Devlog ·
Petitions, rogue traps, a switch for level sixty, and nothing lost in a trade
69 commits that day. Written up from the work itself.


The busiest day of the week: game master tools, rogues' old trade, the road to sixty, and fights and trades that finally do exactly what they say.
Petitions, the way the original had them. Press P or type /petition. New Petition takes a topic (Help, Bug, Report a player or Feedback) and your words. My Petitions lists yours with who took it and where it stands. Open one to read its whole history, add a comment or withdraw it. Replies show up whenever a guide answers, and /viewpetition and /deletepetition work too.
Game masters in teal. /who puts [Game Master] before staff names, and a game master on duty shows their name in teal for everyone, across zone lines. Staff ranks now come from the new customer service panel on the login server, and every game master command is logged.
Rogues find and disarm traps. Sense Traps and Disarm Traps are skills you raise by using them. Rogues start sensing at 10 and disarming at 15, bards at 15 and 20. A trap one player finds is found for everybody for five minutes. A failed disarm sets it off one time in four, and a disarmed trap re-arms after a minute.
A switch for level sixty. Whoever runs a server can raise its cap to sixty, opening the spells up to sixty with it. It's off unless they turn it on. Levels 52 to 59 take the original's own experience steps. And a spell you've scribed is never lost: dying and losing a level used to empty those spells out of your book.
Fights do what they say. Stuns now stun creatures and interrupt their spells. Disciplines' defences, resists and Fearless finally work. Kicks, backstabs and arrows face Defense and stances just as swings do. The off hand swings on its own weapon's timer, so a quick dagger behind a slow sword is worth having. Each creature chases at its own pace, so a pulled camp doesn't arrive in one clump. And a kill counts for everyone in the group or raid that earned it: quests, kill counts and achievements alike.
Nothing lost in a trade, a sale or a crash. A trade into full bags no longer destroys what didn't fit. Taking an item off the bazaar at the moment someone buys it can no longer duplicate it or lose the pay. Logging in again over a live session no longer undoes its last minute, and a save kept through a crash is no longer thrown away.
Nobody falls off the world. In the hundred-player test, 27 bots walked out of Fairhaven's south gate and fell forever. Every zone now knows its edges: anyone who goes past is put back where people arrive and told what happened, and portals always land you on solid ground.
In the workshop. Bronze, iron and steel versions of all 23 weapons, three more armour styles, and more hair and beards were built, ready to install. The AI server's 84 race models were fitted to the game's skeleton, with armour shaped round their hair, ears, tusks and beards, and can be tried with /newbodies. Drafts were written for the two cities: quests for the level 42 to 60 creatures, with a five-step lead-up to Vyrathax, stock lists for the city merchants, standing you can earn with each city, and hunting grounds and walls. None of that is in the game yet; it's waiting to be picked.