News from the Realm

Every release, newest first — the same notes players read in game with the news command.

5.3.69

Rakshasa walk in

 - A new race: Rakshasa: tiger-headed stalkers, quick and quiet,
   who see in the dark and are hard to reach by mental attack -- but
   holy power bites them harder than anyone, and always will.  They
   unlock at Paragon 57 at the Adventurers Guild.  See help
   rakshasa.
 - Wilderness traders priced everything as though the shelves were
   bare: a daily stock-keeping slip emptied their inventory instead
   of trimming it, and prices followed it to the ceiling.  Stock now
   settles where it should, and so do the prices.
 - Naming the second of something finds the right one: 2.bob
   and the like could occasionally act on someone other than the one
   you named.
 - Spotting a trap tells you how bad it is: the level was always
   meant to be in that message and never made it.
5.3.99

Kasath takes up the hammer

 - Kasath takes up the hammer: Kasath in Evermore's Weapon Smithy now
   repairs weapons and armour as well as selling them.  repair and
   estimate both work there.
 - Shops that don't repair: typing repair at a shopkeeper who
   doesn't do repairs now tells you so, instead of the baffling "There is
   no 'all' here."
 - Crash fixed: Death could take the whole game down along with his
   victim.  He now settles for the victim.
5.3.98

Buffs that end when they say they do

 - Buffs that end when they say they do: bless on weapons and
   armour, consecrate and envenom were meant to wear off when you
   die or rent, and mostly didn't.  Now they end at death, at rent, and
   when the game reboots.  Godhammer ends at a reboot or crash.
 - Godhammer on crafted weapons: crafted weapons can now be
   godhammered like any other.  The few crafted weapons still carrying
   an old godhammer from before it was meant to wear off will lose it
   the next time their owner logs in.
 - Curses on weapons: a cursed weapon's damage cut now ends when
   you rent or the game reboots, and casting cure on it (or paying
   to uncurse it) gives the damage back straight away.  A curse's
   no-drop protection works as before.
 - Bless doesn't stack: blessing something that is already blessed
   now tells you so.  Blessing armour you are wearing no longer leaves
   your armour class slightly off afterwards.
 - Statflex goes higher: new emotes at 50, 75 and 100+, so a truly
   legendary stat gets the show it deserves.
 - Puff keeps time: Puff now says something every fifteen minutes.
   Ask him about the autumn recap video.
 - Crashes fixed: donating trash, a Battou Jutsu swing that killed
   its target, top10 with a class name it didn't know, and a save
   file that couldn't be written could each take the game down.  None of
   them can now.
 - Accented letters: titles and descriptions with accented
   letters (like Ø) are saved correctly.
5.3.97

Height and weight, recalculated

 - Height and weight, recalculated: both were stored in a single
   byte, so anything over 255 wrapped around -- a giant could weigh less
   than a minotaur.  They now hold real values, and every character is
   given a fresh height and weight for their race the first time they log
   in.  You'll see a message with your new numbers.
 - Top ten lists by class: top10 <list> <class> shows that class's
   top ten, e.g. top10 topmobkillers ranger.  Every list now ranks
   every character, not just the twenty names it used to keep.
   (Suggested by Melvaks.)
 - Battou Jutsu can be turned off: toggle battou switches it on
   and off, and combat lists it with your other auto-skills.  It
   stays on unless you turn it off.  (Suggested by Kelemvor.)
 - Everyone sees rage end: when a raging fighter collapses or calms
   down, the room now sees it too.  (Suggested by Cidolfus.)
 - Statflex: statflex str (or int, wis, dex, con, luck) shows off
   a stat, with an emote that fits how good it is.
 - Hero points add up: the hero points the game used for the
   experience cap and the death penalty could lag behind the number
   heropoints showed you.  They are now always the same number.
 - Toss your opponent: toss <name> mid-fight could read the name
   as a direction and refuse.  (Reported by Ermoke.)
 - Poison can be cured: after its first tick, poison forgot how
   strong it was and cure poison couldn't remove it.
   (Reported by Sanla.)
 - SoulMight stops shouting at shopkeepers: it no longer prints
   "cannot be attacked" for every shopkeeper in the room.
   (Reported by Chyron.)
 - Godhammer fixes: a godhammered weapon saved by a link loss,
   autosave or reboot came back with its original proc instead of none.
   And removing a bought proc at the questsmith left the weapon unable
   to take godhammer.  (Reported by Hojo and Kelemvor.)
 - High damroll holds: above 500 damroll, swapping gear could
   quietly knock points off for good.  It no longer does.
 - A crash fixed: a family of crashes involving a character with
   no name or account loaded is closed off.
5.3.96

