"Gate Claiming & Dungeon Exit Fixes"
Territorial War — Update
Gates Now Cost Gold, and They Tell You the Price
Breaking a gate no longer takes the town on its own. It leaves the gate claimable by your guild, and one member has to pay the claim fee to start the hold.
Click (or hit) the gate and a window opens with the price and your gold — nothing is charged until you agree.
Any member can pay. Only one payment is ever taken per break, no matter how many of you click.
Don't sit on it: an unpaid claim expires after a minute and the town reopens to everyone.
Repairing Your Gate
Click your own damaged gate and it offers to repair it.
Repair — restores a chunk of HP.
Repair Full — takes the gate back to maximum in one payment.
The price rises with each repair on that gate during a war, so a long defence gets expensive. Repair can't undo a break — a fallen gate rebuilds itself for free — what it buys is stopping the break from happening.
Only one member can be repairing a gate at a time; everyone else is told who's on it.
The War Map Window
All four towns now appear. Hold a town? Click its gate to travel straight there.
The Ether Gate stays the way in for guilds holding no territory, and for the guild holding Elder's Retreat.
Gates are named and animated, and colour-coded: grey = peaceful, red = under attack, blue = captured.
Fixed: the map's gates were unclickable at 125% / 150% UI scale. They work at every scale now.
Respawning
If your guild holds Elder's Retreat, dying now puts you back at the Ether Gate instead of on top of the gate you just died on — you get a moment to regroup and a run back in.
Also
Actions that used to silently do nothing now say why: wrong guild, gate not damaged, still on cooldown, too far away, or the war isn't running.
Dungeons — Exit Fixes
Fixed
You can leave dungeons again. The little red exit door and the exit button in the upper-left both stopped working — after clearing Black Dragon's Sanctuary, Labyrinth Garden and other instances there was no way out at all. Both work again.
No more double confirmation. Pressing the exit button asked you to confirm, and then asked a second time in another window before it would actually let you out. It now asks once.
Good to Know
Walking into a dungeon's entrance now asks first. It used to warp you out on the spot, so one stray step during a fight could throw you — and anyone following you — out of a run you'd nearly finished. You'll now get a Leave Dungeon box naming where you'd travel to. Press Cancel to stay.
Moving between floors of the same dungeon is unaffected — no prompt, you walk straight through as before.
As always: if every party member leaves before the dungeon is cleared, the dungeon resets.
This update is server-side — no launcher update needed. If you were stuck inside a dungeon, just head for the exit again.
