Skip to content
Midnight Closed BetaLearn more
News

Changelog: September 2026 - part 2

September 22, 2026
Changelog: September 2026 - part 2

We're publishing some of the changes made during the first half of September 2026:

Website

  • Added item filtering and search to the shop

  • Removed clutter from the dashboard

Dungeon update - September, part 2

  • The main thing: a run is no longer lost when the server goes down or restarts. A group used to come back into a dungeon and find bosses it had killed alive again, and a key already started had to be abandoned.

Dungeon progress survives a restart

  • Bosses killed stay killed. Scenario stages, objective counters and event results are saved along with them.

  • Opened passages and charged mechanisms are saved too - there is no need to come back and redo what you have already done.

  • A run belongs to the group and the difficulty: after a restart the same party can carry on. Going in alone, it belongs to the character.

  • Resetting a dungeon works as it always did and clears the saved state by the usual rules.

  • Locks are not extended. A saved Mythic run remembers the ordinary cooldown it was on - a server restart and the autosaves do not carry it over into the next week.

  • A fight interrupted half-way starts again from the beginning: current health, auras and loot left in corpses are not saved.

Mythic+ keys come back

  • A key already started can be carried on. The level, the affixes, the party, deaths, the enemy counter and objective progress all come back with it.

  • The timer stops while the server is down. The downtime does not eat your time - the count carries on once it is up again.

  • The key does not start over. Objectives already met are not zeroed, and the key is not downgraded a second time.

  • The client is given the right numbers for deaths and time when it comes back into the dungeon.

  • Along the way we removed duplicate calls in the older scripts, which could have the timer and the events handled twice over.

  • The timestamp is written once every five seconds - a crash can cost you up to that much progress.

Key objectives on the ordinary difficulties

  • Mythic+ scenarios no longer start where they have no business being. In Nexus-Point Xenas, Normal, Heroic and Mythic run the ordinary scenario, and the key objectives - the enemy counter among them - appear only when a Mythic+ run is started.

Nexus-Point Xenas

  • The conduits open after the boss, and using one checks whether you are in combat.

  • An interrupted cast no longer blocks a conduit - cancelling the first activation used to mean it could never be used again.

  • Fixed reusing the conduits and the flights along their routes.

  • The core feed is charged together. Several players can press it at once

  • The core charge and the state of the bridge are saved with the run.

The bridge to the last boss

  • Fixed the case where Lothraxion stayed dead after a restart but there was no bridge back.

  • The bridge and the console are given their saved state as soon as the dungeon loads. The bridge is removed for the fight and comes back once he is down.

Corewarden Nysarra

  • The boss takes her place in the arena at the right spot - the recorded coordinates and the proper spell are used, and the knockback is applied where it should be.

  • After a wipe or an area reload the boss's position is restored correctly.

  • Progress through the opening waves is saved - the parts of the event you have already done need not be repeated.

Lothraxion

  • Fixed the invisible level-one boss with a single point of health - the model, level and health data were all wrong.

  • The character at the console no longer disappears before the combat boss shows up.

  • The number of images created depends on how many players were chosen, not on a fixed figure.

  • The Divine Guile phase no longer hangs: interrupting the right image stops the boss's cast and brings the ordinary rotation back. Moving to the real image and how the copies behave during the phase were fixed along with it.

Kazret, mobs and loot

  • Fixed a crash when loading Kazret's auras.

  • Fixed ability chains, projectile flight, danger zones and clearing effects after a wipe.

  • Both kinds of mana battery use their overload and disappear afterwards.

  • Fixed the decorative Duskwraiths and Voidwalkers standing in for the dead - they were behaving as though alive.

  • The ordinary bosses have loot now.

  • The challenge chest no longer stands in the dungeon ahead of time - it appears once the conditions for finishing a Mythic+ run are met.

General fixes

  • Fixed the network data for attached and shape-changing spell areas - the client was receiving them in the wrong form.

  • A successful interrupt now tells the creature's script about it. Without that the Divine Guile phase, among other things, never ended.

Skyreach

  • The dungeon has been added in full - four bosses, trash, objects and routes.

  • Ranjit, Araknath, Rukhran and High Sage Viryx with their abilities, summons, activation events and arena doors. Bosses that had been mixed up with one another, unattackable targets and wrong enemy levels were fixed along the way.

  • The wind stairs work: the wind has a visual, the currents really do move the character, and interacting with Coalescing Winds shows a progress bar.

  • Rukhran flies properly, summons solar flares and uses Screech when nobody is next to him in melee.

  • On Viryx, Lens Flare moves with danger zones under it, and a Solar Zealot carries a player off to the edge of the platform. The direction of the carry, the bird disappearing early and being able to click the combat doors were all fixed.

  • Entering, leaving and coming back through the conversation with Reshad are set up, and Mythic difficulty is available.

  • Keys are fully supported: the start, the barrier, the timer, the enemy counter and the final cache.

Pit of Saron

  • Added a modern version for Mythic difficulty and keys. Normal and Heroic carry on with the old scenario.

  • The previous import had been assembled out of different runs and gave Ick and Tyrannus ids belonging to somebody else - the population and the bosses were rebuilt from scratch.

  • Forgemaster Garfrost uses Throw Saronite, drops ore you can hide behind during Glacial Overload, and leaves danger zones behind his strikes. The ore can be destroyed.

  • Ick and Krick share their health. Krick's teleports work, as do the attackable shades with Shadowbind and Shade Bomb, the phase where he chases a player, the poison trail and Shadow Lance. The energy barrier appearing, the damage where two poison pools meet and the leftover damage that kept ticking after the fight had ended were all fixed.

  • Scourgelord Tyrannus and Rimefang: the intro, the drake's aerial attacks, pulling players in, Army of the Dead, empowering and freezing the bone piles, the closing scene and the way back out through Jaina.

  • The six camps in the quarry can be freed: clear the guards and speak to the leader of the prisoners. Camp progress and the checkpoints are saved, and the wall opens once the conditions are met. Missing lines and lost auras on the guards and prisoners were fixed.

  • Set up: access to Mythic difficulty, the key scenario, the 30-minute timer, the enemy counter and the final cache. For Mythic without a key, boss loot has been written in.

Tags:News
All News
Share:
Discord Community
Discord

Join the Community

Chat with players, get help and stay up to date with the latest server news.