{"entries":[{"body":"Britain has made room for lingering. A winged horse drinks from a reflection of the night outside West Bank. Within, paintings fill the old stone walls; a crystal in the western room carries visitors up to an open rooftop salon, where a clockwork sky turns beside a telescope and friends can gather on midnight velvet.\n\nFollow the quarter towards West Bridge: moonlit gardens, a painter's corner, a flowering story tree and stone guardians now accompany the road. A book beneath the pale blossom begins The Wandering Light, a short walk through the district with a rare-coloured ribbon to remember it by.\n\nThe Hue Mistress has brought her colour atelier to the bank's western side. Four new reusable dyes - Starlight Silk, Moonlily Silver, Opal Dawn and Aurora - join her original colours at 5000 gold each. Wear a little of the city's impossible colour home.","id":"2026-09-08-west-bank-astral-quarter","published_at_utc":"2026-09-07T23:19:14Z","source_commits":["9cd8d49d5908437a325b1165329aad42abc6b471","c90095998eb5a95fdbd21ead53e054cf96331f27","b1f822e63c9dc4eb5038b592e1b27a1309a60ccd"],"title":"A Little Light Above West Bank"},{"body":"Candidate client build `2026.08.03-5bc9ec20` is available.","category":"Client","id":"client-release-2026.08.03-5bc9ec20","published_at_utc":"2026-08-03T12:42:42Z","source":"client-release","subtitle":"A candidate client inscription from the Steward","summary":"Candidate client build `2026.08.03-5bc9ec20` is available.","title":"Candidate chapter 2026.08.03-5bc9ec20","version":"2026.08.03-5bc9ec20"},{"body":"A careful player found three ordinary promises that the world was not keeping: iron that would not smelt, a shield that could not teach Parrying, and a new house whose long upkeep clock did not survive the world's own housekeeping. They shared two quiet faults. A harmless observer was replacing every quick skill roll with failure, and an engine safety check mistook a real 180-day house sign for a broken item timer. Both are repaired at their source.\n\nThat search widened. Skill locks now remain locks even inside a Calling; all fifty-nine skills fit beneath the total cap, with the chosen Calling's full extra ceiling still available; plant bowls continue growing inside the backpack where players are told to keep them; and the old granite, marble, and sandstone recipes finally consume stone that can actually be mined. Bare [bug also gives readable guidance instead of trying to interpret its own placeholder as script.\n\nTwo overgrown corners of Felucca receive the same treatment. Spiders no longer pile a new web beside an existing web forever, six wildlife spawners no longer ask for sixty creatures each, and the already-accumulated excess is removed through a save-backed, exact-sector repair.\n\nThe same search reached the quieter machinery behind the signs. Bulk orders now accept the item you actually drop onto the deed, offer only material-and-garment pairs that can be crafted, and keep their honest six-hour rhythm instead of becoming an immediate reward loop. Arena, mastery, pet-training, imbuing, cosmetics, golem and museum keepers now survive long enough to provide the services standing behind their names. Virtue meditation, invasions, VvV, Doom, Charybdis, Krampus, hall roads and time-grown loot now use the world's real clock rather than running ten times too quickly. Bushido and Ninjitsu effects now strike and classify the creature in front of you, Confidence cannot be piled forever, and a resurrection talisman remains alive long enough to keep its promise.\n\nA further pass made the remaining promises literal. Eighteen learned recipes now make their named creations instead of ordinary substitutes, and the public Crafting atlas shows every live specialty recipe. Peerless offerings begin with guardians rather than the boss they are meant to summon. Compassion pilgrims can be healed by every player, Honor targets return, escorts pay once and go home, and abandoned journeys recover. The shared Lost Purse also returns to its world fixture without asking the shard to resolve an invalid container. Spellweaving summons and blessings expire when their words say they do; persistent fire really burns over time; night sight from one relic no longer extinguishes another. Leaving a customized house also returns the actual house to its exit script.\n\nThe survey then reached contracts and keepers. Textile and reagent commissions now take the goods from your pack instead of reading unrelated ground or target state; travel reports are now visible parchment instead of an engine-only memory object, remain bound to the traveller who accepted them, require an actual journey, and cannot be reprinted or replayed. Three specialist merchants once again stock their named wares, the collection curator survives to receive donations, stablemaster deeds create a keeper who can really stable animals, and Barracoon now holds an unguarded orc camp instead of being erased by Cove's guards. Seasonal and Tokuno lights keep their identity after they are lit, and the public atlas now shows only reachable drops, the true mining floors, Purge Magic and Rising Colossus.\n\nBulk orders now speak through every real crafter, not only through NPCs whose random personal name happened to contain a profession. Their item families are exact, every colored order can actually be made, and an incomplete traded deed can no longer hide a completed one. Runic kits now enchant the item that was just crafted rather than a recent bystander in the backpack. The World Archivist has also stopped selling blank reward bags and top runic kits around the entire crafting progression.\n\nThe Virtues and Tokuno were next. A Lost Purse found before its story began no longer leaves Honesty in limbo; the Shrine of Sacrifice now takes only the gold actually laid upon it, only from an active pilgrim, and never more than the vow still asks. Rewards are not marked claimed until they truly reach the traveller's pack. In Tokuno, the Phoenix Robe has joined the apex drop it was always said to inhabit, wild Hiryu carry the same treasure chance as their neighbours, and one Horselord figurine now calls exactly one mount. An invalid author line that troubled the lore shelves at every awakening is gone as well.