Dirge says who ignores it

 - Dirge says who ignores it: undead, plants, constructs and other
   creatures that dirge cannot touch took nothing and said nothing, which
   looked like dirge doing no damage at all.  Now they say so: "The
   skeleton ignores the dirge."  (Reported by Sanla.)
 - Repair finds the broken one: with two items of the same name,
   repair tattoo picked the first one you wore, even when it was the
   one that didn't need fixing.  It now picks the one that does, and
   repair 2.tattoo works for worn items too.
 - Repair totals match the bill: the Total cost after repair worn,
   inventory or all left out the magic repairers' double price, so an
   estimate at Thalas came to half what he charged.  The estimate now
   matches, and after a repair the total is what you actually paid.
 - For client scripters: GMCP equipment slots say left and right:
   Char.Items called your LEFT arm arm_r, and the same for every
   paired slot.  They are now spelled out: ear_left, arm_left,
   wrist_left/wrist_left2, hand_left, finger_left_ring,
   finger_left_middle, finger_left_index, leg_left, foot_left,
   hind_foot_left, and a _right of each.  orbitting is now
   orbiting.  The old names are gone, so scripts that match them
   need updating.
5.3.95

Quit! explains itself

 - Quit! explains itself: leaving with quit! drops you to
   1 hit point, mana and stamina, and several players came back to that
   and took it for a death trap.  Now you are told why when you return,
   and reminded that rent and camp keep you rested.
   (Reported by Turalyon.)
 - Remort badges on the website are honest: your account page
   could mark characters as remorted that never were.  The badge now
   follows actual remorts.  (Reported by Goliath.)
 - Sunday night's crash is fixed: an immortal command for
   clearing out stale connections could take the game down, and did
   late Sunday night.  It no longer can.
5.3.93

Shapeshifters keep their mana

 - Shapeshifters keep their mana: changing form while a spell
   was boosting your regeneration or resistances lost that boost for
   good, and enough changes could leave mana regeneration negative and
   draining without limit.  Spells now carry through a shapeshift, and
   a negative regeneration stops at zero.  If yours looks wrong, a full
   log out and back in resets it.  (Reported by Kelemvor.)
 - Shop numbers match the list: buying or identifying by number
   could pick the item on the next line whenever the shop held two
   slightly different copies of something.  Numbers now always mean
   what list shows.  (Reported by Chyron.)
 - No more "Error loading!" characters: a character abandoned
   during creation stayed on your account list as "Error loading!".
   Those entries now clear themselves the next time you see the list.
   (Reported by Hojo.)
 - The rent bonus counts your whole account: the experience bonus
   for time away now measures time away from the whole account, not
   from the one character logging in, so a long-rented alt no longer
   grants it to a character played yesterday.  (Reported by Hojo.)
 - Godhammer shows by name: identify now lists a godhammered
   weapon as Godhammered instead of a code.  (Reported by
   Kelemvor.)
5.3.91

Valmeyjar scares the whole room

 - Valmeyjar scares the whole room: the spell stopped at the first
   creature it frightened to sleep, so everything after it in the room
   was left untouched.  It now works through everyone present.  Casting
   it on creatures already asleep also named you instead of them.
 - Practice shows who can really learn a skill: practice
   <skill> listed every class on every line, so professions such as
   skinning looked open to classes that cannot train them.  Each line now
   shows the class it is for.  (Reported by Turalyon.)
5.3.90

