no longer swaps them. Both actions turn red with a notice naming them until it is fixed. New Restore defaults button (confirmed with a second press).
- Required materials show their tooltip again in shops and at crafting tables.
- The shop no longer freezes on "Trade": icons load in the background and were reduced from 2048 to 256 px (about 22 MB less per icon).
- Rarity frames fixed in shops (the Uncommon green and the Unique red were wrong); the inventory and the storage use the square 60 px plate.
- Storage uses the website's grid: 12 full columns and 8 rows in view.
Languages
- French: the whole game (4,855 texts, reviewed line by line) and the launcher. Picked in Options → Language or taken from the system.
- Spanish: accents and eñes fixed in 760 texts.
- Drop-source descriptions name the creature in the player's language. Eleven texts that showed "%%" and six texts that shared a key with another one were fixed.
Account and launcher
- Password recovery: from the website or the launcher, type the account's email and a 6-digit code arrives (valid for 15 minutes, 5 attempts). With the code a new password is chosen and every open session is closed. The email arrives in the player's language: Spanish, English, Portuguese, German or French.
- Launcher: "Recover password" and the new "Password" link open that page in the launcher's language. Launcher in French, with its flag.
Stability
- Fixed: a possible crash when entering the world.
- Fixed: a crash when quitting before the world finished loading.
- Fixed: Night Wolves multiplied without limit and pushed the server to 100 %. The fix went live as a hotfix on the 24th and is now permanent.
- The server accepts 200 players per channel (before, the engine refused the 17th connection with "server full" in some setups).
Debugging and cleanup
- Quest check at server start: every quest is checked against the loaded world (who gives it and who takes it, talk targets, placed creatures, where each item comes from and the rewards of each lineage).
- Loot audit: 3,000 simulated kills per placed creature, through the same system the game uses. Result: no Epic, Legendary or Mythic items from common creatures.
- Crafting check: the lowest level at which each item can be had (creatures, NPC shelves, quests, trees, recipes and dismantling). Problems went from 384 to 27, all of them creatures not placed in the world yet.
- Load bench with headless bots that go through the real login, walk, fight and use skills like a player. End-to-end tests on three channels: world chat, whispers, channel switches, two logins of the same account, corpses, notices and reports.
- A full review of the network code on seven fronts, each finding verified independently before it was fixed.