PATCH: Client Patches, Quality of Life Updates and More!

June 4, 2025

Buff Icons

  • Added new buff icons for
    • Discorded, pacified & provoked (debuffs on mobs)
    • Summoned (when the time reaches 0, your summon disappears)
    • Drunk (when value reaches 0, the buff disappears)
  • Performance improvements
    • Reduced oversending of buff updates
    • Fixed crash that could occur at Omnis with large groups of players (hopefully)
  • Added Cooldown triggers for buff added and buff removed
    • Buff added trigger will apply the duration of the buff if left empty and if buff has a finite duration

[Recall commands

Added a set of commands that allow you to recall from runes in runebooks or runetomes that you carry with you. These commands are meant to replace Razor scripts & macros to make creating macro buttons or hotkeys to recall more accessible.

The specific commands are:

  • [Recall <name>
  • [RecallCharge <name>
  • [GateTravel <name> or [Gate <name>
  • [GateTravelCharge <name> or [GateCharge <name>

Limitations:

  • The commands only work with runes that are contained in runebooks or runetomes that you carry with you
  • Does not work with marked runes in your inventory
  • If multiple runes with the same name exist, it picks the first one it finds
  • Adheres to all normal recall/gate restrictions
  • Closes all runebook gumps after issuing the command

Party updates

Bugfixes

  • Fixed the longstanding bug that made the names of party members in party chat only appear when they appeared on your screen at least once during your session. They should now always be shown.

Party Ping

  • Introduced the party ping mechanic to the client
  • Pings are triggered by left clicking on the ground, health bars, mobiles or the world map along with either the default key or wheel modifier (ctrl, alt or shift)
  • Party pings allow members in your party to ping the ground, party member or non-player mobile
    • Mobile pings “stick” to a mobile as it moves
  • There are 8 different types of pings, each with a different icon
  • One ping marker can be active per player
  • Pings are also shown on the minimap and can play a sound
  • Players can pick their own ping color similar to how speech colors work
  • You can pick a modifier (ctrl, shift, alt or a combination) to either use a default ping of your choice or bring up the ping wheel

Ping customization

There are various options to customize pings to your liking:

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CUO macros

If you don’t like the default left click behavior to trigger a ping you can also create a CUO macro to map it to any key you want.

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Movement Key Mappings (a.k.a. WASD movement)

  • CUO movement macros will no longer work
    • You will receive a system message when you try to trigger a movement macro
  • Instead, there are now direct movement key mappings in the options under “experimental”
  • Movement keys will always be triggered when the key is pressed regardless of the modifier keys (shift, alt, ctrl)
  • Optionally, you can prevent movement from triggering if a hotkey (for example ctrl+W) also triggers a macro
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Buff cooldown triggers

  • Added new cooldown triggers for buff added and removed
    • For the buff added trigger, if you leave the time field blank it, it will use the buff’s time left duration in case the buff can expire
  • There might be some buffs that trigger the removal even though the buff is still present. Notify @tranq if this is the case.
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Pants
  • Fixed a longstanding bug where some pants would vanish when sitting down.
  • You now have to take your pants off if you want to feel a fresh breeze around your buttocks while sitting.
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May 22, 2025

Heal Spell

  • The Heal spell will now heal 11-14 Health (previously was 10-12)
  • The Heal spell while PvP Flagged will now heal 7-10 Health (previously was 6-9)

Greater Heal Spell

  • The Greater Heal spell will now heal 45-60 Health (previously was 40-50)

Heal Potions

Lesser Heal Potion

  • The Lesser Heal Potion will now heal 15-25 Health (previously was 10-20)
  • The Lesser Heal Potion while PvP Flagged will now heal 10-15 Health (previously was 5-10)

Heal Potion

  • The Heal Potion will now heal 20-35 Health (previously was 15-30)
  • The Heal Potion while PvP Flagged will now heal 15-25 Health (previously was 10-20)

Greater Heal Potion

  • The Greater Heal Potion will now heal 25-45 Health (previously was 20-40)
  • The Greater Heal Potion while PvP Flagged will now heal 20-35 Health (previously was 19-26)

Meteor Swarm and Chain Lightning
This a further adjustment to our previous patch updates for handling for Meteor Swarm and Chain Lightning for Organized PvP

Organized PvP Handling
If a player casts the Meteor Swarm or Chain Lightning spells in an Organized PvP situation, handling for the spell will become adjusted

Meteor Swarm Damage
If a Meteor Swarm spell adopts Organized PvP handling, the damage inflicted to all players will be determined based on the total number of players hit, as follows:

1-5 Players Hit: 5 Damage
6
 Players Hit: 9-11 Damage (previously was 8-11)
7 Players Hit: 15-19 Damage (previously was 11-17)
8 Players Hit: 23-29 Damage (previously was 14-23)
Players Hit: 33-41 Damage (previously was 17-29)
10 or more Players Hit: 45-55 Damage (previously was 20-36)

Example
Team A has 5 players and Team B has 8 players and every player on each team casts Meteor Swarm and hits the entire opposing Team
Team A with 5 players will inflict 5 x (23 to 29 Damage) = 115 to 145 damage to each member of Team B
Team B with 8 players will inflict 8 x (5 Damage) = 40 damage to each member of Team A

Chain Lightning Damage
If a Chain Lightning spell adopts Organized PvP handling, the damage inflicted to all player will be determined based on the total number of players hit, as follows:

1-5 Players Hit: 6 Damage
6
 Players Hit: 12-14 Damage (previously was 10-14)
7 Players Hit: 20-24 Damage (previously was 14-22)
8 Players Hit: 30-36 Damage (previously was 18-30)
Players Hit: 42-50 Damage (previously was 22-38)
10 or more Players Hit: 56-66 Damage (previously was 22-38)

Example
Team A has 5 players and Team B has 8 players and every player on each team casts Chain Lightning and hits the entire opposing Team
Team A with 5 players will inflict 5 x (30 to 36 Damage) = 150 to 180 damage to each member of Team B
Team B with 8 players will inflict 8 x (6 Damage) = 48 damage to each member of Team A

Creature Kills

Group Experience

  • Greatly increased the Group Experience Bonus that players receive when multiple players contribute to a creature kill

Credit for Kills
In order for a player to be considered to have “Killed” a creature for any system that tracks individual creature kills, such as “Boss Kills Server Rank” or “Kill Paragon Society Job”, players must have done at least one of the following:

  • Inflicted 10% or more of the Total Damage inflicted on the creature by all players
  • Inflicted at least 5000 Damage on the creature

Note: This change will have no impact on Experience Gains or any “Kill Gold Worth of Creatures” type systems Society Jobs/Achievements since those are tracked based GoldValue of the player’s contribution to the kill (Damage Percent * Creature GoldValue)

Additional Note: As a reminder, if players are in a Party, the Damage Inflicted by all members of the party with Share Experience toggled is divided equally amongst themselves and this shared amount *will* count for each player for determining Creature Kills (i.e. a Healer or Bard who inflicts no “actual” damage on a creature will considered to have inflicted damage for the purpose of Kill Credits / Experience / etc)

This change is intended to curb the large number of playes who “tag” a monster with a tiny amount of damage and qualify for progress in systems despite having performed no significant contribution to the creature’s kill

Monster Hunter Society

  • Increased the number of Monster Hunter Society jobs available each week
  • “Kill Paragon of Type X” type jobs will no longer appear
  • “Kill Creature X” type jobs will appear less frequently
  • “Kill Creature X” type jobs will have now have a significantly lower target number needed for completion

Potion Keg

  • Potion Kegs will no longer block Movement

Vanity Travel Kit

  • Players can now purchase a Vanity Travel Kit from the Prevalia Merchant under the Misc category
  • The Vanity Travel Kit is a Blessed item that allows players to make any Appearance changes that are available with a Wig Stand, but can only be used from the player’s Backpack or Bank Box
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  • Double-clicking a Vanity Travel Kit from the player’s Backpack or Bank Box will bring up the Change Appearance menu and allow the player to make any changes normally available with a Wig Stand
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May 5th, 2025

Corpse Creek Contest

  • We are removing the Inactivity Penalty (for time outside the event zone) for both Players and Guilds on a trial basis

Excessive Player Penalty

  • The Excessive Player Penalty for Guilds (more than 10 players participating) will now only apply to scores at the end of the event
  • The Excessive Player Penalty will adjust the final Guild Scores as well as Individual Scores and will be displayed under the “Penalty” field in the Battle Records menu for both players/guilds

Kills

  • Player Kills will now only grant Team Score and Individual Score to the guild that inflicted the most damage to that player (to minimize other guilds from “tagging” an opponent to also earn score)

Dungeon Flashpoint

  • We are removing the Inactivity Penalty (for time outside the event zone) for both Players and Guilds on a trial basis

Excessive Player Penalty

  • The Excessive Player Penalty for Guilds (more than 10 players participating) will now only apply to scores at the end of the event
  • The Excessive Player Penalty will adjust the final Guild Team Scores as well as Individual Scores and will be displayed under the “Penalty” field in the Battle Records menu for both players/guilds

Kills

  • Player Kills will now only grant Team Score and Individual Score to the guild that inflicted the most damage to that player (to minimize other guilds from “tagging” an opponent to also earn score)

Meteor Swarm and Chain Lightning
This an update to the previous patch’s handling for Meteor Swarm and Chain Lightning for Organized PvP

Organized PvP Handling
If a player casts the Meteor Swarm or Chain Lightning spells in an Organized PvP situation, handling for the spell will become adjusted

Meteor Swarm Damage
If a Meteor Swarm spell adopts Organized PvP handling, the damage inflicted to all players will be determined based on the total number of players hit, as follows:

1-5 Players Hit: 5 Damage
6
 Players Hit: 8-11 Damage
7
 Players Hit: 11-17 Damage
8
 Players Hit: 14-23 Damage
Players Hit: 17-29 Damage
10 or more 
Players Hit: 20-36 Damage

Example
Team A has 5 players and Team B has 8 players and every player on each team casts Meteor Swarm and hits the entire opposing Team
Team A with 5 players will inflict 5 x (14 to 23 Damage) = 70 to 115 damage to each member of Team B
Team B with 8 players will inflict 8 x (5 Damage) = 40 damage to each member of Team A

Chain Lightning Damage
If a Chain Lightning spell adopts Organized PvP handling, the damage inflicted to all player will be determined based on the total number of players hit, as follows:

1-5 Players Hit: 6 Damage
6
 Players Hit: 10-14 Damage
7
 Players Hit: 14-22 Damage
8
 Players Hit: 18-30 Damage
Players Hit: 22-38 Damage
10 or more 
Players Hit: 26-46 Damage

Example
Team A has 5 players and Team B has 8 players and every player on each team casts Chain Lightning and hits the entire opposing Team
Team A with 5 players will inflict 5 x (18 to 30 Damage) = 90 to 150 damage to each member of Team B
Team B with 8 players will inflict 8 x (6 Damage) = 48 damage to each member of Team A