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Jan 24 2026 -
Its's Been Over a Week

It has now been a little over a week since Valantis opened its gates, and it is safe to say the launch has been intense, chaotic, educational, and genuinely rewarding. This first stretch was never expected to be perfect. Real players at real scale always find things that months of internal testing cannot. That is exactly what these first days were about: pressure testing the world, the systems, and the infrastructure under real conditions.

We had crashes, edge cases, and even external attacks early on. We also had an incredible response from the community. Bug reports were detailed, patient, and constructive, which allowed us to identify root causes quickly and fix them properly instead of applying fragile bandaids. That foundation matters more than anything long term.

Over the past eight days, a large number of changes, fixes, and balancing adjustments have been rolled out. Below is a brief overview of what has been addressed so far.

On the gameplay and balance side, several vocation and combat related adjustments were made. Summons no longer steal or share experience. Poison Storm was reworked so its initial hit now deals strong physical damage followed by meaningful poison ticks. Conjure Power Bolt now yields five power bolts per cast. Clerical Mace and Barbarian Axe were removed from NPC shops, trap prices were increased, and spell purchases no longer require magic level. Elite monsters had their speed lowered, elite spawn chances were refined, and the likelihood of encountering 2+ star elites was reduced. Attribute chances were rebalanced to significantly improve mid and late game item progression.

Spawns and pacing received major attention. Base spawn timers were corrected from roughly eight to ten minutes down to five to six minutes, with scaling now properly calibrated around an online baseline of 350 players. Above that threshold, spawn speed dynamically increases with population. This restores the intended old Tibia rhythm while still supporting higher population growth. Several low level spawns were buffed or adjusted to support early progression within this pacing.

Dungeons and progression systems were stabilized. Dungeon cooldowns were reduced overall, and boss loot tables were adjusted. Mining issues were resolved and training weapon chances were reduced after early oversaturation. Mystic Bags received expanded loot tables, now including runes, rings, pearls, and additional items.

A long list of fixes targeted stability and correctness. The trade module was fully reimplemented and validated server side. Stack handling when picking up items was fixed. Poison conditions now correctly apply on armor block hits. Bank NPCs were corrected, including change handling and the ability to withdraw without a backpack when slots are free. NPC pricing was corrected across the board, and multiple NPC specific issues were resolved. House trees now properly revert to fruit bearing states, along with many other smaller fixes and edge cases addressed across the game.

Client and server stability saw significant improvements. A client-server version validator was added to prevent non-updated clients from connecting. Several critical NPC issues were fixed. The quest tracker memory leak was resolved by optimizing refresh behavior and queueing updates. The UI was cleaned up, with buttons consolidated into the new Insight button, chat channels now persist properly during sessions, and escape can close the Bestiary window. Light sources were adjusted for better visibility, quivers received balancing changes, and monsters killed by environmental damage now drop loot as intended.

On the infrastructure side, rollback, restarter, and monitoring systems were hardened after host level failures were identified. DDoS attacks were mitigated successfully by the proxy infrastructure, and isolation between host issues and game processes has been improved to prevent repeat scenarios.

This first week has been about removing sharp edges, restoring intended pacing, and building a stable foundation that will last. None of this would have been possible without the players who stuck around, reported issues, tested systems, and kept their heads cool while things were being fixed live.

A huge thank you goes out to every loyal player, every bug reporter, and everyone who contributed logs, reproduction steps, and feedback. You helped shape Valantis into something stronger than it was on day one.

This is only the beginning. The world is stabilizing, systems are settling into their intended form, and from here we build forward rather than patch backward. Thank you for being part of the first chapter. Valantis is here to stay.



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