Your characters stay on your account

 - Your characters stay on your account: after yesterday's update,
   logging in could show an account with no characters on it if you had
   an empty slot in your mount stable.  The characters themselves were
   never lost, and the accounts it hit have been put back.  It cannot
   happen again.
5.3.89

Losing your link no longer takes everyone with you

 - Losing your link no longer takes everyone with you: if your
   connection dropped in the middle of a fight and you died before you
   got back, that death could crash the game for everyone online -- it
   happened on the 28th.  A death like that is now handled like any
   other.
5.3.88

March sends them to the back, for real

 - March sends them to the back, for real: marching a group member
   said they had been sent to the back, but they kept their place --
   they still walked into each room in the same order, so whatever was
   waiting there still hit the same person, and formation kept
   showing the old line-up.  Marching now moves them behind everyone
   else, in the formation and on the move.  (Reported by Cidolfus.)
 - Paragon death protection covers every character: the paragon
   rewards for a lighter death -- half the experience loss from level
   35, a chance to lose no max HMS from 45 -- quietly skipped characters
   brought over from Kallisti 4.0 and 4.5.  Help paragons says they
   reach all characters on the account, and now they do.  (Reported by
   Kelemvor.)
5.3.87

Paid upgrades keep the rank you were quoted

 - Paid upgrades keep the rank you were quoted: when you paid the
   quest guild smith to enhance, imbue, augment or boost an
   item, it was level-locked so its rank stayed where estimate said
   -- until your next login, when the lock quietly fell off and the rank
   jumped to match the new power.  The lock now stays.  (Reported by
   Hojo.)
 - Godhammer declines random and crafted weapons, for now: those
   weapons have no pattern to return to, so when godhammer wore off only
   the proc came away -- the extra die, the speed and the higher level
   requirement stayed behind, and piled up with every cast.  Until it
   can be undone properly, the gods will decline.  Weapons that kept
   bonuses this way are being set right.  (Reported by Gija.)
5.3.86

A proc you paid to remove stays removed

 - A proc you paid to remove stays removed: if you paid the quest
   guild smith to nullify an enchantment on a weapon, and then had a
   Templar lay godhammer on it, the original proc came back when the
   godhammer wore off -- on camp, or on death.  The weapon was being
   rebuilt from the way it left the forge rather than the way you paid
   to leave it.  Your qpoints and gold bought nothing.  It now stays
   the way you paid for.  (Reported by Hojo.)
 - Levels stops asking you for eighteen quintillion gold: on the
   levels table, the gold column showed 18,446,744,073,709,551,615 --
   every coin there is -- whenever you already carried more gold than
   the next level actually costs.  It was counting downward past zero
   and wrapping all the way round.  (Reported by Emvor.)
5.3.85

Your equipment list stops emptying itself

 - Your equipment list stops emptying itself: if your client reads
   GMCP, saving your character told it that every worn slot had emptied
   and refilled -- sixty-six messages saying nothing, on every autosave
   and every shop trip.  Repair all turned that into over a thousand,
   which overran the output buffer and threw away the messages that put
   your gear back.  That is why the list went blank rather than stale.
   If the buffer does overflow now, the server rebuilds what your client
   knows instead of leaving it wrong.
 - Surviving a fall leaves you on your feet: a landing you lived
   through used to put you on exactly zero hit points, stunned.  You now
   keep a fifth of your health, and never less than one.
 - HRDR counts your bloodlust: the +4 hitroll and +4 damroll from a
   bloodlust item was always real and always applied, but hrdr could
   not see it -- so the command whose job is explaining where your
   damroll comes from came up four short.
 - Hiself is now himself: bashing someone over could describe them
   hurting "hiself".  Five years old, hidden because the neutral form
   spells "itself" correctly by accident.  (Reported by Kelemvor.)
5.3.84

