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BeL4eNaK

[1.12.2023] - Anticheat, nicknames, and FPS

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New update is out! All players need to auto-update via Launcher. To get the auto-update, close the game, close the Launcher, and start it again. If you have problems with an auto-update, you can manually download and install Patcher, it must be unpacked in the folder with the game client, replacing all the suggested files. During the update, all game windows should be closed.

Numerous advancements have been made on our basic anti-cheat (not Liveguard). Now it recognizes various kinds of speed hacks much better, and also more reliably identifies suspicious players to add to Liveguard. You can check your Liveguard status in your personal account in the your characters section.

In the "O" settings menu you now turn on the function "Always show player nicknames".

Real-time FPS display has been added to the game; to see it, press “Ctrl + S”.

Additional King Ring event will take place every day at 11:00 o'clock.

When first time defending the castle after a successful capture, you can now defend with one alliance, if you had one at the time of capture. If the owners of the castle have two alliances, the weakest one will be automatically removed on Saturday. More information about the updated siege can be found here.

The problem due to which Red Dragons disappeared on the Endless Tower has been fixed, and another loophole with sneaking potions to the event has been closed.

Mobility and Resurrection talismans have been disabled in the Kanturu Arena and Lorencia Fortress areas.

Kalima Lost Map can no longer be used in the Valley of Loren and in the throne room.

We are starting preparations for a big update related to characters stuttering when taking damage. The current system with animation for taking damage will be completely removed because it is the main reason for characters getting out of sync in the game. All methods for moving characters will be disabled, except for Lightning and Dark Horse skill. Instead, a completely new stuttering system will be added, which will be tied to attack and movement speed, and which will not cause desyncs. We will share more detailed information as the work progresses.

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