Patch-Notes (English)

Gameplay & Balance

  • Increased Asalraalaikum cooldown in Battlegrounds by 3 seconds.
  • Reduced Dark Illusion cooldown by 5 seconds and increased its duration by 2 seconds.
  • Seraph now deals 15% less PvP damage in Battlegrounds while using Damage Equipment.
  • Seraph now has 25% less HP in Battlegrounds while using Damage Equipment.
  • Templar now has 35% less HP in Battlegrounds while using Damage Equipment.
  • Psychic Wall is now disabled in Battlegrounds.
  • Pandemonium now has a 3-second cooldown.
  • Sonichand now has a 5-second cooldown.
  • Seraph now deals 15% less PvP 1v1 damage in Battleground mode.
  • Increased Guild Siege Treasure (Participant) item stack size from 10 to 99.
  • New Power-Up Bundles are now stackable in the inventory.
  • Increased Slayer and Templar movement speed in the Battleground Mode/Siege map by 30%.

Networking & Stability

  • The new Network Transport Layer is now enabled by default, and the legacy network code has been removed.
  • Fixed a crash related to object deletion.
  • The Discord API now updates once per second instead of every frame.
  • Submitting the login form without an ID or password now returns a connection-failed message instead of attempting to connect to the server.
  • Improved network and client logging for connection issues, including a disconnect window when a ghost disconnect occurs.
  • Network client logs are now stored in the Entropia Client\Log folder and are automatically removed after 3 days when the client is started again.

Video & UI

  • Fixed the D3D11 monitor refresh-rate setting.
  • Reorganized options in the Video tab and reworked the Taskbar settings layout.
  • Added a 30 FPS Background FPS Limit option under Frame settings in the Video tab.
  • Unfocused secondary clients now render at 30 FPS to reduce GPU usage.
  • Added a Field of View slider to the DirectX 11 graphics settings. The range is 50% to 150% in 10% steps. The default value of 100% preserves the original view. Changes apply instantly and are saved automatically.

Treasure & Visual Fixes

  • Fixed blurry treasure-opening visuals caused by a DirectX 11 issue.
  • Adjusted the Treasure Opening design.
  • Ultimate/Omega Item Pull shout visuals are no longer displayed in Siege, Secret Room, Monster Clash, and Dungeons. The chat message is still shown.
  • Fixed a DirectX 11 rendering issue that caused parts of some SFX to appear as flat, translucent colors instead of using their intended textures.

Vendor Shop Template Fix

  • Fixed an issue with Vendor Shop Templates. Items are now saved correctly when creating a template, including after a server restart.

Important Older templates may still be affected by the previous bug. If you experience any issues, delete the old template and create a new one.

How Shop Templates handle items: Items can only be added to a Shop Template if the exact original item stack is currently in your inventory.

For example, if you place a stack of Diamonds into your Vendor Shop and those Diamonds are later stored in your Shop Bank, or the entire stack is sold to another player, they will no longer be available when creating or updating the template. Claim them from the Shop Bank before using the template.

Another stack of Diamonds in your inventory will not work as a replacement. Every item stack has its own unique ID, so the template only recognizes the exact stack or item that was originally placed in the shop.

This is important because two items of the same type can still have different stats, bonuses, or values. The template therefore does not automatically replace a missing item with a similar one from your inventory, preventing accidental sales of high-value items with different bonus stats.

Please always review the items in your Vendor Shop before opening it to players.

Volumetric Fog - DirectX 11 Only

  • Added Volumetric Fog, replacing the standard fog when enabled.
  • Distant fog now adapts to view distance, with varying density and closer fog banks depending on in-game time.
  • Every two in-game hours, approaching fog banks have a 25% chance during daytime and a 50% chance at night. Heavy fog has a 4% daytime chance and a 12% nighttime chance.
  • Example: At 10:00 AM in-game time, conditions can range from completely clear to dense fog surrounding your character.
  • Softer, slightly gray fog preserves each world's colors and works with both sun-ray and moon-ray styles.
  • The sky remains visible during normal fog, while heavy fog can obscure it. The sun may still faintly shine through.
  • Optimized heavy fog by skipping fully obscured distant scenery where safe and omitting skybox reflections in water when the sky is covered.

DirectX 11 Performance

  • Improved loading times on large maps with many monsters and objects.
  • Reduced loading stutters when moving through densely populated areas, especially with increased view distance.
  • Previously loaded models and textures are now reused more efficiently.
  • Optimized game-data loading for slower hard drives.


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Server Information  Kheldor (Main Server)
  • Server Status
    Online
  • Server Time
    12:11 am
  • Battlegrounds
    -
  • Crown
    Antixuqy
  • MvP
    Dawai


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