Fenfire

Changelog

What changed, entry by entry. Newest first.

2026-10-07 → 2026-10-08

🛡️Guardian

  • Cosmic Dance is now a real full-body spin: it turns the whole turn with the blade trail, and re-casting mid-spin chains another turn — dual-wield + attack speed reads as one continuous whirl.

⚔️Combat

  • Polearms (spear, halberd, trident, melee staff) get their own attack set: proper thrusts, two-hand slashes and a spin finisher instead of the sword moves.

🗺️Zones & maps

  • Second layouts for The Crows' Fields, Misty Moor, The Catacombs, The Graveyard, Dark Woods and The Pyramid — a fresh map on roughly every other run.
  • Second layouts for the six most-run endgame maps: Violet Hour, Ghost Fleet, Curfew Rows, Fetid Deep, Gilded Temple, Bone Tide.

⚖️Talents

  • Blood Pact life leech 5 → 10, Predator's Instinct life leech 2 → 8.
  • Glacial Fortitude cold res 25 → 50, Storm Born lightning res 10 → 30, Lucky Escape avoid death 20 → 30.
  • Energy Shield: 50% damage to mana (was 40), mana regen 5. Dimensional Rift: mobility cooldown reduction 10 → 30, evasion 5 → 10.
  • Elemental Precision penetration 25 → 20, Dark Pact minion damage/stats 25 → 20, Gravity Disruptor knockback 50 → 25.

🌊Water

  • Wading looks right: submerged legs tint toward the water and fade with depth, with a thin waterline rim.
  • Wakes shed from the knees, moving bodies push a wide ring, and a wading pack can no longer eat the hero's ripples.
  • Shore laps now refract and catch the light like the rings do.

🐛Fixes

  • A tile that failed to load (long Firefox sessions) could leave zone exits closed and the waypoint/stash unclickable until a reload — no more.
  • Foot shadow no longer blinks while standing in water.

2026-10-05 → 2026-10-06

🤝Party & hostility

  • Party roster: invite → join; XP is now shared within your party only
  • Outside town you can declare a player hostile (10 s delay); withdraw any time
  • Party frames bottom-left above chat: class sigil, level, life, zone

🏹Bows

  • Bows now fire faster than the matching gun: short bow 1.1 → 0.75 s, bow 1.25 → 0.9 s, long bow 1.5 → 1.0 s (+1 dmg)
  • Monster archers keep their old cadence
  • Split Arrows (was Multishot): 3 arrows from level 1, 4 mana, +Bow Skills applies
  • Split Arrows fan follows the cursor: close = wide, far = tight

🌊Water & light

  • Water in play reacts: wakes as you wade, torch reflections, rain ripples (by graphics tier)
  • Fixed square patches in river flow
  • New bakes carry gloss, metal and shading for dynamic lights — torchlight catches wet stone and metal

🎒Items

  • Uniques review: 57 stat/level adjustments
  • Malleus' drawback works: curses on you last longer, shown in the tooltip
  • Bow tooltips: only the hand crossbow lists dual wield, other bows show quiver only

🎮UI

  • Skill bar tooltips include your stats; minion skills show their pets' attack damage
  • Codex: unlevelled skills show their damage again; renamed skills appear under their new name

🐛Fixes

  • Closing the bag closes the vendor panel (ctrl+click in the stash could sell items)
  • Snares caught through a portal or on death no longer slow you forever
  • Arrows stuck in a body sink with it in water and hide while it dives

2026-10-04

🎯Musketeer

  • Long rifle range 1500 → 1200
  • Two-handed guns fire from the shoulder: the barrel points down the real shot line, bullets leave the muzzle
  • Pistols and dual wield: the hand turns onto the shot line, the off-hand gun fires from the left hand
  • Guns kick: recoil, muzzle rise and a torso lean, alternating on dual wield; hands grip the gun
  • One-handed guns drawn 15% bigger in hand
  • Fix: loaded rounds no longer carry over to bows and crossbows (no more corrosive clouds on bolts)

🧹Witch

  • Bleeding Curse drains a tenth as fast on bosses/uniques, a third on champions — it ignored their extra life

⚔️Combat

  • Shots and casts turn the legs to the aim, so a second shot slightly off the first visibly turns the hero
  • Testing: attack aim follows the cursor through the wind-up again instead of locking at the press

