Peridot, Zodiac & Interface Update
Ten more character levels, an eighth Vestment tier taking Suit Points to 880, Larissa open with a contract that pays Oracle Shards, twenty new zodiac stars with a full refund of everything you spent on training, Capture the Flag titles you collect instead of losing to a disconnect, two new main quest chains, half-price potions that now take Medals, bigger quiz and Cyclades payouts, a second set of warehouse boxes plus a Warehouse button that opens them from anywhere for Premium Battlepass holders, a premium bonus that now runs to the end of its season, buff bars that hold twenty icons instead of eight, a War UI mode that strips the screen back for sieges, and an optional shader pack.
Level Cap 160
The ceiling moves for the first time in a long while. Ten more levels, and they are what open the last ten zodiac stars and the Oracle of Delphi quest chain — both of which ask for levels that did not exist until now.
- Character level cap150 → 160
- Experience for the whole climb5,151,000,000
- Zodiac stars it unlocks31 – 40
- Quest chain it unlocksSilence at the Oracle
Your banked experience comes straight back
At 150 the bar stopped filling and everything past it was held rather than spent. That hold is released the moment the cap lifts: if you were sitting at a full bar you reach 151 on your first kill and carry 100,000,000 experience into 152. Nothing was stored up and lost, and nothing needs claiming — it simply starts counting again.
Why the last ten stars asked for a level you could not reach
Stars 31 to 40 need character level 151, and the Oracle of Delphi chain runs from 151 to 159. Both were built against this cap and were waiting on it. Star costs below 31 and every quest below level 151 are unchanged, so nothing you have already done is affected.
Peridot Vestments
An eighth tier sits above Bloodbath for the first time. Ten more Vestment levels per piece, a new Suit Point bonus at 880, and a different currency to get there — EXP Oracle Crystals in place of Holy Boxes.
- Vestment levels per piece70 → 80
- Suit Points without a shield770 → 880
- Suit Points with a shield840 → 960
- White stat bonus at Peridot 10+80%
- EXP Oracle Crystals per level3
- Peridot Ware per level1, then 2 to 10
- Peridot 1 – 4Raw Peridot Suit
- Peridot 5 – 7Cut Peridot Suit
- Peridot 8 – 9Brilliant Peridot Suit
- Peridot 10Flawless Peridot Suit
Four more sets of names are already written
Tourmaline, Morganite, Onyx and Palladium name their four grades the same way and carry their own colour — hot pink, warm coral, bright amethyst and radiant gold. None of them can be reached until those tiers are released, but a piece will never show a blank name when they are.
Peridot now reads emerald, not olive
The olive green a Peridot piece used to be named in sat eight degrees from Uranium's green on the colour wheel — close enough that the two read as the same colour in a tooltip. Peridot is emerald now, and the four tiers above it were retuned at the same time so that no tier shares a colour with the one below. The Peridot Ware and Peridot Shard are named in the tier's colour too, where before they were plain white like any ordinary drop.
From Bloodbath 10 on, a level is a number of Crystals
Up to Bloodbath 9 nothing changes: you pour Holy Boxes into a piece and its bar fills. From Bloodbath 10 onward the bar is gone — those pieces hold no experience at all. A level simply costs a count of EXP Oracle Crystals, handed over at the forge with the Ware: three for each Peridot level, and four, five, six and seven for the tiers above it as they are released. The forge lists the price when you open the exchange, and tells you how many you are short if you try an upgrade you cannot afford.
Because those pieces no longer store experience, the forge will not let you pour a Holy Box, Crystal or Shard into one — it would be experience you could never spend. Anything already sitting on a Bloodbath 10 piece from before this patch stays on it, but it no longer counts toward an upgrade.
