Patch Notes

Everything You Reported

August 31, 2026 · by Aurenfall Team

Everything below came from somebody playing the game and telling us what was wrong with it. Thirty-one of those reports have now been fixed, tested and confirmed, in the first days of open beta.

Fighting and levelling

  • Auto-attack keeps time with the animation. When your character swings on its own it now paces itself to what you can see -- roughly 1.5 seconds for a backsword or club, 1.2 for a blade, 0.75 for a bow. Clicking each blow yourself is unchanged and still faster.
  • Monsters below your level pay far less. Full experience runs from three levels below you to one above; past that it falls away sharply. Killing weak things quickly used to be the fastest way to level, which is not what a hunting game should reward. There is a guide to what to fight.
  • Every promotion from level 70 hardens you. Five percent less damage from monsters at the level-70 promotion, eight at 100, ten at 110 -- and it is a cut of the blow itself, so it helps a bare Taoist exactly as much as a Warrior in plate. Promotion also has a guide at last.
  • Fourteen monsters had the health of a level-30 one. Every monster from the FireSnake to the SilverHawk shared a single wrong number, which meant a level-95 bird was paying a twentieth of the experience it should. All fourteen restored.
  • A monster's health bar tells the truth. The spawn packet never carried how much health a monster could have, so the client had to guess -- and guessed wrong for anything that walked into view already wounded. That is the bar reaching zero while the monster fought on.
  • The Exp Boss is an ordinary monster now. It used to be built like a siege pillar, which the client will only let you strike in PK mode. Anyone can hit it, in any mode. Poison against it is capped, because a damage-over-time tick is free and was melting it.

New ground: levels 123 to 130

The world used to stop at a level 122 serpent while characters go to 130, so the longest climb in the game had nothing left in it to fight.

  • Eight new monsters, one for each level from 123 to 130, in the Sky Maze -- three floors of narrow walkways.
  • The Ice Crypt is reachable at last. It has held eleven hundred IcySerpents since the spring with no way in. The Frost Warden in the Adventure Zone opens the road, and the crypt's own stairs carry on into the maze. You walk all of it.

Daily hunts

  • Each city's hunting master has a level. Twin City from 1, Phoenix from 25, Ape from 45, Desert from 65, Bird Island from 85. The pay is measured against the monsters of that city, and collecting Bird Island's wages at level twenty was worth more than everything else you could do that month.
  • A finished task hands over the next one. The master used to describe it and close the window, so you had to know to ask twice.
  • Quest givers quote what they will actually pay -- the number now includes the server rate and your Rainbow gems, like the payment always did.

Events

  • Double experience every evening, 19:00 to 20:00. Nothing to switch on; the hour follows Warsaw time, so it keeps itself right across the clock change.
  • MeteorSanta leads a real chase. He waits a minute where the announcement says he is, then bounds away every two seconds and drops something every six. Each city has four routes and one is drawn per shower. He only ever lands where you can follow -- and he strikes down anyone who attacks another player near him, so the crowd cannot be thinned by whoever brought the biggest blade.
  • The Bounty says what is being hunted, every half hour, with where to find it and how long is left -- not just the standings.

The world

  • The Conductress offers one road out of Twin City's western corner, for the desert and the mine both. They leave from the same place, and the old mine option set you down inside scenery.
  • Desert City's shops say what they sell -- three of them were called "Armory" and two "Trader".
  • Captain Li will take you to the prison for a thousand silver, and let you leave whenever you like. Nothing drops from a body down there -- not even a red name's gear -- and nobody can trade, so a killing cannot be turned into profit. The prison.
  • The Market is tidier: the Mall Manager and the Booth Master are gone (the client's own button opens the mall from anywhere, and booths close properly by themselves now), SuperGems and the Fashion Lady have moved to where you asked.
  • Ten single-quest NPCs retired. The hunting masters cover that work now.

Items

  • Arrow packs combine. Drag one onto another -- including the quiver in your hand, which the automatic reload cannot top up.
  • The vault takes scrolls. It hands Meteors back packed ten to a scroll, and used to refuse to take them in that form.

Client, launcher and website

  • Two entries in the server list: AurenFall and AurenFallTest.
  • HD resolutions are detected. The old question about view distance when you first entered the world is gone -- the game works it out from what you picked in the launcher and tells you what it set.
  • A chat tip promised a boss that does not exist. The client shipped a note about a GuildBeast at 21:00 and a DragonBall for killing it -- content that was never built. Replaced with things that are true here.
  • Discord is on every page, ticket statuses read in English, and the bug form answers in the language it is written in.
  • One support ticket an hour from inside the game; the website takes as many as you like.

Keep them coming. Every line above started as somebody saying "this is wrong".

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