⚖️Bosses

  • Boss teleport cooldown 8 s → 12 s; boss/unique life regen halved (L30: 0.4 → 0.25 %/s)
  • Drops: ambient bosses roll 2×, act finales 6× (+200 magic find on your first kill)
  • Chests and barrels scale with party size like monster drops
  • Elites drop fewer gold piles and flasks with item quality; scroll-themed drops ×3 → ×1.5

2026-10-04

🎯Musketeer

  • Guns get range bands: pistols 500, revolver 600, musket / double rifle 400 — long rifle stays 1500
  • Projectile speed extends reach; guns you already own pick up the new ranges
  • Shotgun techniques shape reach: choke ×1.2 range, splatter ×0.9 (shown in the tooltip)
  • Space auto-aim is melee-only now: shots and spells on Space follow the cursor, no turn-to-nearest-mob

🏹Missiles

  • Missiles hit the body as drawn, not the foot circle: flyers on the bird, not its shadow; small mobs still hittable
  • Applies to every shooter — player, mobs, summons, PvP; chests no longer block shots
  • Arrows stick in the limb they hit and ride it (players shed them after 20 s)
  • Blood sprays from the wound height; bullets and arrows leave an exit wound downrange
  • Missile aim snap is off — shots go where you point

🧟Monsters

  • Ranged mobs know their weapon's reach: out of range they walk in instead of shooting short

🎒Items

  • New affix: +X% range on magic/rare ranged weapons, quivers and powder bags

🎮Movement

  • Holding the left button keeps walking toward the cursor, even with the mouse still
  • Releasing a long hold stops the hero on the spot; a quick click still walks to the target

🐛Fixes

  • Click-to-move goes through opened doors; no more rubber-band in corridors or on wall-foot clicks
  • Guns and crossbows no longer drawn upside down in hand: musket, revolver, double rifle, repeating crossbow, and the uniques Blunderbuss, Alchemist's Gun, Dragon Breath, The Last Word, Dragoon, Thunder and Lightning, Duelist Companion, Pocket Musket, Horizon's Reach

2026-10-03 → 2026-10-04

👑Boss fights, acts 4-5

  • The Bandit Chief: sand from the roof, sparks; his purse spills when he falls
  • The Pharaoh: sand pours from ceiling cracks, scarab swarm at half life; crumbles to bone dust
  • The Hermit: frost breath, icicles — beat him and the cave thaws for good
  • The Frozen King: a crack runs at you across the lake, which breaks open at half life
  • The Mystic: meteors at half life, a column of starlight on death, the dome relit gold
  • Six new sounds; the exit glows once the quest is turned in
  • Bosses now commit to a target and mostly hunt the hero, with short stints on pets/mercs

🎒Items

  • Clean scrolls button fills matching tomes; shift+right-click a tome to take scrolls out
  • 2H weapon or bow over sword+shield now swaps (off-hand to the bag) instead of refusing
  • Quick-equip tries every slot (a dagger blocked by a quiver no longer gives up)
  • Gloves: attack speed and cast speed lines roll more often

🎮UI

  • Wide screens: the bag docks beside the right rail, the camera recentres the hero
  • Quest tracker shows only the current act; others fold into a "+N from other acts" line
  • Monster nameplate fades when the cursor is near it
  • Hover prefers the hostile over summons/merc/allies standing on it

⚖️Balance

  • early levels a touch slower (+25% kills at L3, +8% at L10, ~none past L35)

🧭Lighthouse

  • Madame Lucia offers it on first talk at the harbor; no elite packs on the boss floor

🚀Perf

  • zone changes full-reload only when the page starts stuttering (was every 8th zone)

🐛Fixes

  • Stacked drop labels: the upper one no longer covers the name below and steals its click
  • Merc gear swaps no longer change the hero's selected skill
  • Fullscreen comes back after a reload

2026-10-03

👑Boss encounters get their own scenes (acts 1-3)