Harm stops overcharging you

 - Harm stops overcharging you: harm works out its mana cost from the
   damage it deals, and the table that made a big harm proportionally
   cheaper than a small one had been switched off -- leaving it stuck at
   the rate meant for a beginner's harm forever. At level 101 it cost 55
   mana to do less damage than a lightning bolt costing 21. The table
   is back, so the same harm now costs 16.  (Noticed by Kelemvor.)
 - Siroc wizards can specialize in fire again: a Siroc is a fire and
   sky wizard, but the specialization bonus was wired to earth instead of
   fire, so fireball, firestorm, hellstream and the rest cast as though
   you had no specialization at all.  (Found by Gary.)  In the same
   pass, gust of wind was paying its bonus twice to anyone whose
   specialization covered both ice and sky -- Storm, High and Archwizards
   will see that spell come back into line with the rest.
 - Defend shows a real number: the defend line on your combat sheet
   read 0.0% no matter how well it was working, because it was reporting
   your defender's chance of saving you rather than your chance of
   defending someone else.  (Reported by Kelemvor.)
 - GMCP keeps up with the fight: if your client reads GMCP, your health,
   your opponent's health and your position now arrive with the blow that
   changed them instead of up to two seconds later.  MSDP was always
   prompt; GMCP was not.
5.3.83

A cyclops can see in the dark again

 - A cyclops can see in the dark again: cyclops are born with
   infravision, sense life and sense object, but those were granted
   only at character creation -- so the first time you logged back
   in they were gone for good, and no spell would bring them back.
   If you have been casting crystal eyes and still could not see
   your own dark items, that was why.  (Found by Gary.)
 - Queue depth on your prompt: display queue shows how many
   commands you have typed ahead that are still waiting, and only
   appears when there are any.  (Asked for by Ainzu.)  If your
   client reads the MSDP QUEUE value, note it had been counting one
   short and now reports the true depth.
 - Colour codes no longer leak into GMCP: item names sent over
   GMCP carried raw colour markup, so a client could show the markup
   instead of the name.  (Reported by Sanla.)
 - Creatures keep the weapon they were built with: a wandering
   creature handed a random weapon could destroy the one it was
   scripted to carry.  It keeps both now, so the scripted one still
   drops.
5.3.82

Your client can see the game now

 - Your client can read the game directly: Kallisti now speaks
   GMCP, so a client like Mudlet can be handed your health, mana and
   stamina, what you are wearing slot by slot, the room you are in,
   who you are fighting, your group, your affects and your account
   progress -- live, without scraping the text.  If you build
   interfaces or scripts, this is for you; if you do not, nothing
   about how the game reads has changed.
 - whois showed a stale last-logon: the account login time was
   not written to disk until later, so whois could report a login
   days out of date -- and NEWS used that same stamp to decide what
   you had already read.  Both are correct now.  (Reported by
   Spencer.)
 - Item details read in the right order: an object with several
   things to look at returned them reversed, so looking at one detail
   could show you another.
 - Right-leg gear now says right leg: equipment listed an item
   worn on your right leg as being on your left.
5.3.80

Converted characters actually stick now

 - If you converted an old character and it vanished, try again:
   last release brought the 4.0/4.5 import back, but a converted
   character was not being attached to your account -- so it looked
   like nothing happened and you had no one to play.  That is fixed.
   Convert again (account menu, C) and your character will be
   there and ready.  (Thanks to the returning player who reported it.)
 - Quest companions can no longer be renamed: renaming a quest
   follower such as Kalare could quietly break the events tied to its
   name.  Those companions now refuse renaming.  (Reported by Gary.)
5.3.79

Old characters can come home

 - Your old characters can be brought across: if you played in
   the Kallisti 4.0 or 4.5 days, the game had stopped reading those
   old character files and could not restore them.  It can again.
   At the account menu choose C to convert a legacy character,
   choose the version, then give the character's name and its old
   password.
 - The crash on the 27th is fixed: at 03:49 that morning the
   game went down and everyone was disconnected.  Something in the
   world managed to kill itself, and the code that handles a death
   could not cope with the killer and the victim being the same.
   Found, reproduced and fixed.
 - A charged enemy can no longer flee the instant it stands:
   a mob caught by a charge is meant to be pinned for a moment, but
   one that scrambled back to its feet could slip away and run
   before that window was up.  It stays put now.  (Reported by
   Mizarra.)
5.3.76

