Update log
Full Reign of Guilds update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Server
- Gameplay
- Balance
- Store
Dear friends!
Before sharing details about the current update, we'd like to highlight our upcoming plans for this month (in order of their implementation in the game):
Castles — minimizing loading screen times:
Adding a "complex" featuring key points, arrival point, teleport, and Green Zone on the podium within the castle territory;
This update will eliminate loading screens entirely while positively impacting both client-side and server-side performance;
Additionally, we will remove unnecessary logs (introduced in January) on the server during red phases in castle locations, which will also improve the accuracy of the physical scene;
The Island of the Brave:
A small teaser — this is a location designed for level 60+ players with even stricter rules, where rewards include items conditionally classified as "XIII" level;
Development has been ongoing for two weeks, and it will soon be available on closed servers;
We'll share more detailed information about the new location via social media;
Parallel to the first two tasks:
Fixes:
"Occupied" dungeons — this is a serious backend-level issue; we have added additional logs;
Boss timer display — also related to the inter-server service; logs have been added to collect data;
Tutorial:
Following new quest UX, training on the Island, Harbur, and Isgollyne will undergo phased adjustments;
That Nagging "Still In Game" Issue
We've completely overhauled the in-world character handling system.
The new system eliminates the wait time previously required for your character to be removed from the game world when logging out—whether during a normal logout or after a connection drop.
Combat System | Character
Replacing Vocation-based movement speed bonuses, we've introduced a simplified constitution system:
Movement speed now scales per point with: Dexterity (+0.0125%), Strength (−0.0025%), Endurance (−0.0050%);
All Vocation speed bonuses have been temporarily set to 0. They will be gradually reintroduced in small increments as we process community feedback;
Fall damage:
Safe fall height increased to 4 meters, damage ramp-up curve was smoothed;
Crossbows:
Light and Medium crossbows now feature distinct ballistics:
- Light crossbowBolt speed reduced by 22% from previous value, flat trajectory range: 30m;
- Medium crossbowBolt speed increased by 25% from previous value, flat trajectory range: 50m, cooldown increased by 0.2 seconds;
Shields:
Fixed a shield skin display issue;
Improved visuals for shields from the latest batch, with reworked materials;
Optimized skin models;
Crafting
The primary goal of these changes is to reduce the number of trips required to gather raw materials—by cutting down on processing losses and increasing the crafting weight of resources, all without affecting their inventory weight.
Resource gathering and refinement:
Crafting weight for raw materials (metal, wood, stone, cloth) has been increased and unified—meaning each inventory slot now yields more material for crafting purposes;
Quality ranges have been expanded, with a significant increase in the proportion of high-quality raw materials. This substantially reduces losses during processing;
Processing costs have been updated and unified (per 1 kg of crafting weight):
Metal: copper — 150 talers, iron — 250, dwarrhinite — 400;
Stone: limestone/sandstone — 175, marble — 300, granite — 600;
Wood: pine — 100, birch — 150, oak — 250, spruce — 400;
Cloth: cotton — 150, wool — 275, silk — 500;
The amount of processed wood materials obtained when exchanging mob trophies has also been increased and unified;
Seals:
The number of bricks required to craft seals has been reduced. Additionally, the amount of brick weight (in kg) needed per seal now decreases progressively from Tier 1 to Tier 3;
Crafting seals requires more limestone/sandstone than granite and marble;
The yield for
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