Implemented a newer, more frequently updated geolocation database for authentication (website / login).
This should drastically reduce the issues we had with inaccurate locations (any issues should be corrected automatically within the week they occur).
Implemented full support for and switched the server over to use our provider's lag reduction service (finally.).
It's still in beta, so we'll see how it goes. We can always switch back live if it hurts more than it helps, but we're hopeful it makes a difference.
Fixed a bug with R attacks failing when using the Genie system.
Moved the ignore list to the server and as such, letters from ignored players are now filtered.
Additionally, you are no longer able to send letters to a player that has you on ignore (while they're online -- existing & offline letters are simply filtered). Likewise, you are not able to send letters to players you have ignored.
Moved chat obfuscation (for other nation chat, Chaos Dungeon, etc.) to the server, which fixes issues with being unable to communicate with Game Masters.
Moved chat censoring to the server, which fixes issues with being able to communicate with Game Masters and allows us to manage censoring on our own terms (literally, in fact).
We won't be as aggressive with censoring as it is officially (we'll start the list off fresh), so expect a lot to be "allowed" now. Regardless of this, we encourage you to be nice to each other. Chat letting you say things doesn't mean you should say them.
We will likely add to the list and expand on censoring behaviour later, but for now the main intent was to simply move this functionality server-side.
Fixed a client crash.
Fixed a bug causing persistent buffs [scrolls, etc] to fail when player is teleported while logging in.
Fixed the in-game scheduler (hourglass) not saving correctly.
Heavily optimised item/accessory upgrade scan logic and allowed for more specific upgrades.
With the way it works officially, the upgrade system is limited in that it's too generic to use only for specific items as Aesteris pointed out recently. This is now more flexible, so we'll be able to implement custom upgrades like the one proposed in the linked thread.
Additionally, the way upgrades worked previously was very slow (scanning a max of ~50,000 possible upgrades each time). This has now been improved such that for accessories, it may scan up to ~16 possible upgrades (but typically 1~4), or for the more generic item upgrade entries, ~900 possible upgrades. Optimisations. Yay!
Fixed a bug causing teleports (or Kurian Rush/Pull skills) to occasionally break character movement.
In these cases you'd appear to be moving, but other players could see you're not actually moving. This should hopefully (*fingers crossed*) fix all issues with that.
Additionally, in other news...
Behind-the-scenes we've also finished reworking our patch syncing process to further automate (and hence simplify) syncing our changes with official.
This typically consumed a lot of time when there were huge structural changes with official data (which occasionally resulted in some of our changes being accidentally reverted).
Now that this is complete, we're in the process of updating to official 2.211 (from 2.174). As this requires a lot of testing to ensure existing functionality still works correctly, this will likely be released in next week's patch.
Amongst other things, we're hopeful that this will fix the cast animation bug we've been experiencing for a while, as official finally implemented frame rate behaviour, which should, hopefully, mean that they've also cleaned up their broken animation frame rate logic (fingers crossed).
Once that's released, we intend to release long-awaited content updates/reworks in the next major patch which we've been somewhat working on between other tasks. That's all I can say about those for now, but just know that we do hear you, and they are on their way in due time.
As always, thanks for your support.