Player vs. Player // Guild vs. Guild
PvP Update.
The biggest change to PvP and guild combat since launch is dropping this weekend — cleanup, gear rework, the Outlaw system, and the foundation for full Guild vs. Guild Territory control.
What you're getting, in two parts
Live changes + groundwork.
This patch ships in two distinct tracks. The first goes live this weekend — these are changes you'll feel on day one. The second is foundational code that powers two larger player-facing systems arriving in follow-up patches.
Confirmed changes shipping in this patch.
- PvP toggle removed
- Initiate rank stays retired
- Durability & repair reworked
- Map color rules standardised
- Full sprite audit
Foundations for what's coming next.
- Outlaw system rules
- Territory
zoneproperty on every map - Supporting query & mutation functions
- Player-facing features arrive later
The new rule, in one sentence
Joining a guild is the opt-in
for GvG and open-world PvP.
The PvP toggle.
The per-character setting that disabled PvP is gone. Whether you're exposed to PvP is now decided by where you are and what you've done — not a checkbox.
The Initiate rank.
Initiate is not coming back. The non-PvP guild rank closed a loophole that conflicted with the new model, and remains out of the game.
// No guild = no GvG exposure. In a guild = you're in. Outlaw exposure is separate — covered below.
Why we're touching gear at all
There's too much gear in the economy.
Repair success rate.
Overall chance of a successful repair is going down. Each repair attempt carries a meaningfully higher risk of destroying the item.
Usage durability.
Overall durability from normal use is going down too. Gear wears out faster the more you actually play in it.
Don't be afraid to lose gear in PvP.
There's so much gear in circulation right now that players are sitting on stockpiles — and that's bleeding into PvP. Making equipment a little more consumable is how we get it cycling again. You have plenty of it.
Standardising what each color means
A predictable map legend.
Transition maps.
Connector tiles between zones. Pass-through territory — not a destination.
Boss maps.
Where the encounter happens. Tighter rules apply — see Outlaw rules for what blue means for safety.
Single-map encounters.
Self-contained encounters that live on one map are also blue. Same rules as boss maps.
// Simple read: blue = contained encounter, white = transit. Outlaw safety is anchored to this distinction.
Cosmetic should stay cosmetic
Sprites get an audit.
Unfair advantages.
The full sprite list gets reviewed for unfair advantages — anything that hides your character model, masks intent, or otherwise functions as a stealth tool.
Some sprites will be modified. Some may be removed. Cosmetic is fine — functional camouflage is not.
// audit
- scopefull sprite list
- criterionunfair advantage
- actionmodify or remove
Going blinky now means something
The Outlaw rules.
per kill, on most maps
per kill, in dungeons
Each new kill stacks on whatever's left. Dying does not wipe it.
OPEN SEASON
Outlaws can be attacked by anyone, including their own guildmates — but are still safe from other players on blue maps.
FORGIVENESS BREWS
Brews now reduce a percentage of remaining Blinky Time instead of removing it outright. The nerf is intentional.
BLUE MAP SAFETY
Outlaws are safe from other players on blue maps — but guards on every map, including blue, will still hunt you down.
Plumbing now — player feature later
Laying the foundation for GvG.
zone
Every map gains a new property field called zone. The future Territory feature reads from this to determine ownership, contest state, and combat bonuses.
Nothing player-facing yet. The data lives in the world; the feature ships in a follow-up patch.
// supporting functions
Query and mutation functions the Territory feature is built on — shipping in code this patch so they can be tested in the live game first.
// We want the plumbing in the live game and battle-tested before the player-facing GvG feature lands.
The whole patch, one page
What's changing.
zone property + supporting functions on every map
Groundwork
This update is dropping this weekend. Read the full slide deck for the deep dive, or join Discord to follow the release in real time.