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29th November 2025 12:03:09 CM Mercury View post »
29th November 2025 20:40:58 CM Mercury View post »
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16th December 2025 22:53:18 CM Mercury View post »
CM Mercury
Staff

29th November 2025 12:03:09 (Last edited 29th November 2025 12:24:28)

Quoting Poke In Your Eye:
New items indicator is kinda buggy right now. The dot effect works fine, but the white border not:

For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border):
- Leave only dot effect
- Turn off the indicator system from the main container in the Inventory window :P
- Just allow to customize it in game options
Anyway, good work :)


Forwarded to dev team.


Quoting Zaurak:
no test server?


Hi,
Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes.

Quoting Stop Combo:
- Added the Vanguard Dungeon.
- Added a Vanguard and Templar Spawn in Tarmell.
but where is the new vanguard and templar spawns?

I mean.. they already exist right?

someone find it?

Edit.: Good update for mid/lvl and good graphics changes.


Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :)


Quoting Zaurak:

bug when dragging from the bottom edge of the box

Zezenia Online Forum Screenshot


Edit. Okay, got it now! Thanks for the report :^)


Quoting King Cevarosky:
Congratulations on the great work!

New Suggestions:

UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+.

HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+.

This sounds tempting!

-Mercury
King Cevarosky
Premium

Outfit
Elysium
Level 861
Ranger
S8
S6
24
25
39K
29th November 2025 13:15:57

Bug Report

When selecting any monster in the bestiary tab and clicking "show in map," the game is crashing.
CM Mercury
Staff

29th November 2025 20:40:58

Quoting King Cevarosky:
Bug Report

When selecting any monster in the bestiary tab and clicking "show in map," the game is crashing.

Heya, we have that already under control, Thanks for your feedback though :)

-Mercury
Stop Combo
Player

Outfit
Pharos
Level 301
Warrior
S8
32K
30th November 2025 01:22:41

Quoting CM Mercury:
Quoting Poke In Your Eye:
New items indicator is kinda buggy right now. The dot effect works fine, but the white border not:

For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border):
- Leave only dot effect
- Turn off the indicator system from the main container in the Inventory window :P
- Just allow to customize it in game options
Anyway, good work :)


Forwarded to dev team.


Quoting Zaurak:
no test server?


Hi,
Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes.

Quoting Stop Combo:
- Added the Vanguard Dungeon.
- Added a Vanguard and Templar Spawn in Tarmell.
but where is the new vanguard and templar spawns?

I mean.. they already exist right?

someone find it?

Edit.: Good update for mid/lvl and good graphics changes.


Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :)


Quoting Zaurak:

bug when dragging from the bottom edge of the box

Zezenia Online Forum Screenshot


Edit. Okay, got it now! Thanks for the report :^)


Quoting King Cevarosky:
Congratulations on the great work!

New Suggestions:

UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+.

HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+.

This sounds tempting!

-Mercury



O found It. The density is too low. But the place is good... Just need improve for more density.

We got one bug on Dungeons.

Im using translate to explain It better.

Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons".

Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch.
King Cevarosky
Premium

Outfit
Elysium
Level 861
Ranger
S8
S6
24
25
39K
1st December 2025 17:05:31

Quoting Stop Combo:
Quoting CM Mercury:
Quoting Poke In Your Eye:
New items indicator is kinda buggy right now. The dot effect works fine, but the white border not:

For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border):
- Leave only dot effect
- Turn off the indicator system from the main container in the Inventory window :P
- Just allow to customize it in game options
Anyway, good work :)


Forwarded to dev team.


Quoting Zaurak:
no test server?


Hi,
Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes.

Quoting Stop Combo:
- Added the Vanguard Dungeon.
- Added a Vanguard and Templar Spawn in Tarmell.
but where is the new vanguard and templar spawns?

I mean.. they already exist right?

someone find it?

Edit.: Good update for mid/lvl and good graphics changes.


Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :)


Quoting Zaurak:

bug when dragging from the bottom edge of the box

Zezenia Online Forum Screenshot


Edit. Okay, got it now! Thanks for the report :^)


Quoting King Cevarosky:
Congratulations on the great work!

New Suggestions:

UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+.

HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+.

This sounds tempting!

-Mercury



O found It. The density is too low. But the place is good... Just need improve for more density.

We got one bug on Dungeons.

Im using translate to explain It better.

Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons".

Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch.



This observation is very important.
Shadowzin Apelao
Player

Outfit
Pharos
Level 1239
Mage
24
25
46K
1st December 2025 23:28:23 (Last edited 1st December 2025 23:28:45)

Quoting King Cevarosky:
Quoting Stop Combo:
Quoting CM Mercury:
Quoting Poke In Your Eye:
New items indicator is kinda buggy right now. The dot effect works fine, but the white border not:

For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border):
- Leave only dot effect
- Turn off the indicator system from the main container in the Inventory window :P
- Just allow to customize it in game options
Anyway, good work :)


Forwarded to dev team.


Quoting Zaurak:
no test server?


Hi,
Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes.

Quoting Stop Combo:
- Added the Vanguard Dungeon.
- Added a Vanguard and Templar Spawn in Tarmell.
but where is the new vanguard and templar spawns?

I mean.. they already exist right?

someone find it?

Edit.: Good update for mid/lvl and good graphics changes.


Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :)


Quoting Zaurak:

bug when dragging from the bottom edge of the box

Zezenia Online Forum Screenshot


Edit. Okay, got it now! Thanks for the report :^)


Quoting King Cevarosky:
Congratulations on the great work!

New Suggestions:

UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+.

HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+.

This sounds tempting!

-Mercury



O found It. The density is too low. But the place is good... Just need improve for more density.

We got one bug on Dungeons.

Im using translate to explain It better.

Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons".

Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch.



This observation is very important.



This bug was reported months ago and it still continues.
It’s been 5 days since the dungeon + HC Magus arrived and the bugs are still there…

When you complete the dungeon, you don’t get any XP… you only get XP the first time. I’ve done it 35 times already , will I get my XP later?

In the Magus HC there’s a huge bug on the map
Sonnema
Player

Outfit
Pharos
Level 363
Mage
S8
S7
S2
81K
2nd December 2025 08:54:29

Quoting Stop Combo:
Quoting CM Mercury:
Quoting Poke In Your Eye:
New items indicator is kinda buggy right now. The dot effect works fine, but the white border not:

For me the border effect is overwhelming and that little dot is just enough. My few suggestions (besides fixing the almost-unremovable-border):
- Leave only dot effect
- Turn off the indicator system from the main container in the Inventory window :P
- Just allow to customize it in game options
Anyway, good work :)


Forwarded to dev team.


Quoting Zaurak:
no test server?


Hi,
Unfortunately this update was pushed out in a bit of a rush. After reading multiple comments about public Test Servers I have proposed a mandatory Public Test Server for all game Updates that could be considered new content or "major" fixes.

Quoting Stop Combo:
- Added the Vanguard Dungeon.
- Added a Vanguard and Templar Spawn in Tarmell.
but where is the new vanguard and templar spawns?

I mean.. they already exist right?

someone find it?

Edit.: Good update for mid/lvl and good graphics changes.


Did you find the spawn? Any suggestions if the monster density is good or should something be changed there, feel free to give us feedback :)


Quoting Zaurak:

bug when dragging from the bottom edge of the box

Zezenia Online Forum Screenshot


Edit. Okay, got it now! Thanks for the report :^)


Quoting King Cevarosky:
Congratulations on the great work!

New Suggestions:

UNHOLY CATACOMBS: You could remove all the other monsters and increase the number of Unholy monsters. You could also increase the size of the location. It would be a great hunting option for players level 500+.

HARDCORE TEMPLARS: You could increase the number of Templars in this location. Analyzing the map, it's possible to see that there are only 118 Templar Knights and 86 Priests, totaling 204 monsters. While in the Soul Harvest Portal there are more than 500. You could pay attention to this location. Increasing the size of the location and the number of monsters would give us a new hunting option for players level 1k+.

This sounds tempting!

-Mercury



O found It. The density is too low. But the place is good... Just need improve for more density.

We got one bug on Dungeons.

Im using translate to explain It better.

Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons".

Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch.

Idk if its a bug or intended. Let me explain;

The normal dungeons are simply normal monsters, therefore the beastiary applies. When increasing the difficulty of the dungeon, you increase the strenght, experience en density of the dungeon. With those difficulty dungeons having the beastiary applied, simply enhances the boosts you already get. We've got to remember that everything stacks together, you already have a 200-300% increase in experience, that comes with stronger and more hp monsters. When you then apply the beastiary it feels like it becomes too much. I haven't done the math on this subject but it just feels "wrong" to increase the difficulty and boost the experience affect even more with the beastiary.