\n\nHousing purchases now keep that same promise. The price in the architect's window, the gold taken from your backpack, and the price in the public Housing atlas are the same price. Buying from the placement catalog gives you a real deed before targeting begins, so cancelling or choosing an invalid place keeps the deed for another attempt instead of eating the purchase. The atlas also names the real 180-day upkeep cycle instead of calling houses permanent.\n\nThe faction strongholds now keep that same promise. Quartermasters no longer mistake ordinary gold for faction silver or offer a random half-shelf: all eighty-five rewards have exact silver prices, membership is checked against the Quartermaster's own faction, and faction artifacts remain loyal to the oath that bought them. Resignation is now a real choice at thine own stone, followed by a seven-day oath cooldown. Rival kills require real damage, pets credit their owner, one account cannot feed itself, and repeating the same victim too soon earns nothing. The Atlas shows the same prices and requirements the world enforces.\n\nThis is not a new system. It is the existing world becoming as literal as its signs, tables and promises say it is.","id":"2026-08-03-the-world-keeps-its-promises","published_at_utc":"2026-08-03T03:03:21Z","source_commits":["ffd13dd28eb78cde50d236355c18ee7c856b3a6d","2919f63a6573cfb7673e0d5af1148c244c9713b6","add2cd1c60b420a39785f92101d21fd34d9eb726","0492c6ccc6a08513dfa82f231fa41802cb0304d6","1d78acea9e2c957afef1dc0d7581afef753a94d1","8188201be24574891201dae8f0172d2af359aa00","4ca3ac61a89ffb35e04522a9fd4d0a519e3aa413","f686fb8ec4002a6cdcb06a4917ed1cbe2efa7373","34921fac51745c3154868cffa5781cadccc9e127","3bcf5c0dbd8a76fb59cdd72bbf9614e010f8e058","2904c53d25e8585ff3d34a7157cee8991843be87","3065c5223b275e979d4e73f4937cf4667a7434ed","5e3b39ff711596d87c6dff4739226e36f79241b3","197edbf9dc12cbce683c1577cb8dd5488894bc1d","cd090e7765bcc5820e25315d2310dab156f48b47","a08e5ad782ef665b5e535488faddba7f7a33ddd6","4ccc5765ca624376a4b08ada779fe58ae6d4bbe0","51146c8f81930b2f0e1c1d39ba216ac33e1b7a64","a961e929f2a0678b8ba35608f1d8dda69854222f","5669dad9d140e4019af8cb27b26e20120669a3cb","1b48e8e6a887fe9132f905534e7195846cae877f"],"title":"The World Keeps Its Promises"},{"body":"A door worth closing before anyone noticed it was open: the profile endpoint used to accept whatever role a client claimed for itself. Nobody used it \u2014 the room was empty \u2014 but the day anything trusted that claim, every account would have been staff. Now the server keeps the keys: your role is assigned here, never self-declared. Nothing about how you play changes today; something about what cannot happen tomorrow is simply gone.","id":"2026-08-02-your-role-is-yours-not-anyones","published_at_utc":"2026-08-02T14:49:37Z","source_commits":["f111bf40b1fd1cf9a8204d82a3c2d747fe4016c0"],"title":"Your Role Is Yours, Not Anyone's"},{"body":"Two ways this shard could quietly take back work you had already done are closed. Neither was ever announced, which is its own kind of wrong, so here is both.\n\nA planned restart used to discard the last few minutes. The world saves on a cadence, and stopping the shard between saves simply threw away whatever had happened since the last one \u2014 a skill gain, a kill, a lock picked. Now the shard is asked to save before it is allowed to stop, and it is the engine's own completion signal that releases the shutdown, not a guess at how long a save takes. A planned stop pauses for a few seconds and keeps everything.\n\nAnd the shard could crash outright after a save. Rare \u2014 once in a fortnight \u2014 but it landed at the worst possible moment, immediately after writing, and a crash in that window is the one that costs real progress. The cause turned out to be a single line missing deep in the engine: when a save failed to load and the world reset to try an older one, one internal list of objects was left holding entries for things that had already been thrown away. The next heartbeat reached for one of them. It is fixed, and the shard now survives a save it cannot read instead of falling over on it.\n\nNothing about your character or the world changes. This is the floor underneath everything else getting more solid, which is the sort of work you should never have to notice \u2014 and would only ever notice by losing something.","id":"2026-07-30-the-world-holds-its-place","published_at_utc":"2026-07-29T23:37:45Z","source_commits":["c5fd3fde","db0a3cea"],"title":"The World Holds Its Place"},{"body":"Three skills that did nothing but climb now have something to climb toward, and it is in the world where you can walk to it.\n\nThirteen warded caches are hidden in the dungeons, one to a level, across Britannia, Ilshenar, Malas and Ter Mur. Each is a pair: a carved stone face set into the floor, and the locked cache it guards standing on the same tile. The ward is Remove Trap's work and the lock is Lockpicking's, so a cache wants both \u2014 one of you finds the door, the other opens it. Past 100 in Remove Trap, disarming a ward surfaces a further cache it was keeping hidden.\n\nThe locks climb with depth and never mix. The shallow levels ask 80. The middle depths ask 100. The deep dark \u2014 Hythloth's lower halls, the fire dungeon, the Cyclops Temple, the Underworld and the Stygian Abyss \u2014 asks 125, which is past what anyone reaches without a Calling. The floor is a hard refusal, not a fumble roll: below it the lock simply will not answer you. Above it, what is inside grows with how far past you are.\n\nEight throwing quintains now stand where fighters gather: Jhelom, the Trinsic training grounds, Lord British's castle court, Serpent's Hold, Minoc, the Royal City, the Grand Arena and the Ancient Citadel. Each keeps the best throw it has ever taken and the name of whoever took it. One board to a hub, so a hub competes on one mark.