Godhammer keeps its word

 - Godhammer now ends when you camp or die, which is what the
   spell's help has always said it does.  It did not: the enhancement
   survived both and stayed on the weapon indefinitely.  If you are a
   Templar who has been carrying a blessed weapon between sessions,
   it will need recasting now.
5.3.75

Dropped links, and teleport's dice

 - Losing your link no longer risks the game: if you were
   following a group leader and their connection dropped, the next
   death beside them took the whole game down with it.  That is what
   happened at 01:39 on the 25th.  Fixed.
 - Teleport picks its destination differently: the spell was
   drawing from a random source that other parts of the game reset on
   purpose, so it was not as random as it was meant to be.  It now
   uses the game's own generator.  Whether that is what made teleport
   feel repetitive in the wilderness is NOT settled -- we could not
   reproduce it in testing -- so the spell now records where it sends
   you and we are still looking.  (Reported by Gary.)
5.3.74

The crash in the wilderness

 - The wilderness no longer freezes the game: a hunting creature
   working out a route through the deep sea could send the world into
   a loop it never came out of -- a counter that was never counted.
   The game stopped answering and then restarted itself.  Fixed, and
   the route-finder now notices when it is somewhere it cannot map
   instead of guessing.
5.3.73

Short commands, and being heard on CB

 - Short forms of commands work again: typing par in a
   fight said Unknown Command instead of parrying.  So did
   ban for bandage, stat for stats, for for forage,
   and 26 others.  Each was quietly reserved by a command only
   immortals can run, and the refusal looked exactly like a typo, so
   nobody reported them.  An abbreviation now finds the command YOU
   can use.  (Spotted by Rickrat.)
 - CB reaches your cabal: if your account belongs to more than
   one cabal, cb announced the cabal you were tuned to but
   delivered to a different one -- so you heard everyone else while
   nobody heard you, and the game told you nobody was listening.  It
   now goes where it says it goes.  (Reported by Freya.)
5.3.72

Idling out, and coming back

 - The room you are shown at login is the room you are in: if you
   had been idled out, the game showed you one room and your first
   command ran in another.  (Reported by Kelemvor.)
 - Idling out no longer strands you where you idled: being idled
   out and auto-rented now returns you to the temple, or to the
   Gummton Church Narthex if you idled out in the wilderness.
 - A short link loss no longer pulls you out of the world: once you
   had idled out even once, any later disconnect sent you to the void
   within seconds instead of leaving you the usual time to reconnect.
5.3.71

Healing, who, and mobsearch

 - Rakshasa show their name: they were listed as other on
   who.  Fixed.
 - Refused healing no longer costs mana: casting heal,
   power heal or full heal on someone already at full
   health told you they did not need it and took the mana anyway.
   It is given back now.  (Reported by Vinculus.)
 - The who list no longer claims zero remorts: characters who
   have never remorted were showing r0.  They now show nothing.
 - mobsearch can filter by area: for example mobsearch name
   kender area midgaard.  Part of a zone name is enough.
   (Requested by Kroil.)
5.3.68

Housekeeping

 - Housekeeping: internal fixes and a routine reboot.  Nothing
   you need to do anything about.
5.3.66

The hourly hitch is gone

 - The hourly hitch is gone: once every game hour the whole world
   paused for around half a second -- longer on a busy night.  If you
   have ever had a command hang just as the hour turned, that was
   this.  One piece of the world's clockwork was counting every
   object in existence to answer a question it could answer without
   looking.  The pause is now about a tenth of what it was.
 - Reconnecting shows you where you are: if your link dropped and
   you came back after a while, the game used to tell you nothing
   until you typed look, and what it showed before that could be
   wrong.  You now get your surroundings the moment you reconnect.
 - Praying for order reaches its end: pray order refused to take
   anyone past the last stretch toward a pure alignment, and could
   leave you stranded partway with no way forward.  It now carries
   you all the way.  Pray chaos was the same and is fixed with it.
   Reported by Gary.
 - Under the hood: the scheduled jobs that back up your characters
   now report their own failures instead of failing quietly, and the
   manor and clan logs stopped rewriting themselves from scratch on
   every single line.
5.3.65