  • Every act 1-3 boss now has its own sounds, ambience, half-life beat and death scene
  • The Miller's mill grinds and winds down; the Bishop's candles blow out in a wave when he falls
  • The Werewolf is heard howling from the moor before the den; the coven's cauldron blasts when the elder dies
  • The Vintner's Great Tun bursts into a wine lake; the Puppeteer's stage goes dark but one spotlight
  • Barbarossa's flagship fires from offshore; the Kraken sinks in ink; the Dragon's crater erupts on its death
  • Exits glow while their quest is open (the church's catacombs mouth burns red during the demon quest)
  • Bleeding stops when a body lands; the elder witch no longer teleports

🧹Witch

  • Raised skeletons have real bodies — bare bone, holding their axe, bow or wand, with proper animations
  • Skeleton mage bolt: own pale-green spectral look, much faster (120 → 300); archer + mage gain projectile speed per point
  • Summons land on the cursor — no more snapping to the nearest monster

🎒Stash & inventory

  • Search box: dims non-matching items, match counts per tab; matches stat names ("fire resistance")
  • Sort buttons for the current stash tab and the inventory (merges stacks, packs by category)
  • Deposit all: empties your bag into the tab on screen, spilling into the next tabs
  • New painted gold buttons for rename, sort, deposit and search

🐛Fixes

  • Stash no longer reshuffles everything into the first pages after an item size change
  • A summon cast right after a zone load no longer rises far from the cursor

2026-09-30 → 2026-10-03

🎒Uniques — the new set

  • The old uniques are retired; ~360 new uniques across every item family, each with its own painted icon
  • Rings and amulets rebuilt: 12 ring bases (wood, amethyst, bone, obsidian…), 12 themed amulets
  • Staves split: caster staves (short staff, stave, new greatstaff) vs melee staves (new quarterstaff, iron staff)
  • Duplicate bases folded into their nearest twin (your items keep their rolls); base levels re-laddered
  • Morningstar 2.4 m reach and slower, maul 3.0 m; quivers' extra arrows and powder bags' extra pellets now count
  • Codex: item-type chips on Uniques and Items, bigger icons, melee arc in degrees, sticky filters

🗡️Gear on your hero

  • Every weapon, shield, orb and grimoire re-modelled — uniques show their own mesh in hand
  • Unique helmets have their own models too, fitted per class face
  • Gloves and boots now recolour your hands and feet to match what you wear
  • Real grips: blades and axes across the palm, staves, polearms and 2H weapons in both hands
  • Thrown unique javelins fly as themselves; orbs float above the palm; steel and gold catch the light
  • 2H basic attack is one wide sweep that fills its hit cone
  • Inventory icons fill their box (tall weapons painted portrait, swords re-proportioned)

🛡️Guardian

  • Solar Blessing: sunburst floor glow, the halo fire reaches its full 4 m edge, +15 light radius

🧹Witch

  • Familiars: the raven gives intelligence (keeps cold/magic res), the spider poison speed (~51 % maxed)
  • Familiar Bond's damage now works — it never reached the familiars

🎯Musketeer

  • character sheet and weapon DPS include your loaded round's per-hit damage and explosion

🚀Performance

  • HUD redraws far less (main thread 75 % → 46 % busy in a measured fight); skill list cached
  • Minimap and cursor hitches removed; water and cloud shadows drawn in one pass
  • Game drops to 15 fps when the window is in the background, idle 30 s, or the Codex/skills panel is open
  • Arriving away from the zone centre loads the ground around you first; spectators load from their own region

🎮Site

  • New About page: what the game is, classes, loot, acts, FAQ
  • The Codex is now browsable as plain web pages (fenfire.wf/codex/…)

🐛Fixes

  • Codex Maps tab no longer crashes on Burning Ice's duo boss
  • Trident and polearm swings no longer shake

2026-09-30

⚗️Alchemyst

  • Trap Mastery now works — it boosted the placing skill, which deals no damage; it now boosts the traps
  • Traps use your element %, explosion %, penetration and conversions (read live on every hit)

🔫Musketeer

  • basic attack tooltip shows your loaded round: per-hit damage, explosion, acid cloud

🧟Bosses

  • Less teleporting: the Pharaoh, Scorpio Queen, the Mystic and the Drowned Banshee blink every 8 s at most
  • The Hermit, Herald, Embalmer, Stormcaller, Eclipse Chief and Ninefathom no longer teleport
  • The Puppeteer turns invisible instead; the Hermit throws boulders; the Mirage Sultan keeps his blink