\n\nThey are deliberately not common. One warded cache on a dungeon level is a discovery; a row of them would be a chore.","id":"2026-07-29-veil-and-blade","published_at_utc":"2026-07-29T15:08:31Z","source_commits":["df20af0fd093a6e441b572a5a95b444b33395390"],"title":"Veil and Blade"},{"body":"No single blow, from anything, may now take more than 45% of your full health.\n\nThat rule has been written down since the shard opened. It has never once been applied. The code that was supposed to weigh every hit against it was being called in a way that handed it nothing to weigh, so for as long as it existed it measured nothing and stopped nothing. It has been fixed, and it is now on.\n\nFor almost everything you fight, this changes nothing at all, and that is deliberate. A dragon's worst blow is about 15% of a well-built body. An ogre lord's is 17%. A lich's is 17%. Every creature measured on this shard sits under half of the limit \u2014 except one. An ancient wyrm was landing more than your entire health bar in a single hit, from full, with no counterplay. Now it takes three.\n\nOne side effect worth naming, because it is a change you may feel. The same code advances The Long Breath, the study of enduring a hit worth enduring. It has not been running. It is running now, so that study will start moving again for anyone taking real damage.","id":"2026-07-29-nothing-takes-half-of-you","published_at_utc":"2026-07-29T14:58:44Z","source_commits":["5126bded05f719dfbe05be782306829e78eef404","e09f0ea2d494d20969b1869d52aa96e073242c67"],"title":"Nothing Takes Half Of You"},{"affected_systems":["Callings","Magery","spell damage","equipment","skill bonuses"],"body":"Your Calling sets a ceiling, and equipment has never been allowed to raise it. For casters the design document said so twice: gear converts to reliability rather than ceiling, and the damage clamp still applies.\n\nThere was no clamp.\n\nFor most of that time it was untidy rather than unfair. Measurement made it matter. A Magery nuke at the ceiling lands about 41% of a full-health body, and the ceiling this shard is designed around for any single blow is 45% \u2014 so the entire margin between a strong spell and the shard's ceiling was thin enough that skill above your Calling's cap was eating straight into it. Gear was quietly raising a ceiling it was never meant to touch.\n\nNow, when a Magery spell succeeds, the skill that feeds the damage curve is capped at your Calling's ceiling. If your Magery sits above that cap because of what you are wearing, those points no longer buy damage.\n\nEverything else they bought, they still buy. Whether the spell succeeds at all is settled before the cap is applied, so nothing about reliability changed. Punching through a target's resistance reads your base Magery and is untouched \u2014 gear still helps you land on someone who would otherwise shrug the spell off. Duration is computed from your full skill, as it always was.\n\nThis pass covers Magery, where the match is exact: every Magery nuke is pure Magery, so there is no guessing about which spells it governs. The other schools, and the bard, poison and pet paths, are deliberately untouched. They are owed the same audit and it is still open.","category":"Gameplay","highlights":["Magery skill above your Calling's ceiling no longer adds spell damage.","Gear still helps you punch through a target's resistance \u2014 that reads your base Magery, which is untouched.","Whether a spell succeeds is settled before the cap applies, so reliability is unchanged.","Spell duration is unchanged; it still reads your full skill.","Magery only for now \u2014 the other schools and the bard, poison and pet paths still owe the same pass."],"id":"2026-07-29-the-ceiling-holds","published_at_utc":"2026-07-29T05:30:00Z","source":"world-content","source_commits":["9a33080"],"source_range":"9a33080","subtitle":"For Magery, gear above your Calling's cap stops adding damage \u2014 and keeps everything else it ever gave you","summary":"The rule was written down twice and never built: for a caster, equipment buys reliability, not power. It is built now. Magery skill above your Calling's ceiling no longer feeds the damage curve, while the success roll, resist penetration and spell duration all still read your full skill.","title":"The Ceiling Holds","version":"9a33080"},{"affected_systems":["Callings","regalia","equipment","skill bonuses","Houses"],"body":"Until now, swearing a Calling gave you a title and a road. It gave you nothing to carry.\n\nEach House now keeps a first piece for its own. The Anvil hands you an Apprentice's Apron. The Deep gives you a Prospector's Lamp, trimmed low, because the Deep teaches you to save oil. The Beast gives a Herder's Crook worn smooth where a hand has held it for years, and it was not yours. The Word gives a Novice's Slate, blank, which the Word considers a statement.\n\nIt binds to you when it is given. Another player cannot wear it and you cannot hand it over \u2014 your House gave it to you, and it is not yours to give away.\n\nIt also makes you a little better at the skill your Calling is named for. That is small on purpose. There is a hard limit on how much any gear can add to a skill \u2014 fifteen points to any one skill, sixty across all of them together \u2014 and that limit is rebuilt from what you are actually wearing every time you log in. Equipment can make you more reliable. It cannot raise your ceiling. Your ceiling belongs to your Calling and to the work you did for it.\n\nThe second and third pieces of each House's regalia are still to come.","category":"Gameplay","highlights":["Swearing a Calling now hands you your House's first regalia piece.","It is soulbound on the spot: it cannot be worn by anyone else, traded, or given away.","It adds a small bonus to your Calling's signature skill.","Gear is capped at +15 to any one skill and +60 across all skills, rebuilt from what you wear on every login.","Equipment makes you more reliable; it never raises your ceiling. That belongs to your Calling."],"id":"2026-07-28-regalia-at-rank-one","published_at_utc":"2026-07-28T02:00:00Z","source":"world-content","source_commits":["b6b8086"],"source_range":"b6b8086","subtitle":"Swearing a Calling now puts something in your hands, and it is yours alone","summary":"Every House keeps a first piece for the people who swear to it \u2014 an apron, a lamp, a crook, a hood. It binds to you the moment it is given, it cannot be traded or handed away, and it makes you slightly better at the thing your Calling is named for.","title":"Regalia","version":"b6b8086"},{"affected_systems":["Callings","ranks","skill caps","Houses"],"body":"Rank has released your ceiling in steps: nothing at Novice, a fifth at Apprentice, nearly half at Journeyman, seven tenths at Master. The last thirty percent was never reachable, because there was nothing above Master to reach. There is now.