- Life Steal300 HP per cast
- HP Restoration300 per tick
- MP Restoration60 per tick
Only the 880 bonus is reachable this patch
Eleven pieces at Peridot 10 come to 880 Suit Points exactly, so the Life Steal tier is the one within reach now. The bonuses at 990, 1100, 1210, 1320 and 1430 are already built and waiting, but they need the tiers above Peridot — Tourmaline, Morganite, Onyx and Palladium — which are not released yet.
Oracle Crystals
Holy Boxes top out at 400 million, which is not enough to move a Peridot Vestment. The Master Vestment Forger now takes EXP Oracle Crystals instead, and will trade your Holy Boxes in for them.
- 1 EXP Oracle Crystal is worth1,200,000,000 EXP
- EXP Oracle Shards for one Crystal99
- Full Holy Box IV for one Crystal12
- Full Holy Box V for one Crystal3
- Peridot Shards for one Peridot Ware99
Holy Boxes still work, and must be full to trade
You can still pour a Holy Box straight into a piece below Bloodbath 10 if you prefer — nothing you already hold goes to waste. For the exchange, only completely full boxes count, because a box is worth what it actually stores rather than what it could hold. A full Holy Box IV holds 100 million and a full Holy Box V holds 400 million, so twelve of the one and three of the other both come to exactly 1.2 billion — one Crystal, with nothing rounded in anyone's favour.
Larissa Opens
Larissa is reachable at last, and it has one job: a grinding contract that pays in EXP Oracle Shards. The same contract is offered in Sparta and Athens, and all three are worked in Larissa.
- Character level150+
- TargetCharming Wind Fairy
- Kills required30,000
- WhereLarissa
- Times per day3
- RewardEXP Oracle Shard ×5
- Transporter to Larissa160 → 150
All three contracts are worked in Larissa
The Sparta and Athens contracts used to count kills in the city that handed them out, which made them a different job from the Larissa one rather than the same job taken from a nearer desk. All three now count monsters killed in Larissa; only the envoy you take the contract from and hand it back to changes. The two city contracts are named for their envoy so the three are still tellable apart in your quest log. All three ask for the same quarry and the same count.
The Transporter now carries you to Larissa at level 150 instead of 160. The contract has always been Lv150, so the map it is worked in was opening ten levels after the quest that needs it.
One target, one map
The contract now names its quarry: Charming Wind Fairy, in Larissa, 30,000 of them. It used to accept any monster at all and ask for 50,000, which made it something you finished by accident wherever you happened to be standing rather than a reason to go to Larissa.
Progress reports in steps
A contract this long would otherwise send an update on every single kill. Progress reports in one percent steps instead, and again the moment you finish, so the counter moves in blocks rather than one at a time. Every kill still counts; only how often the number redraws has changed.
Peridot Shards
Peridot Ware is not sold anywhere. It is built from 99 Peridot Shards, and shards come from world bosses and the battlefields.
| Source | Winning side | Losing side |
|---|---|---|
| Scorpion Lord Selket | 25 | 10 |
| Hydra Lord Xausa | 25 | 10 |
| Stymphalian Bird | 25 | 10 |
| Centaur Leader | 25 | 10 |
| Darkmist | 25 | 10 |
| Red Dragon Puluo | 10 | 5 |
| Mardonius | 10 | 5 |
| Pindus | 25 | 10 |
| Capture the Flag | 25 | 10 |
Damage thresholds
On the world bosses the winning side needs 1,000,000 damage to that boss and the losing side needs 5,000,000. Every other reward those fights pay keeps the threshold it always had — only the shards ask more of the losing side. Pindus and Capture the Flag pay shards to everyone on the roster, claimed from the Battlefield Awarder alongside the rest of your winnings.
World Bosses
Larissa's boss is now the hardest thing on the board and pays an EXP multiplier for it, and Olympia's stops respawning on the same spot every time.