⚖️Balance

  • Stuns on players no longer stack: each new stun during a stun counts half as much (a chain caps at ~2×)
  • Every Bond's effects bonus now also lengthens its lingering ground zones (×2 at 20 points)
  • Maps drop mostly at your tier ±1; two tiers down ½ as often, three down ¼ (was: often dead low tiers)

🎮UI

  • Item Quality tooltip shows its real effect on magic, rare and unique chances
  • Codex item cards list affixes in the in-game order (+skills first)

🐛Fixes

  • Codex item level slider re-scales affix ranges again

2026-09-28 → 2026-09-30

🎮Social & UI

  • Game invites — every game gets a 6-char code; share the link, or type name/code/link in the join field
  • Invite button next to chat (or `/invite`); guests who follow a link land in the game after creating a hero
  • Hover an item: Ctrl+C copies its tooltip text, Ctrl+P saves it as a PNG card
  • Chat: click a chat line to start typing; right-edge text stays legible; welcome line survives a page reload

📖Skill tooltips

  • Show effective damage after your gear (element/spell/explosion %, conversions) and penetration
  • Mana cost explained: base × level ramp × gear/talent %
  • Area skills list their own effects (slows etc.), sustained auras show duration, "Stacks up to N times"
  • Codex previews include the Force/Bond masteries you level there

⚖️Balance

  • XP: monsters up to 10 levels above you now give full XP; campaign XP ×1.25 in act 4, ×1.5 in act 5 (for now)
  • Mana talents: Mystic Focus regen 6 → 10 (no more cooldown reduction), Energy Shield 3 → 4, Veil of Night 4 → 6, Regrowth 3 → 4
  • Entangling Vines slows harder (−30 % speed); Haunt keeps bouncing through small packs until out of hits
  • Long rifle rares can roll explosion radius

🐛Fixes

  • Basic attacks, portal and flasks no longer cost mana (≈10 per swing at L33)
  • Respec scrolls clear old talent/attribute bonuses immediately
  • Dying now removes all your summons, not every other one; blinded heroes keep their summons in the panel
  • Icy cavern exits no longer stay closed after a zone change
  • "ennemies" typo gone from 15 skill descriptions

2026-09-27 → 2026-09-28

🗺️Tier 5 maps

  • Fey Court, Starfall and Burning Ice are open — act-5 zones remixed, unlocked after the campaign
  • New map: The Deep Forge, ruled by The Anvil, a bronze forge golem (earthquakes, zombie engineers)
  • The Herald drops stars and calls fallen angels under 50 %; the Fey Queen swaps with courtiers
  • Rime + Cinder wyrm duo at full boss size, cold and fire novas; Burning Ice packs split by element

🎒Loot

  • Themed drops: jewelry from mermaids and nobles, armour from knights, bows from archers, scrolls from clergy
  • Signature components: kraken eyes from krakens, dragon scales from dragons; hoarders drop big gold piles
  • Rares: +skills split by slot (tiaras spells, gloves techniques, class helmets); orb + grimoire pools reworked
  • New stat: curse duration, on wands, grimoires and daggers

⚖️Balance

  • Musketeer: Double Charge (long rifle, lvl 16) — more pierce, bigger loaded-round blasts
  • Campaign XP eased (×0.58 at L20, ×0.67 at L35) — players ran under zone level; death XP loss only in maps
  • Penetration floors at −100 res, gone from rare rings/amulets/cloth gloves; curse reduction capped at 80 %
  • High-level monsters a bit slower; summoned wolves as sturdy as skeletons; unique-granted skills cost mana
  • Steel belt holds 4 flask charges

🎵Sound

  • act 5 ambience: mountain village, winter wind, blizzard, mines, crystal caves, river and pond

🐛Fixes & guidance

  • After the act 1 demon, a quest + gold beacon point to the harbor (stuck characters get it too)
  • Quest toasts arrive in order: completion, reward, then the next quest
  • Town portal no longer lands you in the river village's river; unequipping the main hand no longer errors
  • Lobby GPU use cut from ~98 % to ~18 %