\n\nThe capstone asks four things, and none of them is a chore invented to stand between you and the rank. Each one measures work you have already done.\n\nThe Commission: your Calling's signature skill must stand at the ceiling Master released, not near it. If your Calling raises Magery to 150, Master gave you 135, and the Commission asks that you have spent all of it. That is the long climb itself, asked for as a condition instead of waited out.\n\nThe Pilgrimage: all six faces of the world, walked since they made you Master. What you did as a Journeyman does not count here.\n\nThe Rival: twenty-five reckonings served at Master rank \u2014 renowned creatures, champions, or simply things large enough to take you seriously. Your Journeywork kills belong to the rank you did them at.\n\nThe Sacrifice: two hundred of your House's material, taken from you. Everywhere else in this system, meeting a requirement proves something. Here it costs something, and it is by a wide margin the largest cost anywhere in a Calling.\n\nThen your House says your name while it takes the rest, and you are a Grandmaster.\n\nSay [calling capstone to see where you stand, and [calling capstone claim at your House hall when it is done.","category":"Gameplay","highlights":["Grandmaster is reachable: the last rank releases 100% of your Calling's ceiling.","The Commission asks your signature skill to stand at the full Master ceiling \u2014 135 for a 150 Calling.","The Pilgrimage wants all six facets, walked since you were made Master.","The Rival wants twenty-five reckonings served at Master; Journeywork kills do not carry over.","The Sacrifice takes 200 of your House's material \u2014 the largest cost in the whole system.","New commands: [calling capstone, and [calling capstone claim at your hall."],"id":"2026-07-28-the-capstone","published_at_utc":"2026-07-28T01:20:00Z","source":"world-content","source_commits":["62ed96f"],"source_range":"62ed96f","subtitle":"The last rank exists now, and it is the only one that takes something from you","summary":"Grandmaster releases the whole of your Calling's ceiling \u2014 the difference between 135 and the 150 the shard was built around. It is open to Masters, it asks four things of you, and the last of them is paid rather than proven.","title":"The Capstone","version":"62ed96f"},{"affected_systems":["Callings","ranks","skill caps","Journeywork","Houses"],"body":"Every Calling releases a ceiling above 100, in five steps: nothing at Novice, a fifth at Apprentice, nearly half at Journeyman, seven tenths at Master, all of it at Grandmaster. Until now you could swear a Calling and stand at Novice forever, which meant the ceiling was a promise nobody could reach.\n\nThe Proving is the road from Novice to Apprentice, and the Long Road carries you from Apprentice to Journeyman. Both ask the same three things of you, and your House decides what they mean.\n\nThe Gathering: carry your House's material. The Anvil wants iron ingots, the Deep wants logs, the Veil wants lockpicks, the Word wants blood moss. It is taken from you when you are accepted, which is the only place in this system that costs you anything.\n\nThe Practice: be good at the skill your Calling is named for. Fifty for an Apprentice, eighty for a Journeyman. A Forgemaster is measured on Blacksmithing, an Archmage on Magery, a Ghost on Hiding.\n\nThe Pilgrimage: report in person, at your House hall, and nowhere else. The Anvil keeps its hall in Minoc, the Blade in Jhelom, the Veil at Buccaneer's Den.\n\nThe Long Road adds one more: you must have trained on three of the world's six faces since you swore. A Journeyman has been somewhere.\n\nSay [calling road to see what stands between you and the next rank, and [calling report to hand it in. It will refuse you one thing at a time and tell you which, so you are never left guessing.\n\nBeyond Journeyman is Journeywork, which was already waiting and had never been reachable. Say [journeywork once you get there.","category":"Gameplay","highlights":["Ranks can now actually be earned: the Proving takes you from Novice to Apprentice, the Long Road from Apprentice to Journeyman.","Three steps: carry your House's material, reach 50 then 80 in your Calling's signature skill, and report at your House hall in person.","The Long Road also asks that you have trained on three different facets since you swore.","Your material is consumed when you are accepted \u2014 the road costs something.","New commands: [calling road to see what is left, [calling report to hand it in.","Journeymen unlock Journeywork, which was previously impossible to reach."],"id":"2026-07-28-the-proving","published_at_utc":"2026-07-28T00:45:00Z","source":"world-content","source_commits":["e1706d6"],"source_range":"e1706d6","subtitle":"A Calling is no longer just a title \u2014 rank can be earned, and rank is what lifts your ceiling","summary":"Swearing a Calling made you a Novice, and a Novice's ceiling is still 100. Now there is a road out of it. Bring your House its material, be genuinely good at the thing your Calling is named for, and report at your House hall. Do it twice and you are a Journeyman with nearly half your Calling's ceiling open.","title":"The Proving","version":"e1706d6"},{"affected_systems":["Evaluating Intelligence","Focus","Spirit Speak","Arms Lore","lore skills","Callings","Assistant world truth"],"body":"Four skills sit under everything and belong to no one. Every caster invests in Evaluating Intelligence and Focus. Every smith reads Arms Lore. Every necromancer needs Spirit Speak. None of them is any Calling's signature, and that is deliberate: if one were, you could take the support Calling and quietly dip an arcane school through the side door, which is the exact thing the House of the Word exists to prevent.