3.3.4 — Equipment, Effects & Shop Icons
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For new and returning players, this update focuses on item handling, equipment effects and presentation. Open the numbered panels for the changes; the 3.3.3 and 3.3.2 sections below remain as release history.
• Click an equipped item or bag item to lift its icon onto the cursor.
• If a destination refuses the item, it stays held so you can choose another grid cell, compatible equipment slot or ground destination.
• Returning an equipped item directly to its original slot works without first placing it in the bag.
• The server remains authoritative: red requirements and slot refusals do not commit an item move.
• A 2×4 item placed near a bag edge snaps to a legal footprint when one exists.
• Successful bag and equipment swaps leave the displaced owned item on the cursor. This includes equipment dropped onto an occupied bag cell and the matching server swap.
• A held armor piece can swap with a wing, box or potion in the bag without trying to equip the clicked item. The displaced item stays held on the cursor.
• Different-size bag swaps can retain the displaced item when its source footprint is too small. Pickup/swap clicks block synthetic double-click use or equip.
• F-key belt item moves use the same ownership handoff. Belt items stay held after an invalid click.
• Full stack merges finish, while partial merges retain their remainder.
• Clicking a skill shortcut picks it up; swapping shortcuts leaves the displaced shortcut held. The quickslot lock still blocks editing.
• Closing and reopening inventory preserves a held item. Right-click and F-key item use remain available.
• Equipment swaps on the same skeleton preserve untouched character meshes and mixer state instead of briefly removing the model.
• Only the changed slot refreshes its live visual effect; unrelated equipped effects remain active.
• Shield appearance and effects now follow the actual equipped shield, including a +15 Rondo sword-and-shield regression case.
• Weapon-effect selection, Bell ribbon direction during reversals, and the brief ground movement click marker were repaired.
• All 3,622 unique NPC shop item icons are warmed while the game loads.
• Compressed icon thumbnails are retained for the session so shops do not re-render 3D item previews on every opening.
• The first shop paint is populated instead of showing empty icon slots while decoding catches up.
• Swim handling recognizes the seven mapped aquatic areas across all 15 classes and their armed styles.
• A fallback covers older prepared client generations.
• Use your own legally obtained, updated Global game files. This package contains the engine and required runtime files, but no Global game assets or player accounts.
• Back up saves and game files, stop the game and world, then extract the complete Engine folder before opening Client.exe.
• Local and SQL storage choices remain separate; changing between them does not merge saves.
• Passed 27 cursor and server race cases covering valid placement, swaps, merges, refusals, stock conservation and unique ownership.
• Checked equipment and shield appearance/effects, Bell ribbons, inventory close/reopen, shortcuts, shop-icon warmup and first paint, and swim mapping.
• Both Windows launchers were rebuilt; final ZIP entries were compared to staged bytes, and the privacy delta review passed.
• Live retesting of item, effect and map combinations remains welcome. These checks do not claim every effect is identical to Global.
• Thanks to Franky and ShadoW for feedback and contributions.
• Archive: DK-3.3.4.zip • 51,662,618 bytes
• SHA-256: 509595829049cbec1e9a14af99169320b02cfaee4f6e2a8df8 51ce7cf0234433
[HR]
Earlier release — 3.3.3
3.3.3 — Client, SQL & Combat Update
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[Only registered and activated users can see links. Click Here To Register...]
Open the numbered panels for the new work in this release. The 3.3.2 notes remain below for the earlier changes.
• Startup now shows a visible Local / SQL storage choice before launching the server.
• World preparation accepts unchanged, read-only collision data safely hard-linked across local cache generations. This fixes the reported SERVER-BUSY entry path for that prepared-data case.
• Keep your legally obtained, fully updated Global game files and a backup. Extract the entire Engine folder, then open Client.exe. Let first preparation finish before starting the world.
• Stop the world and client before replacing an older engine. Back up saves and SQL databases first; switching storage targets does not merge their data.
• SQL setup adds character-extra projections for inventory, storage and equipment, plus cash projections for DKC, VIP and cash inventory.
• Existing characters receive a backfill when these projections are introduced. The full character profile remains the authoritative record.
• SQL is optional. The Local choice remains available in the same startup flow.
• Wing bindings now select class-matched animation tables and skeleton attachments for the item being worn.
• Mounted animation rows, authored durations, effect layers and transforms are read more faithfully, including Flag layers and static skeleton poses.
