A thousand names online is an encouraging sight. But if you ask for help with a boss and the healer dies before the fight gets going, that number stops being very comforting.
That is where much of today went: making the people-shaped dots on the map more useful when an evening becomes difficult.
The healer is part of the fight
A tank can be doing its job against the boss while a loose monster runs straight at the Cleric. Healing draws attention too. A squad has to notice the extra enemy, protect its healer and stay close enough to help.
Today’s live checks recorded six successful boss interrupts and 83 accepted revives on the spot. Changes to squad movement and combat went into the main population after repeated dungeon tests. Those are useful steps, but they do not add up to dependable clears yet.
FB39 remains a particularly stubborn example. The fair test group has had repeated failures at its current level range. I am keeping it near that range and working on the fights rather than claiming the dungeon is solved. Better equipment is allowed within the test’s agreed limits; survival and coordination still have to earn the result.
Twenty characters before a bigger change
Another part of today happened in a separate test world. Twenty fresh characters logged in, reached levels 3–6 during a 25-minute run and logged out cleanly. No errors were recorded in that run.
This was a first check of prepared world changes, not a full playthrough. It did not prove every route, every dungeon or the player’s client. The main world has not received those map changes. A small rehearsal gives us somewhere to find mistakes before asking a whole population to live with them.
The kind of progress I want to show
There is quiet maintenance behind an evening that keeps running: old logs need cleaning up, memory use needs watching, and a growing population must not make the control tools slower forever. Today included that work too. Long-session measurements are still ongoing, so I am not calling stability finished.
What I would like a tester to notice is simpler: a squad that interrupts a dangerous cast, somebody who brings you back after a death, or a familiar Cleric who survives long enough to finish the job. That is a better reason to return than a larger counter.
The player updates keep the shorter notes. The Support page now lists my reported running costs, including the development subscriptions and mailbox. Testing remains free, with payments and donations closed.
If you try a squad and something goes wrong, tell me what happened through the community or at max@livingpw.com. A rough evening with a useful report can help the next one go better.