2026-09-25 → 2026-09-26

🏔️Act 5 is open

  • Once the pharaoh falls, Hassan opens a violet portal north to the River Village
  • The climb: Enchanted Forest → Mountain Pass → Frozen Lake → Icy Cavern → Abandoned Mine → Mine Tunnels → Mine Depths → Lunar Plateau → Bell Terraces → Observatory → High Tower → the Dome, where the Mystic waits
  • Branch caves: the Hermit's Cave and the Crystal Cave
  • 22 new monsters, 5 NPCs, the Ice Elemental, new mob weapons; zone levels 36 → 40
  • Per-zone music, snow and ice footsteps, drifting snow, glinting ice
  • New lobby backdrop for act 5; act 1's is redone as a moonlit churchyard

🗺️Maps

  • Opening a map now requires finishing the campaign; tiers re-banded to levels 40/45/50/55
  • Four T5 maps being built: the Starfall, the Deep Forge, the Fey Court, the Burning Ice

⚖️Balance

  • Leech is a per-second rate now — attack speed no longer buys sustain; ranged hits leech half
  • Summon procs no longer swap a hurt pet for a fresh one at cap (no more unkillable tank)
  • Guardian's Solar Blessing burns twice as fast; the Mystic's petrify gets a cooldown (no stunlock)
  • Packs can roll one bigger; Dark Woods packs smaller, act-5 caves denser

⚔️Combat & UI

  • Spells and shots go where you aimed on the press, not where the cursor ended up
  • Weapon tooltips show Damage per second, compared against your equipped weapon with all gear
  • Waypoint panel lists every zone with a pad; undiscovered ones greyed out
  • Healers in acts 3 and 4 (Dr. Helena, Layla the Guide); Codex explains resistances and leech
  • The world keeps moving while you're dead

🐛Fixes

  • New games start in ~1 s instead of timing out after a server restart
  • No phantom swing while stunned; levitating over water no longer rubber-bands
  • Ink Kraken no longer sprays 50 blue arcane bolts; Living Bramble's slow now slows
  • Vine spells show their seed in flight

2026-09-23 → 2026-09-25

🗺️Endgame maps

  • Map mods now show in-map: a "Tier N Map" card under the minimap, and map portals list them on hover

⚖️Balance: flat damage

  • Flat "+N damage" from gear now applies only to weapon attacks (melee and shots), no longer to spells or explosions
  • Flat damage no longer applies to ground clouds or auras; those scale with % damage and +skills
  • Lower flat damage caps: amulet 40 → 10; ring/gloves/sockets 20 → 10; quiver/powder bag 40 → 20
  • Musketeer rounds: a full volley no longer does only 1/3 of the round's damage; double guns fixed (1.71× → 1.41×)
  • Proc chance on volleys scales by √n, not n; +1 projectile now works on bows, pistols and rifles

🎒Items

  • New: max resistance (unique-only), base cap 80, hard cap 95
  • New stat: reduce curse duration, shortens hostile debuffs (100 = immune). Rolls on helms, rings, amulets, jewels
  • Reduce cold slowdown leaves the rare pools (still on components and uniques)

🧟Monsters & summons

  • High priest blood rain 6 → 1.2 per drop (it caused most temple deaths); bleed 6 → 4
  • Fairy vines smaller (3.5 → 2 m) and half the damage
  • Summons sprint to catch up past 15 m, attack whatever hit you, and ranged pets hold at firing range

🐛Fixes

  • Catacombs: the harbor tunnel opens when the demon dies, and the demon always spawns by the open tunnel
  • Sealed arches can't be clicked anymore (they used to drag you across the zone into a wall)
  • Skill tooltips give every radius in metres; pet damage no longer counts your own synergies
  • Codex: lighter in-game (15 fps cap, lobby paused); unique cards show their real level requirement

🔜Act 5 is taking shape: an enchanted forest, a mountain pass, a frozen lake, monastery terraces

    2026-09-18 → 2026-09-22

    🤝Trade & codex

    • Player trade — click a player in any town, walk over, Trade. Any change unchecks both accepts.
    • Codex Affixes tab — every slot's affix pool, level slider, corruption outcomes. In game with J.
    • Hovering an item or skill links into the codex.

    🗺️Act 1 rebuilt

    • The windmill is a derelict timber mill; the witch's hut a real house of nine distinct rooms.
    • Church, crypt and grounds rebuilt in grey granite — reflecting pools, cold-palette trees.
    • Misty moor goes overcast with tea-dark water; granite tombs in the graveyard; a dry mud werewolf den.
    • Zone exits spread evenly over all sides — the village exit no longer always leads north.