\n\nSo they go sideways instead. The Reading of Minds, The Long Breath, The Hearing, and The Provenance each run three degrees, earned at 100, 400, and 1200 qualifying acts, and none of them advances at all until the skill itself is past 70. A Study is something you take up once the skill is already real, not a second grind from zero.\n\nThree of the four pay in sight, and they pay properly. The deepest tier of a lore reading sits at 125 adjusted skill, which only the few Callings that bind these skills can ever reach. Your Study reaches it too. For most players it is not a second road to the deep read; it is the only one.\n\nThe Long Breath pays in the body. At the first degree, every hit worth enduring gives a little stamina back. At the second, a fight can no longer drain you below a quarter. At the third, once every five minutes, falling under a tenth of your health does not finish you: you take the long breath, and the floor comes back up to meet you.\n\nNo Study grants a number into damage, hit chance, or any other combat statistic. That restraint is what lets them be generous. Type [study to see where you stand in all four.","category":"Gameplay","highlights":["Evaluating Intelligence, Focus, Spirit Speak, and Arms Lore each gain a three-degree Study, open to every character regardless of Calling.","Degrees cost 100, 400, and 1200 qualifying acts, and nothing advances below 70 in the skill itself.","A completed Study reaches the deepest lore reading at 125 adjusted skill, which is otherwise out of reach without the binding Calling.","The Long Breath returns stamina on hard hits, floors your stamina at a quarter in a fight, and once every five minutes refuses to let a fall under a tenth of your health finish you.","No Study adds damage or hit chance. Type [study to see your progress."],"id":"2026-07-27-the-studies","published_at_utc":"2026-07-27T22:10:00Z","source":"world-content","source_commits":["849038c"],"source_range":"849038c","subtitle":"Four skills no Calling will ever make its signature now progress sideways instead of stopping","summary":"Evaluating Intelligence, Focus, Spirit Speak, and Arms Lore stop at 100 for almost everyone. That is on purpose, and it was never meant to be a dead end. Each now has a Study: three degrees earned by using the skill where it is hard, open to anyone regardless of Calling, and paying in what you can do rather than in points you can reach.","title":"The Studies","version":"849038c"},{"affected_systems":["lore skills","Detecting Hidden","Tracking","Spirit Speak","Taste Identification","Snooping","Assistant world truth"],"body":"The old lore skills had a reputation because they earned it: raise them or ignore them, and the shard mostly answered with the same thin sentence. That is changing. Animal Lore, Anatomy, Arms Lore, Item Identification, Forensics, Evaluating Intelligence, Taste Identification, and Snooping now reveal deeper facts about the creature, item, corpse, container, potion, or spellcaster you are examining as your adjusted skill rises through 80, 100, and 125. The last three work differently. Detecting Hidden, Tracking, and Spirit Speak read the world around you. They count nearby movement, hidden presences, trail signs, beasts, people, and listening dead, then clean up their scratch marks so the reading does not leak onto your character. This is information as progression: no extra damage, no hidden training shortcut, just sharper eyes for characters who choose to become the person everyone asks when something does not add up.","category":"Gameplay","highlights":["Eleven lore skills now have three depth tiers at 80, 100, and 125 adjusted skill.","Eight skills examine a target; Detecting Hidden, Tracking, and Spirit Speak read the world around you.","A high-skill Scout can count nearby movement, hidden presences, and the best hider in range.","+skill gear sharpens these reads without adding damage or changing training gates."],"id":"2026-07-27-lore-skills-see-the-world","published_at_utc":"2026-07-27T20:50:46Z","source":"world-content","source_commits":["eb0e76f","03beedf"],"source_range":"eb0e76f..03beedf","subtitle":"Eleven old lore skills now deepen into real numbers, hidden reads, and world-sense","summary":"Lore skills no longer hand you the same flat paragraph forever. Eleven of them now deepen at 80, 100, and 125 adjusted skill: eight read the thing in front of you, while Detecting Hidden, Tracking, and Spirit Speak read the room itself. A Scout can count what is moving nearby, notice how many are hiding, and judge the best hider against their own eyes.","title":"The lore skills start seeing the world","version":"eb0e76f"},{"affected_systems":["skill gain","training","crafting skills","combat skills"],"body":"The numbers were the giveaway. Nobody stops at 83.4. Carpentry, Magery, Tactics, Tinkering, Swordsmanship, Lumberjacking and Stealth all stalled on exactly that value; Anatomy, Evaluating Intelligence, Hiding and Detecting Hidden stalled on exactly 88.1. Identical stopping points across different characters and unrelated skills is not variance \u2014 it is a wall.\n\nIt was. The server builds each skill's difficulty from a curve of sample points, and to find where your skill sits on that curve it picked the wrong segment \u2014 one, sometimes two, further along than the one you were actually standing in. The offset inside that segment then went negative, the curve was read backwards off its previous leg, and the result came out at or below zero. A zero chance is not a very small chance: the code returns immediately, so no roll happens at all. Between roughly 74 and 94 the difficulty was also more than ten percent away from what the curve intended.