Movement and tiles — 2 November 2026

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  • Vengeance
    Administrator
    • Aug 2026
    • 7046

    Movement and tiles — 2 November 2026

    MOVEMENT AND TILES Live after the restart this afternoon, about 16:20 UK.
    [HR] Two things were throwing movement off. An empty square could still have a creature's name on it after they had already walked away. The server treated that square as full and sent you back. In a crowded room, Zuma Temple especially, that turned into bouncing from cell to cell instead of walking. On top of that, a heavy burst of data froze the whole world for a moment. Potion keys, a big experience hit, a crowded fight. Everyone stopped, not just the person sending it. Live for everyone after this restart
    • Empty squares — if the creature is no longer standing there, the square does not block you.
    • A real body still blocks a walk — another player, a hero, a monster, a wall, a closed door, or a shopkeeper.
    • A run stops on a monster that is actually standing on the square. A run still crosses another player or a hero.
    • The world keeps moving when a burst of packets goes out. Potions and experience no longer freeze every character on the shard.
    [HR] On the client testers are using
    • Each step plays as soon as you press the key. The next step waits until the server agrees or refuses.
    • A refusal puts you back on the square that step started from.
    • Monsters walk the gap between steps, instead of hopping one tile and standing still.
    • A flood of incoming packets no longer freezes your own screen.
    The public patch is still the current client. It plays your step on your screen as you press the key, so a run the server has already stopped on a monster can still play through on your screen until the next public patch. You should bounce less either way, because the server has stopped refusing empty squares. If you were online when the server came back, relog. — Vengeance
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