- Level180 → 200
- Health25,000,000 → 660,000,000
- Defence & magic defence12,550 → 45,600
- Hit5,050 → 6,060
- Dodge720 → 864
- Critical8,000 → 9,600
- Spawns3:00 and 8:30, AM and PM
- EXP multiplier8:30 AM spawn
Above Scorpion Lord Selket on every stat
Larissa is the last map in the game and its boss was not fighting like it. Little Demate already hit harder than Selket — 41,000 against his 15,000, plus damage absorption and tenacity he does not have — but it was ten levels lower, had a twentieth of his health and a third of his defence, so it died like a field elite. The six stats he led on are now set above his, and the three Demate already led on are untouched.
It also joins Selket and Hydra Lord Xausa as a multiplier boss. Kill it on the 8:30 AM spawn and the faction that landed the first hit takes the same EXP multiplier those two pay, announced to the server the moment it drops. The 3:00 and 8:30 PM spawns still pay the ordinary world boss rewards.
- Respawn points1 → 3
- Where(-40,-110) · (200,185) · (-140,190)
- Pickedat random, every respawn
No longer parked on one spot
Centaur Leader respawned at the same place every time, so whoever was standing there owned it. It now rerolls between three points across Olympia on each respawn, the way Hydra Lord Xausa already does in Mycenae, and the refresh announcement names the spot it picked. Its 11 PM window, its rewards and its stats are unchanged.
New Stars
The constellation now runs to 40 stars. Stars 1 to 20 are untouched — same character levels, same energy, same order.
- Stars available20 → 40
- Character level to reach star 21141
- Character level to reach star 30150
- Character level from star 31 onward151
- Zodiac energy for all twenty new stars27,650,000
Nothing below star 20 changed
If you are still working through the first twenty stars, this update does not touch you. Every requirement and cost up to star 20 is exactly what it was. The new stars sit on top, and they only start asking for character level 141 once star 20 is behind you.
Training Levels
Training slots still cap at level 60. What changed is how far your stars let you push them.
- Star 20 now trains toLevel 30
- Stars 21 to 30 each add2 levels
- Stars 31 to 40 each add1 level
- Level 60 now needsStar 40
Why your slots reset
Level 60 used to be reachable at star 20. It now takes all forty, so anyone already sitting at 60 would have been left holding levels the new rules no longer grant. Rather than let that stand, every training slot goes back to level 1 and everything you paid for it is returned in full — see The Refund below. You re-spend it against the new curve, taking each slot as high as your star count allows.
Trains up to — stars 21 to 30
Trains up to — stars 31 to 40
The Refund
A one-time return of everything spent on zodiac training. It happens by itself, the first time you log in after the update.
- Every talent point spent raising training slotsReturned
- Every point of zodiac energy spent raising themReturned
- All twelve training slotsBack to level 1
- The skill assigned to each slotCleared
- Your stars and star energyUntouched
- Slots you paid gold to unlockStay unlocked
- Experience and Speciality stoneUntouched
- Your character talent treeUntouched
You will need to pick your skills again
Because every slot returns to level 1 with its skill cleared, you choose your attack and defence skills from scratch. The talent points and energy to put them back are already in your pocket before you open the window. Nothing is lost and nothing needs claiming — log in and it is done, with a line in chat confirming the amounts returned.
Star Costs
Character level and zodiac energy needed to reach each new star.
Stars 21 – 30
Stars 31 – 40
Capture the Flag
Titles are now collected from the Battlefield Awarder instead of being handed out the instant the match ends, there is a points checker, the three flags now spawn in set positions, and two scoring faults have been corrected.
- Retrieve Capture the Flag TitleNew menu option
- Disconnecting when the match endsNo longer costs your title
- Collecting late, even days laterStill works
- Title duration and its bonusUnchanged
Why this changed
Titles were pushed out at the moment the match ended, and only to players who were still connected. Anyone who dropped in the last seconds — which is exactly when a hard-fought match is at its most crowded — got nothing: no title, no box, no message, and no way to ask for it afterwards. The ranking is now worked out from the frozen match record when you go and collect it, so the result is the same whether you were standing there at the end or log in three days later. Pindus titles have always worked this way; Capture the Flag now matches.