Note; Im not against it, but it should be thought of thoroughly.
Stop Combo
Player

Outfit
Pharos
Level 301
Warrior
S8
32K
2nd December 2025 10:48:08

>> " I haven't done the math"

you think who you are ? the dev?

hahahaha funny, this nothing change bro.

you dont have character yo test, and you not the smartst person to do "THE MATH"

dosent worth if you cant boost, i will not extend my comment to explain you why, but dude... stop trying to be smart and go study.. back here and say me one question

>> whats wrong with the randons attack in this game, considerind in computer we use Fourier analysis in probability theory and the random attack isnt random in this game...

you can guess why?
Gudalik
Player

Outfit
Pharos
Level 118
Mage
2nd December 2025 21:49:49

Quoting Stop Combo:
>> " I haven't done the math"

you think who you are ? the dev?

hahahaha funny, this nothing change bro.

you dont have character yo test, and you not the smartst person to do "THE MATH"

dosent worth if you cant boost, i will not extend my comment to explain you why, but dude... stop trying to be smart and go study.. back here and say me one question

>> whats wrong with the randons attack in this game, considerind in computer we use Fourier analysis in probability theory and the random attack isnt random in this game...

you can guess why?

Good that he dont have character atleast he is not playing game with 10 people xD
CM Mercury
Staff

6th December 2025 13:15:37 (Last edited 6th December 2025 13:32:39)

Quoting Stop Combo:

O found It. The density is too low. But the place is good... Just need improve for more density.

We got one bug on Dungeons.

Im using translate to explain It better.

Dungeons are great for hunting because of the bonuses they give. It's great for the staff because spending a lot of tickets ends up making the player invest in the game, and with the return (we hope) the staff will reinvest for the game's growth. Anyway, the bug: When we enter the dungeon at normal difficulty and debuff and increase the exp/loot, it works normally. However, when we level up the dungeon, only the original monsters from the hunt are debuffed. This happens, I believe, because in the game's code, summoned monsters don't receive debuffs, and in the dungeon only the original ones are considered monsters, the others are "summons".

Fixing and probable glitch: The correction would be to create the map even with the monsters, and when pulling the lever with the difficulty, the player is directed to the appropriate hunt. This fixes a possible glitch that could exist: The player can enter at easy difficulty, debuff, do the dungeon, and return at medium difficulty, and take advantage of some of the boosted creatures. Creating an identical copy on the minimap with the actual monsters causes them all to debuff (we fixed the bug), and we still don't have the glitch.


Good development proposal right there, it is currently as it is for a reason but could be changed if there is a good reason to do so. Maybe we could start something here. But also a good point down here:

Quoting Sonnema:

Idk if its a bug or intended. Let me explain;

The normal dungeons are simply normal monsters, therefore the beastiary applies. When increasing the difficulty of the dungeon, you increase the strenght, experience en density of the dungeon. With those difficulty dungeons having the beastiary applied, simply enhances the boosts you already get. We've got to remember that everything stacks together, you already have a 200-300% increase in experience, that comes with stronger and more hp monsters. When you then apply the beastiary it feels like it becomes too much. I haven't done the math on this subject but it just feels "wrong" to increase the difficulty and boost the experience affect even more with the beastiary.

Note; Im not against it, but it should be thought of thoroughly.


Deleted a bunch of messages from both of you due to them being just fighting each other. Please keep it civil at the forums.

Quoting Shadowzin Apelao:

This bug was reported months ago and it still continues.
It’s been 5 days since the dungeon + HC Magus arrived and the bugs are still there…

When you complete the dungeon, you don’t get any XP… you only get XP the first time. I’ve done it 35 times already , will I get my XP later?

In the Magus HC there’s a huge bug on the map


It's not a bug, it's a development decision but since it seems to be something that needs a second thought I've forwarded the issue to the Dev Team. Same with the experience reward from Vanguard Dungeon, it was a decision to not give experience after every run as a reward but due to feedback It has now been changed on the closed Test Server. The reward is smaller but will now be given after every run.

I will try to get a public Test Server running as soon as possible.

The magus map bug will be fixed during the server save on Wednesday.

-Mercury
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