Another dense week of development
This Dev Log covers work completed between August 25 and September 1. This period includes precise combat adjustments measured directly against the original game, improvements to the launcher and installer, and a broad collection of player-reported fixes across chat, mail, trading, equipment inspection, projectiles, and Hellhound.
A rebuilt installer for Client Alpha
We rebuilt the game installer to remove the conflict between the current RaiderZ Global client and Client Alpha.
Client Alpha can now be installed alongside the current client without replacing its files or interfering with its installation. Players can keep both versions installed and choose which one they want to use.
Both clients connect to the same live server. There is no separate Alpha server and no separate progression. You can sign in with your existing RaiderZ Global account and continue playing with the same characters, items, and progress.
You can download the new Client Alpha installer here:
Account sign-in through the launcher
Players can now sign in to their accounts directly through the launcher instead of entering their credentials on the game's login screen.
Account authentication is handled securely without placing the password directly into the launcher's interface. The Keep Me Signed In option is enabled by default and now remains enabled correctly. Previously, it could silently turn itself off after logging out.
We added a short cooldown to the Play button after launching the game to prevent accidental double launches.
A new option also allows the launcher to remain open after the game starts instead of closing automatically.
We corrected a broken Reddit icon and settings labels that incorrectly swapped the fullscreen and windowed options.
VIP rewards for Client Alpha reports
We recently introduced VIP rewards for players who test Client Alpha and submit confirmed bug reports.
Today, VIP will be added to the accounts of players whose eligible reports were submitted through August 31.
Each confirmed and unique bug report rewards at least 1 day of VIP. The reward may be increased to as much as 7 days depending on the quality of the report and the complexity of the bug.
If the same bug is reported more than once, only the first player who submitted a valid report will receive VIP. The reward is added after we confirm the problem and begin working on its correction.
Each account can accumulate a maximum of 30 days of VIP through this program.
Reports submitted after August 31 will be reviewed for the next reward cycle. The next VIP distribution will take place when the next Dev Log is published, giving players a clear schedule for when their rewards will be delivered.
Combat timing measured against the original game
We recorded direct comparisons with the original game to determine the exact moment guard should become available during each basic weapon attack.
The correct timing is not based on a single formula. Each weapon has its own value, so the guard window for every basic attack is now configured using real frame-by-frame measurements instead of estimates.
This is especially noticeable with heavier weapons such as the great axe and great sword, where guard could previously feel delayed.
We also tested a change that made the server cancel an attack immediately when guard was activated. The timing did not prevent the current attack's damage from being applied and only interrupted the next step of the combo, so this change was reverted.
Skills no longer release movement too early
Pressing a movement direction too early during a skill could return control to the player before the animation reached its intended release point.
On the player's screen, the skill appeared to end prematurely, while the server had already processed its damage as if the animation had finished normally. Nocturne could even apply its knockdown without displaying the corresponding animation.
Movement now waits for the correct point in each skill's animation before taking control, keeping the visuals, damage, and character state synchronized.
Smoother positioning and direction
Certain NPC attacks, including jumping attacks, could cause the NPC to slide or change position suddenly at the end of the animation. These attacks now finish in the correct position.
Entering a new zone through a portal or teleport could briefly turn the character in the wrong direction before correcting it. The character now faces the direction selected by the server from the first frame.
We also corrected two issues affecting how other players appear while guarding. They now continue turning correctly to face their target, and moving sideways while guarding no longer makes them appear to walk in the wrong direction.
Player inspection rebuilt
The window used to inspect another player's equipment had several connected problems that have now been corrected.
Enchanted items now display their real attributes instead of their base values. A +9 weapon, for example, no longer appears to have the damage and durability of an unenchanted weapon.
The chat summary containing the inspected character's equipment and active buffs has been restored.
Percentage values in item tooltips are now presented as clean numbers instead of long sequences of decimal digits.
Lightning is also displayed correctly on elemental enchantments instead of appearing as an empty element name.
Shield enchantment glow restored
Enchanted shields were not displaying their visual glow in the regular off-hand slot or when used beneath a costume.
The effect was being created at an invisible scale, while shield-specific effects were also being skipped because the item type was not recognized correctly.
Both problems have been corrected. Shields now display their enchantment glow properly at every enchantment grade.