    ⚖️Balance

    • Early levels need ~1/3 fewer kills; XP penalty for level gaps is gentler (zero at 15 apart, was 9).
    • Champions ×4 life, bosses ×10. Fire bolt base 8 → 6.
    • Poison clouds stacked ~30× their payload — now one stack per cloud. Whirlwind costs 4 mana a swing.
    • Mana-cost reduction now works. Uniques keep their own item level wherever they drop.

    🎮New players & UI

    • Every class starts with a dagger; the class weapon drops on the first kill.
    • Integrated-GPU warning with a how-to; a clear card when WebGL is missing or lost.
    • Phones can email themselves the link. Terms / privacy page in the lobby.

    🐛Fixes

    • A dead mob's DoT on a cursed hero re-killed it every tick — one boss dropped ~35 items.
    • Melee hits invisible mobs; curse and drain kills give XP.
    • Mobs in one-room interiors sleep until you close in; slow loads no longer kill you behind the load screen.
    • Mobs no longer freeze chasing you round obstacles; +skill lines show real skill names.

    2026-09-15 → 2026-09-17

    🗺️Four tier-4 maps

    • The Sandstorm — driving dust, half-buried caravans and obelisk ruins. Boss: the Storm Caller.
    • The Silver Mirage — white sand, walkable turquoise oases. Boss: the Mirage Sultan, a lightning djinn.
    • The Eclipse Dunes — bandit camps under an eclipse, wider passages, fewer torches.
    • The Scorpio Queen's Palace — a temple interior, the Queen and her giant red scarabs.

    🧟Monsters

    • Resistances on one ladder: families lean (undead poison, elementals fire, ghosts physical), harder each tier.
    • The hover plate says it — *Resists Fire*, *Immune to Poison*. Immunity is a flag; penetration cannot chip it.
    • Boss mods by family: curses incl. blinding, auras, knockback, pulls, slows, stuns, decoys. Champion packs share a family from act 2.
    • No more casting through walls, and the late-map speed ramp was halved — level-45 maps outran you.

    ⚔️Movement, weather, look

    • Directional movement: backpedals, strafes, turns, feet planted, torso aiming while the legs follow.
    • Rain — the wooded trail is permanently wet: curtains, lightning, splashes, rings on water, thunder.
    • Act 1 look pass: rutted dirt roads, new bark, rock and walls, wildflowers, 8 tree shapes a species.

    🎒Items & stash

    • Affixes roll continuously instead of on a few steps — two rares are rarely the same rare.
    • Tooltips show your equipped item beside the hovered one (both rings, both hands when dual-wielding).
    • Shared stash takes Ctrl+click both ways, stacking consumables into what's there.
    • Characters keep a record — lifetime kills by type and rank, PvP kills, gold looted.

    🐛Fixes

    • The demo-end curtain is gone — it still fired at the end of act 2 with act 3 open.
    • Town NPCs stay at their stalls, no longer walk in lockstep, and hold still while you trade.
    • Corpses fade again, auras re-arm on zone change, and guns are levelled with the rest of the mix.

    2026-09-12 → 2026-09-14

    🎮Lobby & social

    • The Tavern — a lobby chat room, news pinned on top, who's in the lobby and who's playing.
    • Ladder medals for the top 3 characters and accounts, plus a Deathless tab and shield mark.
    • Spectate — watch someone's game read-only, if they accept. Options → Spectators to set who may.
    • In-game chat keeps the last 6 h for joiners. An hour idle ends the session (never in the hub).

    ⚔️Combat feel

    • Swings fit the weapon's real reach and arc; weapons in hand resized to match.
    • The blade trail cuts where it meets the body; blood flies along the cut and dries on the floor.
    • Struck bodies recoil from the actual hit point (wolves, spiders too); deaths fall away from the blow.
    • Arrows and bolts burst where they hit; mobs face their target mid-attack (no more sideways archers).

    ⚖️Balance

    • Skill damage grows faster per point (×10 at 16, ×22 at 30); weapon summons follow. Monster skills don't.
    • Monsters get faster and quicker to react with level — past act 1 they can now catch a walking player.
    • Party: +50 % monster life per player, drops scale so each player keeps their share, shared XP on screen.
    • Witch: Grave Call rallies every summon to you. Selling has an undo for the last 5 sales.

