In this update4
Full notes
Full Usurper Reborn update
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What changed
- Store
- Events
- Gameplay
- Balance
- Performance
- Compatibility
Usurper Reborn changes
v0.57.16 - Save File Bloat Fix, Potion Rebalance, and Manwe Endgame Crash Fix
Save Files No Longer Inflate Forever
A player report: a brand new character started with a 312 KB save. After 30 minutes of dungeon play (clubbing monsters, picking up loot, selling at the shop, sleeping at the inn), the save had grown to 1,615 KB. Every action seemed to push it up. Same root cause as the earlier reports of multi-megabyte saves.
The cause: each NPC in the world keeps a memory of events they witness. The cap on those memories was supposed to fire once an NPC accumulated more than 100, but the cleanup code only removed memories that were over 3.5 days old. During an active play session no memory is ever that old, so the cap never fired and memories grew without limit. Across 130 NPCs in single-player, every world-sim tick added a memory or two per NPC, which is exactly the per-minute file growth players reported.
Fix:
The cap is now strict. When an NPC's memories exceed the limit, the lowest-importance and oldest ones drop, regardless of age.
Cap lowered from 100 to 30 per NPC. Across 130 NPCs that is roughly 780 KB total instead of 2.6 MB. Trim is by importance, so the keepers are always the most narratively meaningful.
Save-time defensive trim: even if your in-memory list somehow exceeded the cap, the save file gets the top 30 only. Your existing bloated save will shrink on its first save after the upgrade.
If your single-player save was huge before this update, just load it once and let it autosave. The file will shrink back near where it started.
Potion Cost Rebalance and Carry Cap
Potions were trivially affordable at endgame. A level 100 character paid 1,100g per healing potion against bank balances in the millions. People stockpiled to the 50-potion cap and chugged through fights instead of using the healing classes (Cleric, Paladin, Sage, Bard, Mystic Shaman) for what those classes are designed for.
Two changes:
Quadratic level scaling. Cost formula switched from linear to quadratic. Below level 25 the new prices are the same or slightly cheaper than before. Above that, prices climb sharply: at level 50 a healing potion is 1,350g (was 600g), at level 100 it is 5,100g (was 1,100g, roughly 4.6x the old rate). Mana potions follow the same curve with a 50g flat premium.
Carry cap reduced 50 to 20. Stockpiling for chug-through-everything play is no longer possible regardless of how rich you are. You will visit the healer or shop more often, and at high levels Cleric and Paladin spell heals become the cheap renewable option for long dungeon runs.
What this means for you:
New players (Lv 1 to 20): essentially unchanged. Same or slightly lower prices.
Mid-game (Lv 30 to 50): noticeably more expensive. The 20-potion cap forces shop trips between dungeon runs.
Endgame (Lv 75+): potions become a real gold sink. At Lv 100, filling the 20-potion cap costs 102,000g (vs the old 22,000g for 50 potions). Bringing a Cleric companion or playing a healing class becomes meaningfully more efficient than chugging.
Existing inventory: if you already have 30 or 40 potions stockpiled, those do not disappear. They just will not refill above 20 at vendors. Natural decay over time.
Manwe Endgame Crash Fix
A player report on the online server: during the post-Manwe Noctura betrayal sequence, the fight crashed with an Object Reference error. After the crash, the player could not enter New Game Plus, could not retrigger the encounter, and was effectively stuck. Manwe was marked defeated but the ending sequence had never run.
The root issue was twofold:
The Noctura betrayal fight was not wrapped in error handling. Any exception during her combat left the post-Manwe ending sequence permanently un-triggered.
The login failsafe that catches "you beat Manwe but the ending did not finish" required a specific story flag to be set first. If the crash happened before that flag was written (which is exactly what happened here), the failsafe could not auto-resume.
Fix:
The Noctura betrayal combat is now wrapped in a try/catch. If anything throws, the game treats it as if Noctura escaped with power (the existing "loss" outcome) and the ending sequence fires normally.
The login failsafe no longer requires a pre-existing ending flag. If you defeated Manwe, are not yet immortal, and the ending sequence has not completed, the game will run it on next login.
The affected player's save was patched directly so they can finish their run. Anyone who hits a future bug in this stretch will get auto-recovered on next login instead of stuck.
Join the Community
Discord: discord.gg/EZhwgDT6Ta
Direct SSH: ssh usurper@play.usurper-reborn.net -p 4000
Web terminal: https://usurper-reborn.net/
Beta launches May 1, 2026. The online server wipe is coming.
Source
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