Chat system improvements
Channel shortcuts such as /g, /p, and /s now change the active chat channel instead of applying only to a single message before returning to General.
Chat filters had not been working correctly after login. The default All, General, Battle, and Party tabs could display every message without applying their filters. The client was also failing to save or restore information from the account settings file, including window positions. Both systems have been corrected.
Chat tab names remain visible even when the window uses its lowest opacity setting.
Right-clicking a chat message now opens the interaction menu for the player who actually sent that message. Previously, a full chat history could cause the menu to select the wrong player based on the line's position on the screen.
A highlight now appears when hovering over a chat line, making it clear which player's name will be selected.
The /invite and /r commands are now functional.
Party, guild, and friends information is also cleared correctly after a real disconnection instead of continuing to display outdated information from before the connection was lost.
Item preview corrections
The item preview window could fail to display weapons, and staffs could appear floating away from the character's hand.
The preview was opening with an incorrect stance for the animation being used. It now selects the correct stance and positioning.
Items whose appearance is created entirely through a visual effect, including elemental weapons and effect wings, are now rendered correctly in the preview window.
Trading preserves equipment upgrades
Trading an item containing gems, an elemental enchantment, or an enchantment grade could make it appear as though those upgrades had been removed when the item reached the other player.
The correct information remained stored on the server and would return after logging in again, but the item appeared incomplete until then.
The trade system now sends all equipment information correctly. Gems and enchantments remain visible during the trade and after the item reaches its new owner.
Action bar and key binding corrections
Pressing a number key could sometimes activate the skill assigned to the corresponding Alt and number combination instead.
Two extended action bars were reading swapped configuration positions. Their assignments have now been corrected.
Holding Alt while switching away from the game could also leave the key registered as pressed after returning, causing shortcuts to activate incorrectly. Modifier keys are now reset correctly when the game's focus changes.
Boss loot indicator and target frame
The colored indicator showing whether a player was eligible for a boss's loot could alternate between the eligible and ineligible colors during combat because the server and client interpreted the status differently.
Players joining an ongoing fight as party members could also become correctly eligible for loot while still seeing the ineligible color.
These states are now synchronized and displayed correctly.
The target frame also remains open while the player is actively fighting the target. It no longer disappears simply because the camera turns away from the enemy.
Cursor and mail corrections
The regular Windows cursor could become frozen at the center of the screen after switching away from the game or changing window focus. Cursor visibility is now tracked correctly.
Messages containing five attachments could prevent some of the later attachments from responding when clicked. Every attachment slot can now be collected correctly.
Mail attachment tooltips once again display enchantment grades and elemental attributes.
We also corrected a memory leak related to deleted mail and added stronger server-side validation for item attachments, preventing bound items or incomplete item actions from producing invalid results.
Projectile skills rebuilt
The movement system used by ranged and guided projectiles has been rebuilt.
Projectiles used by another player could visually launch in the direction they were moving instead of the direction in which the skill was fired. Untargeted projectiles could continue flying indefinitely, and fast camera movement could make some hit effects appear on the caster's hand instead of the target.
The new system follows the same timing used by the server to determine when a guided projectile reaches its destination. Projectiles now follow moving targets, expire correctly, and produce their effects at the proper location.
Player projectiles can also hit enemy players correctly in PvP again.
Hellhound board corrections
The Hellhound trial board could remain open after the player had already been teleported into a mission.
Accepting and immediately confirming a mission could also fail to produce any result, and the reward window could remain closed after completing a mission.
All three problems have been corrected.
Restricted-area warnings
The Leaving the Combat Area warning could appear immediately after entering certain timed trials because of a rounding error in the boundary calculation.
Allowing the countdown to reach zero also failed to remove the player from the instance as intended.
The warning boundary is now calculated correctly, and reaching the end of the countdown removes the player from the trial.
What's next
Dev Log #12 brings our development record up to date through September 1. This period improves access to Client Alpha, makes its installation safer, refines combat timing, and resolves a broad range of issues reported by the community.
If you want to help test these improvements, download Client Alpha, play normally with your existing account, and send us detailed reports whenever you encounter a problem.
The next batch of VIP rewards will be delivered when the next Dev Log is published.