    🐛Fixes

    • Mercs: gear checked against the merc's own stats, no ghost copies after re-hire, no crash on a dead merc.
    • Broken urns and opened chests no longer come back whole when the area reloads.
    • Browser Back, mouse side buttons and gestures no longer leave the game or stick the attack on.
    • Easier clicks on drop labels and doorways; shields held the right way round.
    • Every 8th zone change is a quick reload — weaker GPUs no longer slow down over a long session.

    2026-09-12

    🏜️Act 4 is open

    • The dragon's portal now leads to the Nomads' Camp — all 12 desert zones are reachable.
    • The Ruined City — paved avenues through sand; one house hides a stair down to The Abandoned Temple.
    • The Canyon, The Canyon Caves and The Sun-Scorched Plains, where a door opens in one of the pyramids.
    • The Pyramid leads down to The Pharaoh's Tomb, the act's finale; The Bandit Hideout opens too.
    • The Dunes and the Mirage Lakes now loop round dune islands instead of dead-ending.

    🧟Monsters & sound

    • New bodies: nomads, veiled bandits, mummies, the Pharaoh, djinn, drakes, serpents, scarabs, Egyptian skeletons.
    • Act 4 gets its own music, desert wind, lake lapping, sand/stone footsteps and a lobby backdrop: the camp at dusk.

    ⚖️Balance

    • Unique bosses: life ramps to ×8 by level 20 (act 1 barely changes), map bosses ×2, the Bandit Chief much tougher.
    • Endgame maps now sit above act 4 — T1 at level 30, T2 35, T3 40. Charts already in your stash re-tier themselves.
    • Scarabs and serpents hop ~2 m instead of teleporting; bandit archers' arrows fly 40% faster.

    🎮Lobby

    • "News by email" switch in the lobby, and one-click unsubscribe in every mail.
    • Playing from inside another site's embed no longer boots to a black screen.

    🐛Fixes

    • Dashes (wind push, dash strikes) no longer rubber-band or leave the hero offset afterwards.
    • Human death cries play on half the kills — bandit camps were a wall of screams.
    • Drake breath, serpent spit and death-mage missiles use their own effects, not a stock magic bolt.

    2026-09-11

    🏜️Act 4 — the desert

    • 🔜 Built, not open yet — the dragon's portal stays shut until the act is finished.
    • The Nomads' Camp, act 4's town: tents round a fire, the sheikh's red majlis.
    • The Dunes of Destiny — dune ridges you walk around, rockfalls sealing the exits, a bandit grotto in a different spot each game.
    • The Mirage Lakes — some twenty small lakes you can wade through, palms and reeds, boulder fields between them.
    • The Oasis Sanctuary — a deep lake ringed by a road, a green band of palms and bananas, six lakeside hoards that may or may not be there.
    • 🔜 The bandit hideout's door is visible but stays shut until the interior is built.

    ⚔️PvP hub — The Gallows Inn

    • The hub map is now a coaching inn at a river ford, with the execution ground behind it as the ring. It is open again.

    🎒Inventory & chat

    • Ctrl+click moves an item across (bag ↔ stash, or sell to a shop), ctrl+right-click equips, ctrl+shift drops.
    • Selling has an Undo on the toast — full price back.
    • Shift+click links an item in chat; hover or click the link to read it.
    • Esc while holding an item puts it back where it came from instead of dropping it.
    • A shortcut legend sits under the bag.

    🐛Fixes

    • Weapon enchant procs (charged, gold) drained mana on every hit — they are free now.
    • Markus gave you his priest, then offered to sell you the same priest for 1000 gold.
    • Open exits, waypoints and chests on some maps sat outside your torchlight.
    • Some desert boulders reached over the edge as rocks you could walk through.