\n\nThere was a second ceiling hiding behind the first. The gain chance is computed with integer division, so above a certain difficulty the curve stops being a curve and becomes a staircase \u2014 and past a higher threshold it stops producing gains entirely. The shard's hardest tier was one retune away from that edge without anyone knowing it was there.\n\nBoth are now moot for players. Skill gain is handled by the shard itself before the server can abandon the roll, so the affected ranges are live again and the whole curve is followed at proper precision rather than in integer steps. No client update is needed \u2014 log in and keep training.\n\nOne honest note on what this was not: it was never a content problem, and nothing about the intended difficulty changed. The curve you were supposed to be climbing is the curve you are now climbing. It simply had holes in it.","category":"Gameplay","highlights":["Twelve skills across two live characters were stuck at exactly 83.4 or 88.1 \u2014 ranges where a gain was arithmetically impossible, not merely rare.","Cause was an off-by-one segment lookup in the server's own curve reader: the offset went negative, the chance clamped to zero, and the roll was abandoned before it happened.","Roughly 74\u201394 was also more than 10% off the intended difficulty; a second integer-division limit turned the hardest tier into a staircase and would eventually have capped it entirely.","Gain now runs through the shard's handler at full precision. No client update \u2014 log in and keep training."],"id":"2026-07-27-skills-move-again","published_at_utc":"2026-07-27T16:10:00Z","source":"server-change","source_commits":["fd380fb"],"source_range":"fd380fb","subtitle":"Exact walls at 83.4 and 88.1 turned out to be arithmetic, not bad luck \u2014 and gain now runs on the shard's own curve","summary":"If you ground a skill on Mount Kendall and it simply stopped \u2014 always at 83.4, or always at 88.1 \u2014 you were not unlucky and you were not doing it wrong. Those were real dead zones where a gain was mathematically impossible, and twelve skills across two characters were sitting in them. The cause was an off-by-one in how the server read its own skill-gain curve: it looked one segment too far ahead, the maths went negative, the chance of a gain got clamped to zero, and the roll was abandoned before it was ever made. Gain now runs through the shard's own handler instead, at full precision, and those ranges advance normally.","title":"Twelve skills that could not be raised, can be raised again","version":"fd380fb"},{"affected_systems":["treasure maps","dig sites","Treasures event","event rewards","shard logs"],"body":"The cartographers had a quiet problem: treasure maps looked ordinary, but the dig-site picker was feeding Sphere a map coordinate with a padded facet value. Sphere rejected that point, the probe item stayed at the null point, and the picker burned a thousand failed terrain checks before the map left the table with no real place to dig. That is fixed. New maps now choose real dirt, grass, forest, jungle, sand, or snow terrain, and the dig validator answers failed probes without spilling error lines into the shard log. The same repair pass fixed the Treasures event credit path. Death triggers arrive with the slain creature as SRC, not the player, so the old handler never awarded points; credit now comes from the top attacker entry, matching the loot-right convention. Live owner smoke proved both pieces on Mount Kendall: a fresh map landed at a real grass dig site, the null-point guard stayed quiet, and the owner character earned event credit from a test kill.","category":"Gameplay","highlights":["Fresh treasure maps now receive reachable dig coordinates instead of null-point locations.","The terrain fit check rejects unplaced probes cleanly, removing the thousand-iteration error burst.","Treasures event kills now grant points from the attacker list rather than the defeated creature.","Live owner smoke proved a real grass dig site and a 0 -> 1 event-credit grant after deploy."],"id":"2026-07-26-treasure-maps-find-their-ground","published_at_utc":"2026-07-26T20:35:00Z","source":"world-content","source_commits":["61b6f68"],"source_range":"61b6f68","subtitle":"Map digs now point to real terrain, and Treasures kills award their event credit","summary":"Treasure maps were rolling their dig locations through a malformed map coordinate, so new maps could end up pointing nowhere and flood the shard log while trying. The dig-site math now lands on real terrain, the dig check refuses null-point probes cleanly, and Treasures event kills grant credit from the actual attacker list instead of the dying creature.","title":"Treasure maps find their ground","version":"61b6f68"},{"affected_systems":["West Britain bank plaza","town decoration","travel hub"],"body":"Walk out of the West Britain bank and the square finally answers the building. The old scatter is gone - the checkerboard pad on the road, the sanitation crates and flour sack in the middle of the plaza, the odd torches and lone flowers, the vases hugging the corners, and yes, the potted tree that somehow lived on the tellers' carpet. In their place the city raised the classic four-by-four marble fountain, set square on the axis of the bank doors, three clear paces from the threshold. Two large planted trees flank the doors under a mirrored pair of gold banners, hung the way the old city banners hang elsewhere in Britain. Out on the road, the blue travel gate and the crystal portal keep their ground, now framed by two tall braziers burning on the diagonal - the same signature the moongates carry across Felucca. Along the west walk, two smooth wooden benches with flowering amphoras at each end face the water. The donation urn keeps its post on the door axis, the bank sign and the old lampposts stand untouched, and every lane - the doors, the road, the walkways around the fountain - stays open for traffic.","category":"World","highlights":["The classic marble fountain now anchors the plaza, centered on the bank-door axis with clear lanes on every side.","46 pieces of accumulated clutter are gone - including the crates, the flour sack, and the potted tree inside the bank