L2EVA Update — Week 2

April 17, 2026 · L2EVA

Two weeks in. This post covers what we've shipped, what we're adjusting, and where our heads are on the bigger systems coming up.

🛒 Shop is live

As promised, the shop opened today, two weeks after launch. You'll find mission ticket packs, Rune of Abundance packs, and a monthly bundle that combines both at a discount. Everything is capped at small transactions by design. No P2W, no whale-chasing, and the max you can spend in a month stays under the cap we committed to at launch.

We'd rather have a sustainable server full of players who trust us than a burning one full of regret.

⚔️ Daily dungeons split (live)

Daily dungeons now separate premade groups from matchmaking.

Premade groups can enter throughout the day. You shouldn't be punished for having friends to coordinate with.

Matchmaking runs in concentrated windows, because matchmaking quality depends on pool size. Spreading it across all hours just produces worse matches and longer queues.

🔧 Ongoing adjustments

A few live systems are getting tuning passes based on what we've seen over the first two weeks.

Catacombs are shifting to a layered model. Open all day for solo players or anyone with limited time to play, with a night window that turns them into a party-bonus warzone. Same location, two different experiences depending on when you're there.

Olympiad timing and point calculations are being adjusted. Full details when the changes go live.

Siege timing is being moved earlier in the Sunday window. Specifics coming once finalized.

L-Coin progression shop is getting new items added next week. More to share when they go live.

⚖️ PvP death recovery

One piece of feedback we've been hearing clearly: the current recovery costs on PvP deaths discourage people from engaging in PvP as freely as they'd like. That's not the game we want to run.

We're adjusting the system so PvP can happen more freely without the constant weight of recovery costs hanging over every engagement. Specifics coming with the patch.

Alongside this, clan war cancellation penalties will be returning soon. Declaring clan war should mean something. Cancelling to dodge consequences shouldn't be free.

🌱 Dynamic catchup system

The biggest upcoming system we want to talk about, without over-promising specifics, is dynamic catchup.

One of the hardest problems in any long-running MMO is what happens to players who join weeks, three months, six months in. On most servers, they show up, realize they're months behind their friends, and quit. We don't want that.

New players should be able to join at any point in the server's life and play alongside friends who started earlier without feeling like they're grinding through obsolete content just to reach where the rest of the server already is.

The catchup system will progress alongside the server. The further along the server is, the more support new players get when they join. Players who started at launch won't feel their progression was wasted, and players joining later won't feel locked out.

More on the mechanics when the design is finalized. We'd rather ship it right than ship it fast.

🎁 A gift for the first two weeks

Use code EVA-UK2TDXL7 to claim Eva's Wayfarer's Bundle, a thank-you for sticking with us through the first two weeks.

Closing

Two weeks in. We're watching, adjusting, and listening. Thanks for being here.

See you in Aden.

Related systems:OlympiadMatchmakingSiege & Clan Wars

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