{"entries":[{"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"},{"body":"Candidate client build `2026.07.27-5185020e` is available.","category":"Client","id":"client-release-2026.07.27-5185020e","published_at_utc":"2026-07-27T21:05:33Z","source":"client-release","subtitle":"A candidate client inscription from the Steward","summary":"Candidate client build `2026.07.27-5185020e` is available.","title":"Candidate chapter 2026.07.27-5185020e","version":"2026.07.27-5185020e"},{"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"},{"body":"Candidate client build `2026.07.27-aabd7b5d` is available.","category":"Client","id":"client-release-2026.07.27-aabd7b5d","published_at_utc":"2026-07-27T09:52:28Z","source":"client-release","subtitle":"A candidate client inscription from the Steward","summary":"Candidate client build `2026.07.27-aabd7b5d` is available.","title":"Candidate chapter 2026.07.27-aabd7b5d","version":"2026.07.27-aabd7b5d"},{"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"},{"affected_systems":["rare wood crafting","textile dye commissions","rare ore hues","creature hues","World Atlas"],"body":"The recent crafting expansion was not only more recipes. It also needed the world to stop lying through color. Rare woods now have a real crafting economy, generated content no longer collides with itself, textile dye commissions and advanced textile work have their own path, and the semantic hue repairs keep wood, cloth, ore, silver, agapite, and creature materials from masquerading as the wrong family. The website and Atlas can now show these resources as recognizable materials instead of a pile of lookalike fallback colors.","category":"World","highlights":["Rare wood crafting and generated rare-wood content now have collision-safe coverage.","Textile dye commissions and advanced textile work gained their own material path.","Ore, silver, agapite, wood, cloth, and creature semantic hues now match their intended material families.","Atlas and website material rows can present the new economies with recognizable shard art."],"id":"2026-06-15-material-colors-settle","published_at_utc":"2026-06-15T05:42:21Z","source":"world-content","source_commits":["2151263","5d69367","2136b08","1a1ab27","384343a","5a1069c","d3d73cd","d5712d7","7b1af29","063f9c7"],"source_range":"2151263..063f9c7","subtitle":"Rare woods, cloth, metal, creature, and resource hues stop impersonating each other","summary":"The rare-material economy gets a visible identity repair: rare woods and textile dye commissions become craftable systems, generated rows avoid content collisions, and wood, cloth, ore, silver, agapite, and creature hues now line up with the material they claim to be.","title":"Materials remember their true colors","version":"063f9c7"},{"affected_systems":["creature ecology","world spawns","loot router","runtime creature abilities","World Atlas"],"body":"The world beyond the stable yard is getting teeth. The new ecology wave adds Void Korpre through Ballem, phoenixes and abyssal horrors, Medusa, Navrey, Elder Stygian Dragon, Eodon dinosaurs, myrmidex, Zipactriotl, manticore, werewolf, trapdoor spider, bloodwood treefellow, storm wisps, molten and glacier horrors, reef dragon turtle, storm Osiredon, tidal krait, and a lesser Charybdis. Ten apex variants are rare-capped with long respawn windows, while the rest fill themed wild habitats across Void pockets, Stygian depths, Eodon routes, forests, elemental sites, and coastal waters. Their role and ability tags are wired into runtime combat, their corpses use themed loot drops instead of empty fallback bodies, and the World Atlas now exposes the new rows with non-fallback in-game representative artwork.","category":"World","highlights":["Thirty-three non-mount creature variants are validated against real Scripts-X bodies and integrated into the generated creature ecology matrix.","Ten rare-capped apex threats now use multi-day respawn windows, including Ballem, Crimson Phoenix, Navrey Broodmother, Thunder Tyrannosaur, Storm Osiredon, and Lesser Charybdis.","Creature runtime coverage now proves the new roles and named ability dispatches, with no unresolved capability gaps.","The loot router gives ecology creatures themed resources, reagents, trophies, magic drops, and apex artifact chances through real corpse loot.","The public Atlas shows all 33 new creatures with in-game representative artwork and zero fallback icon paths."],"id":"2026-06-14-wild-bestiary-awakens","published_at_utc":"2026-06-14T13:26:24Z","source":"world-content","source_commits":["2d9581e"],"source_range":"2d9581e","subtitle":"Void, Abyss, Eodon, forest, elemental, and sea threats enter the world","summary":"Mount Kendall gains 33 non-mount creatures across Void evolution, Stygian Abyss, Eodon, wildlands, elemental pockets, and High Seas routes, each with real spawn anchors, runtime abilities, loot routing, and Atlas rows.","title":"The wild bestiary wakes beyond the stables","version":"2d9581e"},{"affected_systems":["tameable creatures","rare wild spawns","mount ecology","public crafting reference","World Atlas"],"body":"The stables are no longer a short list of familiar silhouettes. Mount Kendall now grows a wild rare-mount ecosystem on top of the beastmaster market: snow, shadow, crimson, emerald, sapphire, gold, and void mustangs; albino, emerald, sapphire, ruby, lava, crystal, and void ostards and zostriches; ice, storm, lava, void, and meteor steeds; crystal and obsidian beetles; volcanic boura; royal war boar; Moon Cu Sidhe; Star Kirin; Dusk Unicorn; Auric Windrunner; and the one-per-world Phoenix Steed. The