Damage Math, Dupe Fixes, Navmesh & NPCs

New Features

  • Channels now support custom display labels shown in the channel dropdown. We will use this in the future for regional channels like (NA/EU/Asia)

Improvements & Adjustments

  • Added fish baits! Golden fish also now spawn!
  • HP, SP, and Stamina now persist across logout and channel/map migration (previously reset to max on every login)
  • Additional mob AI behaviors have been implemented (random room spawns, vibrate on/off, and more)
  • Navmesh system has been rebuilt. NPCs pathfind should now be smoother and more reliable
  • Improved AI targeting behavior. Hostile mobs now attack friendly combat npcs and vice versa
  • Mobs now chase their targets at full run speed in combat. Previously they were capped at a slow walk
  • Mobs now aggro when hit from outside their sight range, as long as they are within their max aggro range

Bug Fixes

Damage formula

  • Fixed the piercing formula silently doubling target defense for any player with 0 pierce.
  • Fixed boss damage being inflated by ~10–20% due to NormalNpcDamage and BossNpcDamage both stacking on bosses. They are now correctly mutually exclusive
  • Lowered the damage in general to try match GMS2's damage curve more closely, we are still tuning and trying to understand the damage formula

Items, trade, shops & mail

  • Closed several item dupe and silent item-loss paths across inventory, trade, dismantle, socketing, and extraction. Rewards that used to vanish when your inventory was full are now mailed to you instead
  • Fixed shop pricing exploits: alt-currency shops (Valor, Treva, Rue, MesoToken, etc.) were charging only one unit no matter how many items you bought, GameMeret shops were deducting regular Merets, failed purchases weren't refunding, and selling at max mesos could lose the item with no credit
  • Fixed scroll consumption bugs: repack scrolls were never actually consumed (a single scroll could refill trade/repackage counts forever), and item exchange scrolls charged 1× meso regardless of quantity
  • Fixed the unread mail counter drifting out of sync with your actual inbox
  • Cleaned up a few mail and item-box edge cases

Login & stability

  • Fixed characters being permanently unable to log in after being stuck on a corrupted map ID. The server now validates map IDs and redirects to a safe map on login, recovering already-stuck characters
  • Fixed buffs being lost when migrating between channels, maps, dungeons, home, and during warp/quit flows

Mounts, camera & movement

  • Fixed calling rotor taxi while mounted
  • Fixed camera being stuck sometimes on some cutscene skips
  • Fixed ground-placed runes like Honing Runes and Sanctuary floating in midair off ledges. They now only place on valid terrain

NPCs, triggers & cinematics

  • Fixed several trigger issues affecting scripted scenes and cutscenes
  • Fixed NPC patrols being blocked by a wander-idle delay, causing visible stalls after a move
  • Fixed NPCs in cinematic poses (Dead_Idle, scripted emotes) flipping back to their default idle after 1 second. Trigger-set emote loops now persist for their full duration
  • Fixed boss AI user-value writes not matching what triggers were polling, causing scripted boss scenes to stall waiting on values that never arrived (e.g. Belma)
  • Fixed dying during a tutorial persisting the death state, so relogging mid/post-tutorial no longer brings you back dead and stuck
  • Fixed interact states not applying correctly
  • Additional mob AI behaviors have been implemented (random room spawns, vibrate on/off, and more)

Mob spawns

  • Fixed maps with overlapping same-tag spawn regions spawning more than the intended number of mobs.

Party & guild

  • Party fixes (part 1): miscellaneous party system corrections
  • Fixed guild level, funds, and house rank upgrade flows

Quests & exp

  • Quest exp now properly respects source level when granting experience
Last updated Apr 22, 2026
Damage Math, Dupe Fixes, Navmesh & NPCs — Lith MS2