"Never Disconnected: The Reconnect Update"
Losing Connection No Longer Closes the Game
The game used to shut down the moment your connection dropped — one bad moment on your internet and you were back at the desktop.
The client now reconnects by itself, and tells you what it's doing in chat.
If it can't get back in, you're returned to the login screen — not thrown out of the game.
It keeps trying for a real length of time instead of giving up after a few seconds.
Come Back Exactly Where You Were
If your connection returns quickly, you don't relog — you resume.
Your character was never removed from the world, so you land on the same spot, in the same fight, with your buffs intact.
No character select, no loading screen, no re-entering the dungeon.
You'll see "Reconnected (session resumed)." in chat when this happens.
Your Party Waits For You
Dropping out no longer breaks up the group.
You keep your place in the party, whether you disconnect or log out.
Your name stays in the list, greyed out, and the party is told "⟨name⟩ lost connection. Reconnecting..." — and "⟨name⟩ has reconnected." when you're back.
The party is only disbanded once every member has been offline for 5 minutes.
The leader keeps the lead while they're away. That does mean invites and kicks are on hold until they return — we'd rather hold your group together than reshuffle it because someone's router hiccupped.
Progress No Longer Disappears
Three long-standing ways to lose your session are fixed. These were not new, and they were not rare.
Dropping while zoning or loading into a dungeon saved nothing at all — everything since your last save was gone. It now saves properly.
Nothing was saved while you were on any PvP map, including just sitting in the lobby. Items, gold, quickslots, character data — every write was thrown away. Fixed.
Logging straight back in could roll you back. The old session's logout would land on your new one seconds later and undo everything you'd done since returning. Fixed.
Bug Fixes
Fixed: pet names containing an apostrophe broke on every login.
Territorial War — Update
Battleground Spawns Reworked
Attackers no longer spawn on top of the objective. Every battleground now drops you at a staging point a real distance from its gate, so you have to make the approach instead of starting on it.
Retta — shortest approach
Pascal's Camp / Herbat Village — medium
Elder's Retreat — longest
Defenders finally get a chance to meet an attack before it reaches the gate.
Champion Perk Is Now Visible
If your guild rules the realm, the perk now shows up in Guild → Guild Skill as "Territorial War Champion", with your current EXP and Loot bonus.
It appears for every member of the reigning guild.
It disappears on its own the moment the crown moves to another guild.
Crown Rules (clarified)
The crown passes only when another guild wins outright.
A contested war (guilds tied on towns held) clears the crown.
A war nobody turns up to changes nothing — the reigning guild keeps it.
Reminders
Town ownership carries over between wars. It is never reset, and there's no decay.
You must show up to get paid. Rewards go to guild members who actually fought on a battleground during the window — holding all four towns and skipping the war pays nothing.
Gold is paid per town held, plus a placing box based on where your guild finished.
Minimum level to join: 60
Enchant Protection Stones Now Drop in the World
Where They Drop
From elite monsters — the tougher pack leaders, not regular mobs.
Level 30+ monsters only.
Only inside the Daily Dungeon that's currently in rotation.
On every difficulty — Normal, Hard and Master all count.