    2026-09-08

    ⚔️PvP — The Crossroads

    • The Crossroads is a new kind of place: one shared zone everyone walks into, not a private instance. Market square outside, octagonal arena inside.
    • No hostility system, no duel invites, no flags — stepping into the ring is the declaration, stepping out ends it. Free-for-all.
    • Rounds run on the quarter hour (:00 :15 :30 :45) with a K/D board under the minimap. You are listed once you enter the ring, and keep your score for the round.
    • Player damage is scaled down hard — every number in the game is tuned against monster health, so at full value the first hit would win.
    • No hirelings in the hub, no town portal out, and no other characters on the minimap while you are in the ring.
    • When someone walks in, every game in every region hears about it in chat. An empty hub otherwise stays empty.
    • 🔜 It is not open yet — the map is still being built. The lobby entry appears when its bake ships.

    ⚖️Balance

    • The Bishop's demons were summoned without limit — the deadliest fight in act 1, and 77% of those deaths were the summons, not him. Capped at one demon per element, 60 s cooldown. Burst the caster.

    🐛Fixes

    • Your stash read empty after returning to town until something unrelated refreshed it.
    • A bard's songs were damaging their own party — any "+N damage" gear on the bard was being applied to allies.
    • Arriving in a zone on top of a doorway bounced your first click straight back through it.
    • The arrival protection window was expiring during the loading screen on slower machines.
    • Other players in a shared zone showed up as a nameless stand-in body instead of their own class.
    • Clicking near a loot pile that had just been picked up could crash the client.
    • Helmets now sit correctly on the guardian, not just the mage.

    2026-09-06

    🗺️Tier 3 maps — the band is complete

    • Four new charts: The Blood Lagoon, The Gilded Temple, The Fetid Deep, The Ghost Fleet.
    • Two new bosses: The Matriarch (poison-proof, burn her) and Captain Nine-Fathom (cold-proof, shock him).
    • The Ghost Fleet is a green-mist night — the one register where the spectral dead read properly.
    • Charts now open at their own tier's level (20 / 25 / 30) instead of two levels later.
    • The Fetid Deep: fewer, more varied pools, glowing egg sacs off the water, animals only — no armed lizardfolk.

    🐛Fixes

    • A deco bollard on a bridge could cut a harbour map in two — up to a third of the map was unreachable. Fixed on the live maps too, no rebake needed.
    • Killing a map boss completed an Act 1 quest and handed out its reward. Maps drop loot, never story.
    • The portal into an interior map dropped you at a random floor tile instead of the front door.
    • Sealed maps stopped highlighting doors and minimap exits that go nowhere.
    • Bosses built on a common body announced themselves as trash ("Jungle Spider"), and one rendered at trash size.
    • Ally-only skills were rolled against evasion and block — a shield could literally block a healing song.
    • A merc could carry a song out of combat and sing it once in town.
    • Summoned wolves rendered as a ghoul.
    • An old map in your stash could crash the game server when its monster list went stale.
    • The character screen calls magic find "item quality".

    2026-09-05

    🌊Act 3

    • Reachable: finish the governor's quest, Captain Rodrigo ships you to the expedition camp.
    • Every zone has its monsters — merfolk court, tribe & temple priests, pirates, volcano demons and lava serpents, cave crawlers.
    • 4 new bosses: Madam Scarlett, the Mermaid Queen, the Triton King, the dragon in the crater. Barbarossa, the Kraken and the Shaman now roam.
    • New spell FX: kraken ink, abyssal orb, blood rain, spirit mask, real blowpipe darts.
    • Ambience everywhere: jungle, mangrove, volcano, drips, underwater.

    🗺️Endgame maps

    • Tiers re-banded above act 3: T1 opens at lvl 22, T2 at 27. Stashed charts re-tier themselves.
    • Tier 3 begins: The Blood Lagoon and The Gilded Sanctum, both with kitted-out uniques.

    🌏New region: Asia

    • sg.fenfire.wf, ~230 ms → ~50 ms. Pick it in the lobby.

    ⚖️Balance

    • Act-3 bosses had a rat's health bar — fixed, Kraken on top.
    • Dragon breath 8° → 30°; siren wave smaller and lagoon-blue.
    • Hugo now gives the scroll of forgetting; no wind-push while wading.

    🐛Fixes

    • Guardian stance ring could freeze the screen after a long fight.
    • Wooded trail crash during zone swap; dusk brighter, river blue again.
    • Octopus/kraken collision matched to their size; merfolk royalty no longer smaller than their guards.
    • Arrows cross open water on the lagoon and volcanic island.
    • The captain's pirate house is rolled per game.