rarest mounts are capped in the wild with long respawn windows, while the public atlas and crafting reference expose the new taming rows with real rideable game art.","category":"World","highlights":["Twenty-eight custom rideable mount definitions are validated against real Sphere mount bodies instead of decorative-only creature art.","Phoenix Steed, Meteor Steed, Void Steed, Void Mustang, Void Zostrich, Moon Cu Sidhe, and Star Kirin use rare population caps and multi-day respawns.","Existing live saves now run a versioned creature-ecology migration that refreshes custom spawners without duplicating old content.","A species-aware spawner guard prevents one rare mount at a shared coordinate from blocking its neighboring rare variants.","The website tameable tables now show 158 entries, including the new rare mount families, with actual in-game representative artwork."],"id":"2026-06-14-rare-mount-herds-awaken","published_at_utc":"2026-06-14T10:44:13Z","source":"world-content","source_commits":["c2a74cd","07213bc"],"source_range":"c2a74cd..07213bc","subtitle":"Mustangs, zostriches, steeds, and legendary rides enter the wild","summary":"The tameable ledger now tracks 158 tameables with a new rare mount layer: colored mustangs, ostards and zostriches, elemental steeds, beetles, war beasts, fey companions, and the ultra-rare Phoenix Steed.","title":"Rare mount herds wake at the old gates","version":"07213bc"},{"affected_systems":["mining resources","blacksmithing armor","tinkering tools","Bulk Order Deeds","public crafting reference"],"body":"The mines are no longer just a short ladder to valorite. Rare veins can now yield ten new material families, each with its own ore, ingot, hue, mining threshold, and place in the blacksmithing economy. Blacksmiths can turn those metals into full colored armor sets, tinkers can make material pickaxes, shovels, and lockpicks, and the better mining tools carry real durability plus small mining-speed and charge-preservation advantages. Bulk Order Deeds now understand the exact material behind an item instead of accepting any cheap lookalike hue, so a Void order really wants Void work.","category":"World","highlights":["Ten new ore and ingot families can appear from world mining regions with rare weighted chances.","Material pickaxes and shovels gain better durability, charge preservation, and small mining-speed bonuses as material quality rises.","Blacksmithing now exposes full Snow, Ice, Crystal, Meteorite, Electrum, Lava, Blaze, Toxic, Platinum, and Void armor menus.","BOD material checks now prefer exact shard material tags and fall back to hue only for legacy colored items.","The website crafting tables show the new metals with actual colored in-game ore, ingot, tool, and armor artwork."],"id":"2026-06-14-rare-ore-veins-open","published_at_utc":"2026-06-14T05:36:28Z","source":"world-content","source_commits":["64c376b"],"source_range":"64c376b","subtitle":"Mining and blacksmithing gain ten new metals","summary":"Snow, Ice, Crystal, Meteorite, Electrum, Lava, Blaze, Toxic, Platinum, and Void metals now enter the shard through mining, crafting, BOD orders, and the public crafting reference.","title":"Rare veins wake under the mountains","version":"64c376b"},{"body":"Latest stable build `2026.06.10-053833a` is available.","category":"Client","id":"client-release-2026.06.10-053833a","published_at_utc":"2026-06-10T22:05:32Z","source":"client-release","subtitle":"A stable client inscription from the Steward","summary":"Latest stable build `2026.06.10-053833a` is available.","title":"Stable chapter 2026.06.10-053833a","version":"2026.06.10-053833a"},{"affected_systems":["assistant workspace","coding-agent onboarding","launcher update channels","input capture"],"body":"The sprawling Assistant desk has been folded into a single compact window - Main, Helpers, Macros, Hotkeys, Targets, Scripts, Agent, and More - the way the classic assistants felt. Every checkbox now truly works: the Main toggles wake and rest your helpers, loot rules are edited in place, macros gained a step editor that understands items, places, menus, and wares. The Agent tab binds a coding familiar in three steps and a copied phrase, and the launcher's new Candidate channel lets the adventurous receive soaking builds through the ordinary update flow. Beneath the parchment, the cursor and keyboard machinery was hardened against rare focus disputes, and the scrolls in the Help drawer now unroll properly.","category":"Client","highlights":["Assistant workspace rebuilt as a compact eight-tab window with inline editors and a live status strip.","Agent tab onboards Codex/Claude Code in three steps: copy config, grant control, ask in plain words.","Launcher Settings gained a Stable/Candidate channel toggle riding the normal update flow.","Input-capture machinery hardened with a built-in diagnostic probe and a headless release gate.","No character or world data migration is required."],"id":"client-release-2026.06.10-b48425c","published_at_utc":"2026-06-10T18:02:16Z","source":"client-release","source_commits":["7b2fb40","d8dc5f6","cad9845","b48425c"],"source_range":"f7722e4..b48425c","subtitle":"Stable chapter 2026.06.10-b48425c","summary":"The Assistant workspace is reborn as one small honest window in the spirit of the 1999 helpers: eight tabs, every control real, and a new Agent page that teaches a coding familiar (Codex or Claude) to serve your character.","title":"The Assistant learns the old compact ways","version":"2026.06.10-b48425c"}],"generated_at_utc":"2026-07-28T08:49:43Z","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}