Fresh from the ForgeNews & Patch Notes
Wyvern ships player-facing improvements nearly every day. This is the running log, newest first — also available as anRSS feed.
2026-10-02Surer footing, tidier pockets
- Click-to-walk minds the ground. Tap-to-walk routes now steer around
known damaging terrain — lava and its cousins — whenever another way
exists, instead of treating it as plain ground.
- Ground commands got pickier, in a good way:
adjust can no longer
whisk an item off the floor into your pack, and eat, read, and sell
now skip ground items you couldn't actually take — so someone else's
hidden loot no longer blocks what you're reaching for.
- Steadier NPC chats. An NPC now falls back to its written dialogue
instead of going quiet when its improvised reply isn't available, and no
longer mixes up one player's conversation with another's.
- Narrow screens stack neatly — in the web client, a window too narrow
for two columns (think a small tablet held upright) now opens Inventory,
Ground, Spells, and Messages as one tidy stack instead of overlapping them.
- Fixed: Prof. Chelinda in the Valkon Caverns now answers questions about her
diary (she'd only been listening for "dairy"), and loot sparkles stay on
the right tile while the web client's view is resizing.
2026-10-01Walk right in
- Tall buildings let you inside. Stepping or teleporting into a tall
walk-in building — a castle gate, a tower door — now puts you inside it
instead of quietly bumping you somewhere else.
- Teleport traps play fair: one can no longer drop you in a sealed pocket
with no way to walk out.
- Missions: your objective counter — and an open journal — now update the
moment a standing-still kill, a pickup at your feet, or a Builder Mode
placement counts, instead of waiting for your next step; handing a quest
item to its receiver reliably plays their thanks and reward again; and a
handed-over quest item can no longer vanish without the mission completing.
- Home saving, hardened further: several more ways a home map could slip
into a state that silently blocked your later saves are closed — visiting
an offline friend's home and being sent home among them — and pending map
edits now survive a busy burst of maps unloading.
- Fixed: a spell that calls for several reagents no longer counts the same
item twice, long-memoried NPCs no longer mistake a brand-new character for
a past one who shared the name, and a couple of edge cases where an NPC
kept — or wrongly returned — a refused gift.
- In the web client: map overlays now draw with their intended transparency,
and kill markers anchor to the right spot when the view shifts. The Steam
app picks these up on its next update.
2026-09-30Press A to say hello
- Playing on a gamepad? In the web client, the A button now interacts with
what's next to you — talk to an NPC, pull a lever — with three targeting
schemes under Settings → Interface → "A button interacts with". The Steam
app picks this up on its next update.
- A refused gift comes back. Hand an NPC the wrong item — or one they no
longer want — and they return it instead of pocketing or destroying it.
- Quest treasures stay with you: Odin's Rune and the Blackrose relic now
survive saving and logging out.
- Missions & journal: the tesh pixie's journal entry lists the Hall of
Testing's five prerequisite quests, the Restless Barrow tracker no longer
routes you through a random pit in the jungle, hand-this-to-someone steps
credit only the named receiver, and the journal no longer merges two
different missions that share a title.
apply <name> now works on quest lamps from a text client — the tesh
pixie's key-of-passage lamp included.
- In the web client: the minimap clears to fog the instant you change maps
and sketches a provisional view while a slow map loads, game text rides over
the map whenever the Messages panel is rolled up, dragging an item over a
spot that would discard it now refuses up front, and kill markers and your
own HP/SP bars stay put while the camera pans. The Steam
app picks these up on its next update.
- Builders: Builder Mode stays on when you cross into another map (web
client), containers nested inside containers in your maps keep their
contents, and
#map really-delete double-checks its target and always
refuses your home map.
- World: four Maahes maps and the jeweled-dragon dens now show real titles
(each den named for its gem), the Macabre Olympiad's forward gates answer to
levers instead of floor plates, Beitdag's exterminator now points you to the
mission board, and barrels can no longer be pushed
somewhere that strands them on the Minath ruins' second floor.
- Fixed: a stale link to an unloaded home could silently block all your later
saves (a source of lost and duplicated items), a portal into a map that
hadn't loaded yet now carries you in, the
vampire crown no longer double-grants its skills when re-worn, and unarmed
counterattacks no longer trip an error.
2026-09-29What's yours stays yours
- Your home keeps its changes. Taking part of a stack and opening, closing,
locking or unlocking a chest now reliably mark your home for saving, and home
links stick around until their save completes.
- Quest folk no longer pocket a duplicate quest item — if you've already
solved the quest, they refuse the item and you keep it.
- Missions: solving a quest mid-session now credits its bridged mission even
if you hadn't accepted it yet, and give-items-to-someone steps count the
amount that actually changes hands.
