Patch Notes

Patch Notes - The Siege, and Forty-Eight Doors That Now Open

August 25, 2026 · by Aurenfall Team

Everything below was reported by a player, fixed, and then checked in game by a player who went back in to look. That last step is the one that matters, and it is why these leave the test board and land here instead.

Saturday belongs to whoever holds the pole

Guild War is live. Every Saturday between 20:00 and 22:00 the guild map opens and guilds fight over it.

  • The way in is the Guild Admin in Twin City, at the Guild Director's square - guild members only.
  • Hit the pole in the middle of the map. Every point of damage you deal counts toward your guild's score - swings, spells and weapon skills all count, and your auto-attack works on it.
  • When the pole falls, the guild with the highest score takes the map, loots a share of the loser's fund, and the pole comes back for the next round until the window closes.
  • Gates can be broken open with Siege Bombs from the Guild Admin - four bombs to a full gate - and the bomber is thrown out to Twin City for their trouble. Dying on the map puts you in the prison until the Warden lets you out.
  • Death there costs what death in the field costs, but earns no PK points and no blue name. It is a war, not murder.
  • The winners collect a weekly prize from the Finance Officer, Monday to Friday.

It is all written up in the Guild War guide.

Forty-eight doors that never opened

The client holds the list of places where it draws a swirl; the original game's own data holds where each of them leads. Putting the two together and walking the whole world found a lot of doors standing shut:

  • 48 swirls now lead somewhere. You could step on them before and nothing happened at all.
  • Two more sat a few squares off the swirl and could never fire. One of them was the way out of the Adventure Zone - the exit was five squares from where our record said it was, so the only way home was a city scroll.
  • 25 dead entries were removed - records for swirls the client never draws, which could only ever mislead.

Every landing was checked against the map first, so you arrive on open ground and out of reach of another swirl.

The road from Desert City has a way back

The road out of Desert City lands in Twin City at a spot where the client draws no swirl at all - and it cannot be made to. Twin City has exactly five swirls and none of them is there. Since there is nothing to attach a return to, Teleporter Joe stands where one would be and does the job.

The +N ladder, one rung at a time

  • A compose raises an item by exactly +1. Two +6 stones used to make a plain item +6 in a single step, skipping the whole ladder.
  • The stones must match the item's level: a +5 item needs two +5 stones, a plain one needs two +1s. Bigger stones are accepted but buy you nothing extra.
  • PlusStones work on every kind of gear. They are universal minors, and the game used to refuse them with "these must be the same item".

Rebirth

  • Your off-hand weapon goes to your bag. Reborn from a class that dual-wields into one that does not, the weapon in your left hand used to block the slot. It now lands in the bag.
  • A reborn Taoist gets the EndBacksword at the rite. A Taoist comes back already on the second tier, so they never pass the level-40 promotion that hands every other class its signature weapon. Eternity hands it over instead - mana-restoring attribute and all.

The guards can see you fly

  • A guard sees a player in the air. Every monster ignored flying players, so a PKer simply took off.
  • A guard never misses - its lightning is the law of the city, and Fly's dodge would otherwise drop it to a fifth of its hits.
  • It strikes from twelve squares instead of sword range: one leap and a bolt, rather than trudging after a runner.

Battle power matches the number your client shows

Your client works battle power out by itself - you can see it in your status window and when you inspect someone - and since this week that same number decides a share of the damage in a duel. So the two have to agree. Reading the calculation out of the client itself found three places where ours counted differently:

  • A two-handed weapon counts double whatever is in your left hand. We required an empty hand, so every archer carrying arrows was undercounted.
  • The left-hand slot itself counts for nothing with a two-hander, arrows included.
  • The talisman is not counted at all.

On the Market

  • A lottery draw costs 150 Conquer Points, down from 215 - less than a DragonBall, where the ticket used to cost exactly one.
  • The CPs Merchant is gone. All 27 of his items are sold by the Mall Manager four steps away, so nothing became unavailable. Earning CPs is unaffected: the CPAdmin stands exactly where he stood.
  • Lady Luck and the Fashion Lady moved to where they were asked for - (211,191) and (204,180).

Keep the reports coming, and keep going back in to check them. That is what fills this page.

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