lobby.","Mirrored gold banners and matched large planters frame the bank entrance.","Tall braziers frame the travel gate and crystal portal on the moongate-signature diagonal.","A west bench line with flowering amphora bookends faces the fountain; the donation urn, bank sign, and lampposts stand untouched."],"id":"2026-07-11-bank-plaza-restored","published_at_utc":"2026-07-11T00:40:00Z","source":"world-content","source_commits":["0eee35a"],"source_range":"0eee35a","subtitle":"The bank forecourt is a composed civic square now - marble water, gold banners, and room to breathe","summary":"The square outside the West Britain bank had collected years of clutter: a patchwork stone pad, crates and a flour sack dumped mid-plaza, stray torches, scattered flowers, and a potted tree growing inside the bank lobby itself. The city has swept all of it away and dressed the square properly: a classic marble fountain now anchors the plaza on the bank-door axis, mirrored gold banners and matched planters frame the entrance, tall braziers light the moongate landing, and a bench line faces the water from the west. Every walking lane stays open.","title":"A fountain rises at the West Britain bank","version":"0eee35a"},{"affected_systems":["crafting menus","cooking","blacksmithing","tailoring","inscription","alchemy","tinkering","carpentry"],"body":"If you opened a crafting menu this week and saw an empty ITEM panel with 0.0% success chance and no materials, that was a mechanical cleanup pass eating three context lines from the crafting dialog. Those lines are back, so every skill's make-item panel shows the item, its real success chance, the skills it needs, and the materials it consumes. While repairing it we audited every craft menu row on the shard: green tea, dark chocolate, enchanted apples, and grapes of wrath now have proper cooking recipes (they used to craft from thin air), bushido and ninjitsu spellbooks can be inscribed, fukiya darts fletched, paper screens carpentered, gold beads tinkered, alchemists can brew bottled ichor and grow parasitic plants, tailors can take the eight crafting-commission contracts, and the blacksmith color menus finally produce real shadow and golden weapons - forty-two of them - with the same cursed-shadow flavor as the armor. Five misspelled tailoring rows (female leather armor, the hide set, the studded hiro sode) point at real gear again and the studded mempo exists at last. Separately, ethereal mount statuettes from loot and the Archivist now come as usable figurines instead of raw ride-state tokens the world janitor deleted overnight - if your kirin vanished, that was why, and it will not happen again. Later the same day the repair crew swept its own trail: the folding paper screen reclaimed its carpentry-menu slot (a statue deed had quietly displaced it within hours of the fix), and the void mustang, void ostard, void steed, and meteor steed finally awakened to their intended natures - pack instincts, void stride, and the apex flame and starfall gifts had never actually bound to them since the day they first appeared in the wild.","category":"Gameplay","highlights":["Craft item panels show name, success chance, skills, and materials again on every crafting skill.","All 67 broken craft-menu rows now produce their item with a real recipe - nothing crafts for free anymore.","Shadow and golden weapons (42 variants) can be smithed for the first time, matching the colored armor line.","Looted and purchased ethereal mounts are real statuettes now and no longer vanish from packs overnight.","Void and meteor rare mounts now truly carry their pack instincts and void/starfall gifts - the abilities never bound until today."],"id":"2026-07-10-crafting-halls-reopen","published_at_utc":"2026-07-10T11:30:00Z","source":"world-content","source_commits":["9460e03","a53baab","056e89a"],"source_range":"9460e03","subtitle":"Every craft menu shows real recipes again, and free food is off the stove","summary":"A dialog regression from the July 1 cleanup left every craft item panel empty (no name, 0.0% success, no materials) and let a few foods cook for free. The panel is restored, all 67 craft-menu rows that could never actually be made now have real recipes, colored shadow/gold weapons exist at the forge for the first time, and looted ethereal mounts no longer vanish from your pack.","title":"The crafting halls reopen","version":"9460e03"},{"affected_systems":["live reachability","vendor restock","talisman vendors","worldseed repair","world audit checks"],"body":"The last repair wave was about proving that the new content stayed useful after it reached the running shard. Talisman vendor stock now uses vendable items instead of looking present but refusing normal purchase flow. The repaired vendor restock path can repopulate old saves without staff nudges. Live reachability checks now cover the remaining placed content gaps, and the spawner probe is idempotent and statics-aware so validation reports real drift instead of tripping over its own repair helpers.","category":"World","highlights":["Talisman vendor stock is reachable through normal purchase flow.","Repaired vendors can be forced back into stocked state on old live saves.","The remaining placed-content reachability gaps from the repair wave are closed.","Spawner probes are now clean and idempotent, so audits fail on real world drift instead of probe residue."],"id":"2026-06-20-live-content-repairs-settle","published_at_utc":"2026-06-20T03:46:40Z","source":"world-content","source_commits":["07fe2d3","6f967b1","cfd0f98","8538e64","3847dea","a8c7f1c","0133cf5"],"source_range":"07fe2d3..0133cf5","subtitle":"Live vendors, talismans, gaps, and spawner probes stop drifting","summary":"A live repair pass closes the remaining reachability gaps from the recent world-soul work: talisman vendor stock stays vendable, repaired vendors restock, placed content stays reachable, and the spawner checks now run cleanly.","title":"The repair crews finish their rounds","version":"0133cf5"},{"affected_systems":["worldseed","virtue shrines","boss respawns","dormant content","live reachability"],"body":"This pass