- Check your Capture the Flag PointsNew menu option
- Both faction totalsShown
- Your totalShown
- Your Snowman, Flag and Kill points separatelyShown
- Your healing done and damage takenShown
- Flag 1Left
- Flag 2Right
- Flag 3Middle
- Delivering the flag now adds to your own pointsFixed
- Kill points now count toward your faction scoreFixed
- Killing a character on your own connectionNo longer scores
The two totals never added up
Your personal score and your faction's score were counting different things. Delivering a flag scored for your faction but was never written to your own record — personal flag points were always zero, whatever you did. Kills were the mirror image: they counted for you but never for your faction. Snowmen were the only thing that counted for both. So whichever pair of numbers you compared, they disagreed, and neither looked wrong on its own. Both now credit you and your faction together, the way snowmen always have.
Main Quests
Two new main quest chains, one for Olympia and one for the Oracle of Delphi. Both run for Sparta and Athens with the same lineup.
| Target | Kills | Experience | Talent | Reward |
|---|---|---|---|---|
| Corrupt Mage | 200 | 4,000,000 | 2,000 | Morning Dew 5 (Restricted) ×5 |
| Magic Centaur Shaman | 200 | 4,000,000 | 2,000 | Spring Water (Restricted) |
| Ladun Warlock | 250 | 5,000,000 | 2,500 | Holy Box II (1,000,000 B-Gold) |
| Western Witch | 250 | 5,000,000 | 2,500 | Morning Dew 5 (Restricted) ×10 |
| Magic Centaur Warrior | 300 | 6,000,000 | 3,000 | Medium B-GOLD Sack |
| Plain Boar | 300 | 6,000,000 | 3,000 | Quartz Plate 4 ×2 |
| Ladun Crocodile | 350 | 7,000,000 | 3,500 | Holy Box III (10,000,000 B-Gold) |
| Red Wolf | 400 | 8,000,000 | 4,000 | Large B-GOLD Sack |
| Centaur Leader | 12,000,000 | 5,000 | Holy Box IV (100,000,000 B-Gold) or Red Packet (Medium) |
| Target | Kills | Experience | Talent | Reward |
|---|---|---|---|---|
| Sate's Crocodile | 250 | 12,500,000 | 5,000 | Morning Dew 5 (Restricted) ×10 |
| Apollo Tortoise | 250 | 12,500,000 | 5,000 | Spring Water (Restricted) ×2 |
| Strange Bird | 300 | 15,000,000 | 6,000 | Holy Box II (2,000,000 B-Gold) |
| Poisonious Toad | 300 | 15,000,000 | 6,000 | Juice of Rebirth (Limited) |
| Poisonious Snake | 350 | 17,500,000 | 7,000 | Large B-GOLD Sack |
| Satyr Wizard | 350 | 17,500,000 | 7,000 | Quartz Plate 4 ×3 |
| Satyr Warrior | 400 | 20,000,000 | 8,000 | Holy Box III (20,000,000 B-Gold) |
| Anuby Wolf | 400 | 20,000,000 | 8,000 | Giant B-GOLD Sack |
| Aman Wizard | 450 | 22,500,000 | 9,000 | Level 4 Sapphire or Level 4 Emerald or Level 4 Crystal |
| Stymphalian Bird | 30,000,000 | 15,000 | Holy Box IV (200,000,000 B-Gold) or Red Packet (Large) |
Quests are worth doing now
Older quests paid around a thousand experience per kill, which was generous when they were written and is now rounding error — a single level at 155 costs 150 million. These chains pay 20,000 and 50,000 per kill, so finishing one is worth roughly a level in its own zone. Across the whole run that is 57,000,000 experience and 27,500 talent points in Olympia, and 182,500,000 experience and 76,000 talent points at the Oracle.