• These are specific renderer improvements; this release does not claim pixel-identical Global visuals for every item or effect.
• Corrected verified skill asset paths and selected Aloken impact presentation, including Mana Shock and La Vie en Rose.
• Authored steps with no animation file are retained instead of being assigned an unrelated cast clip.
• Servant entry/status variants and lifecycle handling are improved.
• A compatibility attachment fallback covers Genocide, Sesta Bigerd, Curse Gyotin and Blast Phoenix where the referenced skeleton is absent. This fallback is reversible and is not presented as a native-confirmed animation.
• Human-player damage and progress notices remain visible through unrelated crowded-world traffic using bounded presentation queues.
• Basic attacks now use the visible hit, critical, miss and block damage-number styles instead of undefined styling classes.
• The queue stays bounded so a busy scene cannot grow presentation work without limit.
• The DK Client audio session now uses the included DK icon when Windows accepts the assignment.
• The package contains this engine and its required dependencies, not a copy of Global's game assets. Bots remain OFF by default.
• Thanks to Franky and ShadoW for feedback and contributions.
Archive: DK-3.3.3.zip
SHA-256: 9d27c7bf8cfb4ebbc716e3d21ee38b25497bde72866a1f3275 ce5c5a54a546b3
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The earlier numbered 3.3.2 panels continue below with their original release attribution.
[HR]
Earlier release — 3.3.2
3.3.2 — Automatic Updates, Bot Teams & Visual Fixes
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[Only registered and activated users can see links. Click Here To Register...]
Bots remain OFF by default. Click a numbered panel for every new addition/fix.
• Checks for stable GitHub releases when the launcher opens and every five minutes; no notification checkbox to enable.
• A dark-and-gold update notice offers Click to install, Later and a link to the release notes.
• Downloads run in the background with a reusable cache. The updater checks the exact repository, release tag, asset name, byte count and GitHub SHA-256 digest.
• One update worker per installation prevents duplicate installers. Reopening the launcher shows the queued, waiting, installing or retry state.
• The worker runs outside the game folder so locked launcher/runtime files can be replaced after closure.
• Updates wait for that installation’s world, client and launcher to close. They do not force-stop a running game.
• Owned-install checks, safe ZIP extraction and transactional rollback protect replacement. Accounts, server settings, SQL selection, native profiles and valid preload receipts are retained.
• Offline checks leave the installed game available. Failed downloads can be retried; a partial or invalid download is not installed.
• Launchers from 3.2.2 and earlier need one manual installation of 3.3.2 before these automatic update checks become available.
• After a quest is completed, the open NPC dialog refreshes eligibility for the next quest instead of retaining stale requirements and producing the reported 1050 refusal.
• GM callmonster publishes newly spawned actors after persistence completes, so an extra tick or attack is not needed to reveal them.
• Desktop interface fitting now keeps authored pixels at 1024×720 and larger, correcting the smaller font/UI scale in a 1280×720 window.
• Chat uses the native font/index metrics and 16-pixel line spacing instead of the older generic presentation.
• The minimap environment dial follows the world’s environment clock and uses the intended aperture.
• The potion belt repairs positions overlapping the HP/MP panel while preserving other saved drags and bottom anchoring when the window resizes.
• Removed the default 24-scene equipment-effect cutoff and the 64-definition cache rejection. Existing explicit quality limits, distance culling and cleanup remain active.
• Repeated effect preloading no longer accumulates particle/decal offsets. Frozen anchors also restore their base rotation.
• World-space particle and decal attachments now apply authored bone-path translation, rotation and map scale.
• Wing controls can fall back to the wearer’s skeleton when the named attachment bone is absent from the wing rig.
• Mirrored bones retain their reflection: local offsets and effect geometry stay on the correct side, with particle/decal offset handling and billboard compensation.
• Map effect visibility follows the world’s configured range; the old separate 48-nearby-entry limit no longer silently cuts off nearby placements.
• The cross-catalog effect resolver retains same-file precedence and recovers a cross-file scene only when matching definitions are unambiguous. Conflicting definitions are not guessed.
• Added tailstep trail presentation for sprite ribbons, mesh afterimages and particle copies, with bounded lifetimes and cleanup.
• Baked trail copies own their UV/index buffers so later updates cannot overwrite another copy’s geometry.