- Vault guardians in random dungeons now top out at level 25.
- In the web client: the spellbook no longer flashes empty while your spells
load, the minimap recovers if the browser refuses its storage on the first
try, and your inventory re-requests itself if it fails to arrive at login.
The Steam app picks these up on its next update.
- On phones, the inventory refresh can heal itself again.
- Bought loot you can't carry now says so plainly: it's still yours, waiting on
the ground.
- A pet rental that ends while you're between maps now waits until you arrive
instead of ending in limbo.
- World: the Small Ruby entrance to Sidewinder Caverns is now explained where
you'd look for it, and the ship's yellowfin tuna holds its post even when a
fight tries to shove it around.
- Fixed: assorted typos in Elune dialogue, and the VIP perk list now describes
summon-follow correctly (summons can follow you on the Continent even without
VIP).
- Under the hood: maps load and unload more smoothly around you.
2026-09-26A quiet night of polish
- Learning or forgetting a spell now refreshes your spell list right away on
phones — it used to stay stale until you logged back in.
- Fixed: a stray apostrophe in the mimic's bestiary entry.
2026-09-25Paths repaired
- Tornaum Castle is reachable again — the paid ride from Minath and the
castle's own return portal were quietly dropping travelers on the water
outside the walls; both now land you inside as promised.
- Curse of Henteko: the journal and mission blurb now send you to the
right ninja for the right trade, and eight maps in the Henteko region show
real place names instead of a template placeholder.
- Six dead staircases and portals in the Zifa mages' guild and Khazdul keep
(Ramtusk) now lead where they should.
- In the web client: each random-dungeon level now starts with a fresh
minimap instead of showing corridors from a previous dive, and emote
animations play even when nothing else in the room is moving. The Steam
app picks these up on its next update.
2026-09-24Sound, sight, and things that stay put
- The Game menu grows — in the web client it now offers mute, show worn
items, and quit, each with its own icon (the Steam app picks this up with
its next update).
- Playing sideways on a phone? Game text — tells, shouts, room
descriptions, quest text — now rides along over the map whenever no log
panel is on screen, so speech no longer hides on the Log tab (web client).
- The minimap now draws each step exactly where you took it — no more tiles
painted a square off, or colors bleeding in from behind walls (web client).
- Outdoor ambience — birdsong by day, owls by night — now plays on the
Ambience volume channel, so its slider and mute finally apply to it.
- Items you tuck into a bag or chest inside a map you own now save reliably,
instead of vanishing — or doubling — when the map next loads.
- Fixed:
#map resize quietly handing the map's ownership to the resizer,
and a builder map can no longer be created over another player's map path.
2026-09-22Loot you can believe in
- A boss that drops no loot no longer tells the whole map that loot is raining down — the announcement now plays only when there's actually something to catch.
- Smoother play in the web client on dark, torch-lit maps: the lighting no longer redraws itself over and over while nothing about the lights has changed.
2026-09-21Portraits back in motion
- Fixed: an animated portrait could get stuck on a single frame after a map change and stay frozen until relog — portraits now keep animating through map moves.
2026-09-19Summons, signs, and sturdier saves
- Summoners, your companion is back under control. A summon that slipped
out of the world without dying no longer blocks the spell until you relog —
just cast again. Your companion indicator also updates the moment a summon
is dismissed or its map closes, and renaming a pet shows the new name on
the pet panel and indicator right away.
- Autocast lists load whole. An autocast list of more than one spell no
longer collapses into a single garbled entry when your character loads.
- Service tables tidy only what they should. Repair anvils, uncurse
altars, and identify tables clear away loot other players abandon on them —
but that sweep could also destroy the table itself, a home's furnishings,
even a bystander standing on the spot. It now takes only loose loot.
- Hunt marks always show up. A quarry placed in a random burrow could end
up nowhere at all if you arrived at just the wrong moment — the Blackrose
hunt was the known offender.
- Cloak and Dagger keeps its place. Logging out mid-investigation no
longer forgets who you've talked to, and finishing the mission wipes the
slate clean as intended.
- Window layouts are sturdier in the web client. Each character keeps
their own layout, and a tweak made right around a reconnect or server move
is saved instead of lost. (The Steam app picks this up with its next
update.)
- Fixed: a naga's coil, uncoil, and shape-shift settle in one clean motion,
the dragonscale knife now says why a corpse yields no scales, New Verden's
training-hall signs explain the direct train and untrain menus, a riverside
sign now hints how to get past the elven bridge guardian, the zoo's camel
sign names its camel's true desert, and the postal service repointed its
Varak delivery somewhere reachable and corrected the name of New Verden's
posting brother.