was the difference between content existing in scripts and content living where a player can find it. The shard woke virtue shrine scenes, repaired town decoration and deed art, refreshed boss respawn support, deduped curator output, and placed another wave of dormant gems into reachable world positions. The follow-up auditor work made the proof stricter: statics-aware live checks now distinguish reachable placed content from bootstrap residue, and the remaining worldgem leftovers were repaired instead of being left as invisible promise.","category":"World","highlights":["Virtue shrine and town-scene content moved from script promise into placed world state.","Dormant gems and deed-art repairs gained live reachability proof.","Boss respawn and vendor-stock support were tightened during the same content wave.","Worldgem leftovers from the first pass were cleaned up and covered by stricter live audits."],"id":"2026-06-15-world-soul-and-reachability-wake","published_at_utc":"2026-06-15T18:46:12Z","source":"world-content","source_commits":["ce26c64","be7b796","d03844f","c6513b7"],"source_range":"ce26c64..c6513b7","subtitle":"Shrines, bosses, town scenes, dormant gems, and worldgem residue are made visible","summary":"The overnight world-soul and follow-up reachability pass turns a large batch of dormant world content into placed, auditable shard life: virtue shrines, town scenes, boss respawn hooks, dormant gems, deed art repairs, and worldgem leftovers all get real coverage.","title":"The world-soul pass reaches the last gems","version":"c6513b7"},{"affected_systems":["mining resources","masonry crafting","glassblowing","carpentry","architect vendors","World Atlas"],"body":"The mines have learned new languages: fieldstone, river clay, gypsum, limestone, sandstone, granite, silica sand, marble, slate, soapstone, travertine, basalt, pumice, quartz, kaolin clay, obsidian, alabaster, jade, onyx, crystal, moonstone, and voidstone. These are not catalog stones. Rock, dungeon, and spooky mining regions can yield them at tiered weights; the mason's kiln turns them into lime, plaster, mortar, glass batch, workable glass sheets, bricks, terracotta, porcelain, blocks, slabs, and tile stacks; and masonry recipes let builders create material-colored walls, arches, pillars, pavers, benches, tables, braziers, altars, planters, statues, fountains, obelisks, and mosaics. Architect vendors now sell the tools that open the chain, and the public Atlas describes the materials and construction rows with actual in-game artwork.","category":"World","highlights":["Twenty-two earth materials now exist as mineable region resources rather than dormant item definitions.","Kiln recipes bridge stone, sand, clay, gypsum, quartz, and glass into processed crafting materials.","Three hundred-plus masonry construction recipes inherit material hue and identity for player-facing decorative and housing work.","Architect vendors sell mallet/chisel, masonry tools, and the mason's kiln so the chain is reachable without staff help.","The website now explains the earth-material rows with shard-style artwork and actual in-game item icons."],"id":"2026-06-15-earth-masonry-awakens","published_at_utc":"2026-06-15T10:58:00Z","source":"world-content","source_commits":["ccae2bb","90c73e3","84ce512","ef9e4d4"],"source_range":"ccae2bb..ef9e4d4","subtitle":"Stone, clay, sand, glass, and masonry become a real crafting economy","summary":"Mining, kiln work, masonry, glass, and construction recipes now share a 22-material earth chain with real region resources, semantic hues, player tools, Atlas rows, and owner smoke coverage.","title":"The mountain gives up more than ore","version":"ef9e4d4"}],"generated_at_utc":"2026-09-12T12:45:58Z","latest_client_release":{"artifact_name":"MountKendall-macOS-2026.06.10-053833a.zip","artifact_size_bytes":270780616,"build_epoch":1781128564,"build_id":"2026.06.10-053833a","checksum_sha256":"bc875ae497958a3ae9665e8b9bdfd5e64d073683c7caafc943d814c3912bb38d","data_artifact_name":"MountKendall-UOData-2026.06.10-053833a.zip","data_checksum_sha256":"a740dbc1e78272c808877f78147ae8638b3e0c27bf08accd3ee81131caefdcef","data_content_sha256":"9690bae7fcd2ea705eb876e56c44026e3ce0746a79401c61641341cc523c67bd","data_download_url":"https://releases.mountkendall.com/v/2026.06.10-053833a/macos/MountKendall-UOData-2026.06.10-053833a.zip","data_size_bytes":1678359836,"data_version":"2026.06.10-053833a","download_url":"https://releases.mountkendall.com/v/2026.06.10-053833a/macos/MountKendall-macOS-2026.06.10-053833a.zip","files_manifest_size_bytes":323698,"files_manifest_url":"https://releases.mountkendall.com/v/2026.06.10-053833a/macos/files.json","hard_block_below_epoch":false,"installer_artifact_name":"MountKendall-macOS-2026.06.10-053833a.dmg","installer_size_bytes":270496322,"installer_url":"https://releases.mountkendall.com/v/2026.06.10-053833a/macos/MountKendall-macOS-2026.06.10-053833a.dmg","manifest_url":"https://assistant-api.mountkendall.com/client/releases/2026.06.10-053833a/manifest?platform=macos","manual_install_required":false,"minimum_supported_build_epoch":0,"notes_summary":"candidate release for Mount Kendall macOS with bootstrap updater, externalized UO data, and DMG packaging.","notes_url":"https://assistant-api.mountkendall.com/client/releases/2026.06.10-053833a/manifest?platform=macos","optional_update_snooze_hours":24,"platform":"macos","public_notes":{"client_update":{"reason":"recommended","recommended":true,"required":false},"notes_url":"https://assistant-api.mountkendall.com/client/releases/2026.06.10-053833a/manifest?platform=macos","restart_required":true,"rollback_version":"2026.06.10-b48425c","summary_text":"candidate release for Mount Kendall macOS with bootstrap updater, externalized UO data, and DMG packaging."},"published_at_utc":"2026-06-10T21:58:47Z","recommended_after_utc":"2026-06-10T21:58:47Z","release_notes":"candidate release for Mount Kendall macOS with bootstrap updater, externalized UO data, and DMG packaging.","requires_restart":true,"rollback_version":"2026.06.10-b48425c","status":"public","version":"2026.06.10-053833a"},"schema_version":1}