Every step pays an item
Not just the last one. The potions are the restricted versions — the same Spring Water, Juice of Rebirth and Morning Dew 5 the Point Exchanger sells, so a chain earns you what you would otherwise be spending Honor or Medals on. Holy Boxes and B-Gold sacks mark the milestones. Where a step lists two or three items, you choose one.
Where to pick them up
Both chains come from your quest scroll rather than an NPC, so there is nobody to find first — reach the level and the next step is waiting. Hand each one in at the merchant in Olympia, or at the Physician at the Oracle of Delphi.
Shop & Rewards
Potions at the Point Exchanger are half price and now take Medals, and both the quiz and the Zeus Oracles pay considerably more.
- Spring Water — Honor or Hard Points80,000 → 40,000
- Juice of Rebirth — Honor or Hard Points450,000 → 200,000
- Spring Water — Medals20,000
- Juice of Rebirth — Medals80,000
- Morning Dew 5 — Honor5,000
- Morning Dew 5 — Hard Points5,000
- Morning Dew 5 — Medals5,000
Three currencies, same item
Spring Water and Juice of Rebirth were Honor or Hard Points only, which left Medals with far less to spend on than the other two. Both now sell for Medals as well, and Morning Dew 5 has been added in all three. Whichever currency you happen to be sitting on, it buys the same thing — you are no longer stuck holding one kind and short of another.
- Bound Gold per correct answer200 → 600
- Experience per correct answerTripled
- Battlepass points at 5 of 5 correct50 → 150
- Experience from the Zeus OraclesFive times
- Talent pointsFive times
- Zodiac energyFive times
What that means at the top end
A level 150 character handing in to the fifth Oracle went from 350,000 experience, 14 talent points and 50 zodiac energy to 1,750,000 experience, 70 talent points and 250 zodiac energy per turn-in. The reward item is unchanged at one per hand-in. The zodiac energy in particular is worth knowing about if you are working through the twenty new stars.
Warehouse
A second set of storage boxes, doubling what the warehouse holds — and, for Premium Battlepass holders, a way to reach all of it without walking to a keeper.
- Storage boxes4 → 8
- Slots per set160
- Total warehouse slots320
- Switching setsAt the Warehouse NPC
How it works
The warehouse shows four boxes at a time. A button on the warehouse window swaps between boxes 1–4 and boxes 5–8, and the tab labels change to match so you always know which set you are looking at. Both sets are saved independently and the full contents are resent on every switch, so nothing from the previous set can linger on screen.
- Warehouse button, next to New BagNew button
- Distance to a keeperNo longer checked
- Deposits, withdrawals, silver and box switchingAll work remotely
- Without a Premium BattlepassUnchanged
Opening it from anywhere
Your character window has a new Warehouse button beside New Bag. With an active Premium Battlepass it opens your storage on the spot — no keeper, no walking back to town — and the whole window works normally once it is open: moving items either way, depositing and drawing silver, and swapping between boxes 1–4 and 5–8. The set you were last looking at is the one that opens, with the tabs labelled to match.
Everyone else is exactly where they were: you still need to be standing at a Warehouse keeper, and the same check still guards every action inside the window, not just opening it. If your pass has run out the button tells you so rather than opening a window that would refuse to do anything.
Monsters & Guards
Rank now shows in how something fights. Bosses and elites commit to a fight instead of being walked off it, and faction guards move and swing like soldiers rather than like scenery.
- World boss+50
- Instance monster+40
- Elite or boss+25
- Faction guard+15
- Ordinary monsterunchanged
- World boss movement×1.6
- Faction guard movement×1.3
- Faction guard attack rate×1.3
- Walking home, everything×1.6
Bosses and elites stay in the fight
A monster gives up and walks home once you drag it far enough from its spawn point. For a world boss that distance is now a great deal further, for an elite further, and inside an instance further again — roughly two screens of extra chase on a boss and one on an elite. These are fights you are meant to finish or die to, not pulls you can shed by backing up. A world boss also closes on you faster than the field mobs standing around it.
