Post-Launch Patch Notes - April 13, 2026

April 13, 2026 · L2EVA

Eva's Bounty

  1. Participation Rewards Rewritten — We fully reworked how Eva's Bounty rewards are calculated. Before, support classes (healers, buffers, CC helpers) and solo players could end up with zero rewards even after fighting the full event, because the old system measured damage dealt. The new system tracks time spent actively participating in the zone — moving, casting, or buffing during combat. Healers who never touch the boss now get full rewards. Dead players don't accumulate during their downtime. AFK players still get nothing. Late joiners who missed most of the fight get scaled partial rewards. This fixes the biggest pain point since launch for support mains.

Olympiad

  1. Olympiad Opens Tonight — The Olympiad is enabled for the first time. Competition window is Monday-Friday, 22:30 to 23:00 UTC server time. Mode is 3v3 team matches, minimum level 76. First fights fire tonight.
  2. Party & Command Channel Registration Block — You cannot register for the Olympiad while you're in a party or command channel. Leave your party first, register, fight, then return. This prevents a weird bug where party members could end up on opposing Olympiad teams mid-match.

Castle Sieges

  1. Castle Sieges Enabled — Castle Sieges are now active across all 6 castles, scheduled on Sundays. First sieges are this Sunday April 19: Dion (21:00), Giran (22:10), and Goddard (23:20) server time. Gludio, Oren, and Aden fire on Sunday April 26. Register your clan at the Castle Managers to participate.

Fort Siege

  1. Multi-Day Fort Siege Scheduling Fixed — Fixed a long-standing bug where only the first fort siege after a server restart ever fired — subsequent sieges were silently never rescheduled. All fort sieges now properly rearm for the next cycle, including Orcs Fortress and all others.

Skills

  1. Chain Heal — No More Pet Theft — Chain Heal's 10-target pool was being eaten by pets standing near players. Pets are now excluded, so all 10 slots go to actual players where they belong.
  2. Chain Heal — Works in Autohunt Macros — Chain Heal wasn't firing at all from healer autohunt macros when party members dropped below the HP threshold. Fixed — auto-healers can now actually auto-heal their party.
  3. Paagrio's Cure — No Longer Heals Enemies — Paagrio's Cure was doing something truly creative: it was healing war enemies and random unrelated players in the area instead of your party. It now correctly targets only your party and command channel members. Also fixed so it fires correctly from autohunt macros.
  4. Force Storm — AOE Cap Added — Force Storm had no target limit, so hitting a huge pack could technically hit an unlimited number of mobs. Now properly capped at 5 targets like other comparable AOE skills.
  5. Soul Hound Shining/Shadow Transformation — Persists Through Death — Shining and Shadow Transformations are core Soul Hound class mechanics with a 15-minute cooldown, but the buff was being wiped on death. Now persists through death so you don't have to eat the 15-min lockout every time you get rezzed.
  6. Supreme Agility — Warg Attack Speed Fixed — The Warg Attack Speed bonus from Supreme Agility was set 10x lower than intended — effectively doing nothing noticeable. Now grants the full +200 Attack Speed as the tooltip advertises.
  7. Vortex of Claws — Wolf Form Upgrade Chain Restored — If you learned Vortex of Claws in Wolf Form first and then learned Physical Might, the skill was supposed to automatically upgrade to its enhanced version — but the upgrade chain was missing entirely. The progression now works as intended.
  8. Erosion / Murder Attempt (Curse Chain) — Escalations Now Land on Victim — The escalating curse stages were incorrectly landing on whoever attacked the cursed player instead of deepening on the cursed victim. This meant party members attacking a cursed enemy would get the debuff stacks themselves. Now escalations correctly remain on the cursed target, and the first stage is the only one you can resist.

PvP & Combat

  1. Knockdown Chain-Lock Immunity — You could get permanently chain-locked in PvP by back-to-back knockdowns with no way to recover. There is now a 5-second immunity window after recovering from knockdown, during which you cannot be knocked down again. Applies to both PvP and PvE.
  2. Command Channel HP Bars Update Live — HP bars of Command Channel members outside your own party now update in real time. Previously they only refreshed when you re-selected the player — raid leaders had to mouse-click spam to monitor their CC health. Now it just works.

Instances & Dungeons

  1. Dream Dungeon — Stuck Run Fixes — All 5 Dream Dungeon variants (Benedict's Monastery, Ventus Temple, Draconid Fortress, Cat Guild's Lair, Gustav's Manor) received another round of fixes targeting the stuck-run issues. All known cases of mid-run stalls — stages not advancing, doors not opening, monsters not spawning — should now be resolved. If you still encounter a stuck run in any Dream Dungeon, please report it with the dungeon name, stage, and party size so we can track down any remaining edge cases.
  2. Ifrit's Temple — Safety-Net Watchdog Added — If a mob kill somehow fails to register (disconnect mid-kill, reflect damage, pet kill, etc.), a 5-second watchdog now catches it and advances the dungeon automatically. No more stuck waves from missed kill events.
  3. Four Sepulchers — Chest Phase No Longer Bricks Under Load — The chest-click good/bad/bonus phases could silently brick under heavy server load because some state transitions were being dropped. They now execute immediately on click, reliably every time.

Secret Shop

  1. Countdown Display Stuck at "1 min" Fixed — After a Secret Shop window closed, the countdown display was sometimes stuck showing "1 min to open" until the next window opened hours later. Purely a display bug — shop always worked fine — but now the countdown updates properly.

Performance

  1. Client FPS and Latency Improvements — We made engine-level changes to how the game server processes and sends packets to your client. You should see two visible effects: smoother client frame rate (internal dev testing measured ~44 FPS jumping to 54-60 FPS in the same content) and lower input-to-action latency (your hotkey presses, movement clicks, and skill casts should feel more responsive, with less delay between command and reaction). The improvement is most noticeable in crowded environments — sieges, raid bosses, busy towns, and large-scale PvP. Same settings on your end, better feel in-game.

Related systems:BountyOlympiadInstances

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