Manors no longer stall the world

 - Manors no longer stall the world: putting a single item into
   a chest in a well-stocked manor used to lock the game up for most
   of a second, while the whole room was written out.  The heaviest
   manor we have -- some thirty-eight thousand items -- cost 714
   milliseconds for one barrel.  That writing now happens in the
   background: the same action costs 135 milliseconds, and the
   pause is gone.
 - Unenhance no longer welds an item shut: taking the last point
   of power off an item left it at zero, and an item at zero could
   not be worked on again -- along with a gap in the qpoints you got
   back.  Unenhance now stops at one.  If you have an item stuck
   this way, tell a staff member and we will repair it.
 - Yell and ask need you sitting up: both could be used while
   unconscious or dying, which no other spoken command allows.  They
   now want you at least resting, like say and the rest.
 - Under the hood: your belongings are now recorded item by item
   as you play, manors included -- they were the last thing carried
   only in their own files.  Nothing about how you use them changes.
5.3.64

Butchered materials spoil, crafted ones keep

 - Materials: hides, bones and meat cut from a corpse do not
   survive renting or a reboot.  This is not new -- they have always
   spoiled -- but they used to vanish without a word, which made it
   look like a bug.  Now it is a rule, and the receptionist will say
   so when you rent.
 - Work makes it permanent: tan the hide, carve the bone, or
   craft it into gear, and it keeps like anything else you own.
   Refined materials were never affected and still are not.
 - Your manor still works the way you use it: raw materials can be
   dropped in your house and donated there, so piling up hides for a
   crafting session is fine.  They clear at the next reboot.
 - Under the hood: the game now measures how long each tick really
   takes and how often it runs over.  Nothing you can see, but if the
   world has felt sluggish lately, this is what lets us prove it
   rather than guess.
5.3.62

EXP works again, and we are finally measuring group experience

 - Bugfix: EXP works again as shorthand for EXPERIENCE.  An
   immortal command was quietly claiming those three letters, so you
   got Unknown Command -- the same thing that happened to T and
   V last night.  We have now checked every abbreviation in the
   game and found twenty-seven more doing this, including PAR for
   PARRY, BAN for BANDAGE, and AT for ATTACK.  Those need
   a deeper fix and are being worked on properly, not one at a time.
 - Under the hood: we have started recording exactly how group
   experience is divided -- every share, every bonus, and anything
   that goes nowhere.  Nothing about how you earn experience has
   changed in this release.  If we do change it, it will be because
   the numbers told us to, and we will say what they said.
5.3.61

Donation rooms are required again

 - Bugfix: donating to your manor requires a donation room again.
   Last night's crash fix accidentally switched on an old fallback
   that sent the item to your vault instead.  That fallback had never
   actually worked, so this puts things back as they were rather than
   taking anything away.  (Spotted within the hour by Spoony.)
5.3.60

Two crashes, a deathgrip that would not let go, and your name back

 - Crash fix: donating an item to your manor could crash the game
   if you had not built a donation room yet.  It now tells you so
   instead, which is what it always meant to do.
 - Crash fix: falling could crash the game when you landed
   somewhere with a way down that led nowhere.  You now land and stay
   landed.  Both of tonight's interruptions were these two; our
   apologies for the bumpy evening.
 - Bugfix: DEATHGRIP lets go when the fight ends.  It was only
   counting down during combat, so if the fight ended some other way
   the grip simply stayed on -- and while gripped you regenerate no
   hit points, mana or movement at all.  If you have felt inexplicably
   stuck after a fight, this was why.  (Reported by Tulip.)
 - Bugfix: new characters get a capital letter again.  For a few
   days it was possible to create one without.
5.3.59

T works again

 - Bugfix: T and V work again as shorthand for TELL and
   VISIBLE.  Two immortal commands had been added in a spot that
   quietly claimed those letters, so typing t got you Unknown
   Command -- which looks exactly like a typo, which is why it went
   unreported for days.  Our fault, and sorry.  (Noticed by Rickrat.)
5.3.58