Nothing leashes while it is still being hit: a monster only gives up once it is both out of range and has gone ten seconds without taking damage, so kiting one while still landing hits will not break it off.
Faction guards
Every Spartan and Athenian soldier, wizard, general, captain, patrolman and battle mage now walks half again as quickly as the monsters around them, follows a little further before turning back, and attacks 1.3 times as often — about 46 swings a minute against a monster's 35. Walking into a rival city's guard post is now a decision rather than a detour.
A guard that is also an elite keeps both bonuses; rank and allegiance are separate things. Guards still ignore their own side, exactly as before.
Premium Battlepass
The premium bonus now lasts as long as the season it was bought for, however late in that season you buy it.
- DurationUntil the season ends
- Counts down while offlineYes
- Applies on purchaseImmediately
- Extra perkWarehouse anywhere
What changed
The premium bonus used to run on a fixed timer that only ticked while you were logged in, so what you actually got depended on how much you played rather than on the season you paid for — and it could outlive that season entirely. It is now measured against the season's own deadline. Buy on the first day of a season ending 30 September and you have it until the 30th; buy on the 29th and you have it for a day. The time remaining falls as that date approaches whether you are online or not.
It also switches on the moment you open the package, on the character that opened it, instead of waiting for your next login. When the season ends the bonus ends with it.
Buff Display
The status bars were dropping icons once you had more effects than slots. They now hold twenty apiece.
- Your own buffs8 → 20
- Your own debuffs8 → 20
- Target frame12 → 20
New positions
The block now sits directly above your skill bar, centred on it, ten icons to a row. The two buff rows are the bottom pair so buffs hug the skill bar and grow upwards, and the usually-empty debuff rows sit above them — so in normal play the top of the block stays clear instead of pushing your buffs around. Beyond the old limit, effects were not being shown at all: they were silently dropped once every slot was full.
War UI Mode
One switch that strips the screen back for sieges, plus a HUD opacity slider. Found under System Setup.
- Announcements and system messagesHidden
- MinimapHidden
- Party framesHidden
- Buff barsHidden
- System barHidden
- Chat, skills, health, target, petKept
Two independent columns
Every part of the HUD — chat, announcements, minimap, party, buffs, system bar, skills, target, your own health and your pet — has its own hide box and its own dim box. Hide is what War UI Mode acts on; dim is what the opacity slider acts on. They are kept separate because wanting the minimap faded is not the same as wanting it gone. The defaults above are a starting point, not a fixed list, and turning the mode on can never make your health bar or skills vanish unless you tick them yourself. Nothing is destroyed — everything is restored exactly as it was when you switch the mode back off.
Shaders
An optional post-processing pack. Entirely separate from the game client — install it, or do not, and nothing else changes.
- Effects on and off, for an instant A/BF6
- Cycle preset for this session — Off, Lite, Full, UltraF7
- Isolate a single effectF8
- Reload settings without restartingF9
- Bloom, tone mapping, colour grading, contrast and vibranceLite
- Sharpening, vignette, film grain, chromatic aberrationLite
- Ambient occlusion, atmospheric fog, god raysFull
- Sun shadowsUltra
Nothing in the client is modified
The pack is a single file that sits beside the game and hands the frame back to Windows once it has finished with it. Your the game executable is not touched, no game file is replaced, and uninstalling is deleting that one file. The HUD is composited after the effects run, so bloom and grading never wash out your interface or your text. Settings live in a plain text file that is re-read while the game is running, so you can tune the look without relogging. Needs a card supporting shader model 3.0, which is anything from roughly 2005 onward. The launcher sets the preset from your Graphics choice each time it starts the game, so F6 and F7 are for trying something out on the spot — pick Lite or Ultra in Game Settings to make it stick.