• Over-range color keys use the saturated fixed-function color interpretation rather than an unintended HDR boost; the earlier boosted presentation remains a comparison policy.
• Effect meshes apply mesh_status UV scrolling.
• Skinned and unskinned effect meshes retain authored environment/specular maps.
• The verified movemevt attachment typo resolves to movement; unknown bone names are not broadly renamed.
• Added animPath attachment fallback and mesh rendering for leaftype mesh particles.
• Distortion/refraction approximation remains OFF by default because its original shader behavior is not established.
• Trail timing and animPath interpretation remain documented engine interpretations; these changes are not a claim of pixel-identical Global rendering.
• Skill selection uses the server’s reach rules, approaches out-of-range targets and backs off repeated refusals per skill.
• AoE selection considers engaged versus idle enemies and keeps the focus target inside a moved blast center.
• Crowd control avoids targets already controlled or claimed by another party member.
• A short threat ledger, shared focus and target stickiness support healer/low-HP ally protection.
• Survival decisions include role/risk potion thresholds, fast-health-loss reactions, defensive skills, urgent heals and healer MP reserves.
• Bot field parties gain role-aware assistance, range-limited shared perception, readiness checks and formation positioning.
• Peeling can use a tank or the nearest suitable melee member instead of requiring a tank-only path.
• Stuck recovery tries ordinary repathing, alternate approaches and backtracking with bounded backoff. It does not teleport actors or bypass collision.
• Archetype-derived caution, commitment and reaction parameters feed combat decisions; explicit overrides and behavior kill switches remain available.
• Nine deterministic player archetypes provide casual, regular and hardcore pacing without rewriting saved profiles or granting free gear/stats.
• Idle thinking and task choice vary by archetype while retaining legal activity, location, accepted-quest and instance constraints.
• Town duties use bounded preferences, dwell rotation and fairer admission; a departed-player city-duty crash is fixed.
• Time-of-day simulated login/logout schedules are separately opt-in and remain OFF by default.
• The bot planner skips talk-only exchange quest 53 instead of repeatedly requesting an invalid normal accept. This is separate from the player dialog fix.
• Quest feasibility checks supported objectives and available field spawns. Bounded stall handling defers temporary blocks and uses ordinary abandonment for permanent blocks; it does not abandon while a human party member is present.
• Loot decisions remember refusals and check bag fit before walking to a drop.
• At bag pressure, bots can sell eligible spare rank-0 gear or use placed storage through ordinary actions, honoring protected gear, wallet caps, deposit fees and capacity.
• Bot-only saves can share atomic file writes; extra coalescing delay defaults to zero. Human/session saves remain separate and SQL acknowledgement is preserved.
• Combat option-name normalization is memoized and option handling uses a single pass while preserving calculation results.
• Routing caches native graph edges and uses indexed breadth-first traversal.
• Dormant-roster updates use a cached row index and per-map candidate lists.
• The optional bot backpressure governor measures event-loop delay and human request latency, with hysteresis before reducing optional bot decision concurrency or pausing new bot admissions.
• Human requests are not throttled by this governor. Bots remain OFF until the host enables them.
• These changes do not promise 50× intelligence, a fixed loading multiplier or zero stutter on every machine.
• Fully update Global with its official launcher and keep a backup. Extract the WHOLE DK-3.3.2 ZIP; keep every Engine file together.
• Put your Global download beside Engine, or choose its folder when asked. Open Engine/Client.exe and let first preparation finish.
• Create an account, review Options and press the green Launch button. Choose DX11 Client for a window or DX11 Fullscreen for borderless play.
• Existing users should back up saves and close their world/game/launcher before opening the new Client.exe and selecting the owned installation if asked.
• SQL remains optional beta storage under Options > SQL / Storage. Missing SQL Express needs Microsoft terms and Windows administrator approval; remote provisioning is not automatic.
• This is an engine-only package with required dependency licenses and the offline Global reference library. It excludes original Global assets, development accounts, passwords and SQL backups.
• The desktop game window uses WebView2 with ANGLE/D3D11 and your supplied assets; it does not execute the original Global client.
• Specific weather/firefly resources, local lighting/fog behavior and some missing-resource/glow cases still require verification. Full Global visual parity and zero-stutter large fights are not claimed.
• Earlier guild emblem, Party chat, fullscreen, damage-number and 3.3.1 installation fixes remain included; they are historical work, not reannounced as new 3.3.2 fixes.