Your plugs stay in, and your bags stop rearranging themselves

 - Bugfix: plugs no longer fall out of crafted weapons when you
   rent.  Your gear recorded what KIND of item something was packed
   inside, and a crafted item has no kind to name -- so anything set
   into one came back loose, and quietly stopped granting its bonus
   until you noticed and re-seated it.  Both halves of that are
   fixed: it stays put, and it keeps working.
 - Bugfix: items packed in a bag no longer migrate into an
   identical bag stored inside it.  Same cause wearing a different
   hat -- two bags of the same kind were indistinguishable, and the
   inner one always won the argument.
 - Neither fix reaches backwards.  Anything already shaken loose is
   sitting in your inventory and wants re-seating once.  From here
   it stays where you put it.
5.3.57

Crash fix, and sanctuary tells you its real cost

 - Bugfix: searching a container with a great many items in it
   could crash the game.  This is what took the realm down tonight,
   and our apologies for the interruption.  Fixed -- and it was not
   the container's fault, so search away.
 - Bugfix: paladins casting SANCTUARY were told only that they
   lacked the mana, while PRAC showed a figure that was never the
   whole cost.  The refusal now names what you actually need and what
   you have, and says when your alignment is adding to it.  Angelic is
   the cheapest it gets.  (Reported by Kelemvor.)
5.3.56

Returning players: experience fix

 - Bugfix: characters returning after a long absence could load
   with the wrong experience total -- sometimes wildly too much,
   sometimes none.  Old character files store experience differently,
   and the conversion was not carrying it across.  Now it is.  If you
   came back recently and your experience looked wrong, this was why;
   speak to an immortal if it still does.
 - Bugfix: CUTCON never actually disconnected anything.  Imm
   command, but it has been broken for a long time.
5.3.55

Groundwork: how your equipment is stored

 - Behind the scenes: work continues on storing player equipment
   in the database alongside the existing rent files.  Nothing about
   your gear changes: the rent files are still what the game loads
   from, and every item was checked to make sure both copies agree.
 - Bugfix: several problems in that second copy were found and
   fixed, including one that emptied it whenever you rented.  Your
   actual equipment was never affected.
 - Note: if you have not played in a very long time, some of your
   items may show odd creation dates.  Old rent files never recorded
   them, so the game invented one each time you logged in.  That will
   settle once the new storage takes over.
5.3.54

Crash fix and clan display corrections

 - Bugfix: GWHO could crash the game when someone in your
   group had a charmed follower.  This is what took the realm down
   that night, and our apologies for the interruption.  Fixed.
 - Bugfix: Clan coin amounts were shown incorrectly.  The costs
   quoted for inducting and for changing rank titles were the wrong
   numbers, not merely badly formatted.  They now show what you
   actually pay.
 - Bugfix: Clan trophies and power displayed the same
   value.  Each now shows its own.
 - Changed: Large numbers are grouped for readability, so
   1,234,567 rather than 1234567.
5.3.53

Crash fix

 - Bugfix: OBJSEARCH could crash the game.  This is what
   took the realm down shortly after the last reboot, and our
   apologies if it caught you mid-fight.  Fixed.
5.3.52

Release notes, by release

 - New: NEWS is now split up by release instead of one long
   file.  NEWS shows what changed since you last played,
   NEWS ALL shows everything, and NEWS 5.3.52 shows a
   single release.  Older news is still there, under NEWS ALL.
 - Changed: EAT, DRINK, SIP, TASTE and POUR now tell you they
   looked in your inventory when they cannot find something.  They
   only ever searched what you were carrying, so "you can't find
   it!" was misleading for anything lying on the ground.
   (Reported by Ainz.)
5.3.51

Phase 3 character lifecycle

 - Bugfix: Socket plugs apply their bonuses again.
 - Bugfix: Skill bonuses no longer drift negative.
5.3.49

Hotfix bundle

 - Bugfix: Cure poison no longer reports false success.
5.3.34

Crash fixes

 - Bugfix: Fix crashbug in level titles
 - Bugfix: Fix crash in archers