Launcher & Client
A new launcher and client are required. The old launcher and older game clients can no longer connect to the server.
- Run the new launcher — it patches you to the new clientRequired
- The old launcher can no longer reach the serverRetired
- Older or copied clients are refused at loginRetired
- Resolution and window modeYour choice
- Graphics — Lite or UltraYour choice
- FPS counterYour choice
- Twenty buff and debuff iconsAlways on
- Free camera rotation on every mapAlways on
- Field of viewFixed at 30°
One graphics switch instead of four
Graphics and Shaders used to be two separate dropdowns that had to agree with each other, and picking one without the other is what produced most of the “the shaders look broken” reports — asking for the fastest setting while leaving the effects on their heaviest, or turning on anti-aliasing, which the shader pack cannot run alongside. They are now one setting with two answers: Lite for the shortest view distance and bloom and colour grading only, Ultra for the longest view distance and everything the pack does. Everything else that only ever had one sensible answer — twenty icon slots, free camera rotation everywhere, the original field of view — is simply applied for you, and the night lighting toggle is gone.
Why the change
The client and server now speak a protected connection that only the official client and launcher understand, so a modified, out-of-date or copied client simply will not connect. This keeps everyone on the same verified build and shuts out tampered clients. Nothing you do in game changes — just launch through the new launcher as usual. If you are still on the old launcher the connection will fail; download the new one from the website and you are back in.
Quality of Life
Three toggles on the system bar, each with a lamp so you can see at a glance whether it is on.
- Party Assist — accept party invitations automaticallyNew button
- AFK Assist — re-engage the nearest monster if you stop attackingNew button
- Hide Buffs — hide the buff and debuff barsNew button
The detail worth knowing
Party Assist and AFK Assist used to need an item to switch on — items 7006 and 4177 both still work, they are simply no longer the only way. Both remember their state across a relog, and the lamps are refreshed from the server on every toggle and on each ping, so they cannot drift out of step with what is actually running. AFK Assist switches itself off and tells you if you move more than 40 paces from where you started it or change map. Hide Buffs is purely visual — your buffs keep running and keep counting down while hidden — and it resets when you log back in.
Fixes
Name plates, two display problems in the zodiac window that are both older than this update, and two pieces of the interface that the wider HUD had left in the wrong place.
- An expired title now hides itself automaticallyFixed
- Your guild name comes back when it doesFixed
- Some titles showed the guild name while still equippedFixed
Titles that ran out
When a timed title expired it was taken off you correctly, but the name over your head did not always catch up — it could keep showing a title you no longer held until you relogged. It now clears the moment the title lapses, whether you are standing in town or log in days later, and your guild name takes the space back. Separately, a handful of titles were displaying your guild name instead of the title even while properly equipped; those read correctly now.
- Energy bar read 445,000 at star 19 where the real requirement was 450,000Fixed
- Star row rebuilt to show all forty starsUpdated
- The world map reads out the place under your cursor againFixed
- The cancel prompt for Search and AFK is back in the centre of the screenFixed
Two things the wider HUD had moved
Bringing the world map in front of the buff bars left its hover readout behind it, so pointing at a region told you nothing at all — the map is still in front, and the readout is now in front of the map. The prompt that appears while you are auto-pathing or AFK was a separate problem: it is drawn straight to the screen rather than placed on the HUD, and it was still using the centre of the old 1024-wide window, which on a widescreen monitor put it well to the left of where you are looking. It now follows your real width. Its height has not changed, so it stays in the same clear strip below the target frame.
- Keys now register correctly when playing through Remote PlayFixed
Keyboard over Remote Play
Playing remotely, key presses were not always reaching the game — it reads the keyboard at a low level that plain forwarded key messages do not satisfy. Remote input now carries the hardware scan code with every key, which is what the game actually looks for, so typing and movement work the same remotely as they do at the machine. Keys still held when a remote session drops are released cleanly now instead of sticking down.