"Elite Fixes, Soul Summoner Rework & Camera Update"
Combat & Connection Fixes
Fixed: disconnects when fighting Elite monsters
Attacking an Elite monster — and other high-HP targets such as bosses — could drop your connection partway through the fight. The game reconnected on its own, but you were placed back at the dungeon entrance and lost your progress through the run.
A server-side safeguard was misreading a normal, sustained attack chain as abnormal behaviour. The longer a fight ran, the more likely it was to trigger, which is why it showed up almost every time on Elites and bosses and almost never on regular monsters. It also reacted to being stunned, knocked back or interrupted — exactly what an Elite does to you constantly. Both are fixed.
Fixed: melee damage in long fights
Caused by the same issue. In extended fights some of your basic attacks were being discarded by the server, so sustained melee was quietly dealing less damage than it should have. Elite and boss fights should now go noticeably faster.
Server stability
Removed a large amount of unnecessary server logging that this same issue generated during combat. Less load on the server, better responsiveness when the world is busy.
Note on cheat protection
Protection against cheating is unchanged and fully active. This patch only stops it from misfiring on legitimate play.
No download needed — this is a server-side fix and applies automatically.
Soul Summoner / Soulbringer — Balance Update
Soul Generation
Vessel of the Soul (passive) — reworked. Soul Shot and Flash Orb now have a 10% chance to grant a Bound Soul on hit, rising to 18% at max rank. Critical hits count too. This replaces the old Max MP / MP-regen bonus on this passive.
Soul Absorption cooldown: 6s → 4s
Bound Soul max stacks: 3 → 5
Magic Circle of War / Protection / Vitality no longer consume a Bound Soul (you still need at least one banked to cast them)
Between banking up to 5, souls generating passively as you attack, and the Magic Circles no longer draining your bar, you should be able to open a fight with a full burst instead of stopping to rebuild after every cast.
Survivability
Veil of the Soul duration: 3s → 5s — the damage reduction is strong, but a 3-second window was almost impossible to actually use.
Utility
Grasp of Darkness range: 3.5m → 6m — no more walking into melee range to land your Seed of Death follow-up.
Soul of Sacrifice cooldown: 60s → 35s (down to 29s at max rank).
Unchanged — on purpose
Soul Shot stays as-is. It's already spammable and didn't need help — good call flagging that one. (It does now double as your main soul generator, though.)
We went with faster and passive soul generation instead of 2 souls per cast. Generation speed was the real bottleneck, not chunk size.
Feedback welcome once you've had time on it — especially whether souls now feel too freely available.
Camera
Free view is now the default camera. New characters (and anyone starting fresh) will now spawn in Free view instead of the locked character view.
Fixed a bug where the game overwrote your camera setting on every launch — your Free view / Character-locked view choice in System Options → Camera now actually sticks.
Note: characters created before this update keep whatever view they're currently on — you can switch any time in System Options → Camera.
