Patch Notes #178 ~ 30 August 2025

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

:tada: Events

  • :star: Happy Hour: Party Loot System will be active on Happy Hour maps reverted due to a bug

:round_pushpin: Instances / Dungeons / Quests

  • Episode 21:
  • :bug: Nyar will now appear properly at step 196
  • :bug: Fixed an issue with Lalaila Wigner’s quest
  • :bug: Tower of Trials: fixed text for Rank #3
  • :star: Party Loot System added to: reverted due to a bug

:thought_balloon: Other Changes

  • :star: When entering a map with Party Loot System enabled, it will be indicated with a message.

:thought_balloon: Other Changes

  • :star: When entering a map with Party Loot System enabled, it will be indicated with a message.

Legend

:light_bulb: = Community suggestion
:bug: = Bug

Imported from legacy Flarum.
Original author: iKat (Flarum #248)

Thank you! <3

Imported from legacy Flarum.
Original author: fishie90 (Flarum #1464)

Just sounding an early alarm about the new system. When the Party Loot System is enabled for an instance, the system currently negates autoloot ID settings. Places like OGHN/H uses exact autoloot ID lists to disallow unwanted and certain heavy items from clogging party inventory, especially equipment items that are both heavy AND unstackable.

To attempt electing out of this system, I tried nolootid, noshare, autoloot 0 but it did not work.

I also found each monster in OGHN, with a 1-man party, to be dropping normal loot at a seemingly high rate to which each monster was dropping all its item table per kill. My inventory was full of equipment and I was at 120+ Coagulated Spells not even past the bottom right room on phase 1 in OGHN. One example was killing a clump of Dead Body Maggots produced 5 or 7? Coagulated Spells upon kill. Something appeared off about this.

I tried FOGH-N and although drops were still flowing in my inventory against my will, the drop rate appeared normal.

Anyway, please take a closer look at the system, suggest pulling this patch back and testing one normal playthrough and item loot system before reimplementation.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@fishie90 The drops you mentioned are related to a bug. So the system was deactivated for now.
I couldn’t reproduce nolootid not working though, but I’ll check again.

Imported from legacy Flarum.
Original author: fishie90 (Flarum #1464)

@Muh Thank you. The no loot system was an error on my part. I just didn’t use it like autolootid where you needed to specify the itemid’s, but the rest of my claim is what I experienced.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@fishie90 The rest was found at fixes are ready. And there might be an aditional option to control incoming loot for party loot maps.