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The Black Grimoire: Cursebreaker News

Game Update - QoL, Bugfixes, Modding Improvements, Gameplay & Dialogue Changes

[h2]Greetings adventurers![/h2][p][/p][p]Today's game update delivers a wide variety of quality of life changes, adjustments to gameplay and dialogue, and a host of bugfixes. Here are some highlights, with a full list further below:[/p][p][/p][p]New QoL Features - Bestiary & Action Bar[/p][p]We've added a new search bar for looking up bestiary entries, and you may now cycle through your various action bars to change their priority.[/p][p][/p][p] [/p][p][/p][p]Review of Main Quest Dialogue and Cinematics[/p][p]As some of the earliest content created for the game, we've reviewed and edited the texts and cinematics of the main quest line; changes are mostly subtle and the core experience remains unaltered, only delivery of the dialogue has been smoothened or clarified in places for an improved experience.[/p][p][/p][p]Modding: File Overrides[/p][p]Modders may now employ override files to make changes to the game without fear of those changes getting reset after every official update. More on that below.[/p][p][/p][p]Hostile NPC Changes and Adjustments[/p][p]Many hostile npcs in the world had inconsistent or nominal combat stats, we've combed through those and applied stats in a way that follows a consistent logic. Fair warning, some encounters have become quite a bit more dangerous due to this, and future adjustments may still be warranted.[/p][p][/p][p]Additionally, we made adjustments to the bandit fortress in an effort to prevent respawns on top of players overwhelming them in a frustrating way.[/p][p][/p][p]Below is the comprehensive list of changes.[/p][p][/p][h2]Modding Improvements[/h2][p][/p][p]File Overrides [/p][p]You can now override entries from the original XML files using additional XML files. This means you no longer have to modify the base game files, which get reset after every update.  [/p][p]Simply create a new XML file and copy the entry you want to modify (such as a weapon or item) using the same `id`, then adjust its stats or values. The new entry will automatically override the original one in-game.  [/p][p][/p][p]Currently supported override files:[/p]
  • [p]Items  [/p]
  • [p]Npcs  [/p]
  • [p]Quests[/p]
  • [p]Shops  [/p]
  • [p]Harvestables  [/p][p][/p]
[p]New Visual Copy Attributes[/p][p]Added new attributes that let you reuse the visual appearance of another item or NPC.  [/p]
  • [p]In items and npcs XML files, you can now use the `model` attribute to copy another entry’s visuals.  [/p]
    • [p]For items, this copies the inventory icon and 3D model.  [/p]
    • [p]For npcs, this copies the visual appearance of the referenced NPC.[/p]
[p] [/p][h2]Patch Notes[/h2][p][/p]
  • [p]Reviewed and edited dialogue files and cinematics across the main quest line for a smoother experience.[/p]
  • [p]Eloria no longer advises to seek a librarian that does not exist.[/p]
  • [p]Adjusted combat stats on npcs across the main world / main quest line for a more consistent experience.[/p]
  • [p]Addressed clipping/pathing issues inside etherlight dungeon, Mistywood scrying platform, Thornhill Dungeons and the Hallowed Cave.[/p]
  • [p]Enemies in lower Thornhill Dungeons now spawn after Arren's quest too, to continue be farmable.[/p]
  • [p]Fixed an issue in Arren summoning Eloria cinematic that caused a line of dialogue to not appear.[/p]
  • [p]Fixed an issue that would leave Eloria at an odd location in dialogue when confronting Gabrius.[/p]
  • [p]Foulvenom dagger now inflicts much more significant damage when paired with Eloria's weakness spell during the final encounter.[/p]
  • [p]The Foulvenom dagger now comes with advice in its description on how it functions.[/p]
  • [p]Fixed not being able to feed fish to Viola the cat in the prologue. We apologize for the inconvenience.[/p]
  • [p]Negative stats on exceptional items (such as spell resistance on armor) are now correctly inverted, making exceptional items stronger rather than weaker.[/p]
  • [p]Added a search function to the Bestiary.[/p]
  • [p]Bestiary entries are now sorted alphabetically.[/p]
  • [p]The Traits list is now sorted alphabetically.[/p]
  • [p]Added buttons and keybinds to cycle action bar rows up or down.[/p]
  • [p]Added keybinds to increase or decrease the number of visible action bar rows.[/p]
  • [p]Adjusted Marauder Army Warrior respawns so they no longer appear too close to the player during the quest “Assault on the Bandit Fortress.”[/p]
  • [p]Changed Wildgrowth and Ore Clusters to level 30 (down from 35), and adjusted their respective trait level requirements to 30 (down from 45).[/p]
  • [p]Fixed Wildgrowth icons appearing on the minimap before unlocking the trait that allows detecting them.[/p]
  • [p]Fixed items being lost when added to the last storage tab if that tab was full.[/p]
  • [p]Changed the Defense level requirement to equip the Haywind Prison Guard Outfit in the quest “Prison Break” to 25 (up from 12) to better match the quest’s difficulty.[/p]
  • [p]Potentially fixed an issue in the Mistywood fishing area where players would run away from the fishing cage and become unable to fish from it. We have not yet been able to reproduce this issue despite multiple reports, please submit an in-game bug report if it happens again.[/p]
  • [p]Pressing F12 no longer opens the chat input box.[/p]
  • [p]Reduced the attack time of Wrathful Torrent to 1s (down from 5s).[/p]
  • [p]Fixed a bug causing the player to launch into outer space and become stuck when using Homecoming during a horse fast travel.[/p]
  • [p]Improved save file backups: automatic backups now occur every 15 minutes for the last 2 hours, and hourly backups go back for up to one week.[/p]
  • [p]Improved the healing amount of Elk Pottage.[/p]
  • [p]The armor crate in Aercrest Manor now restores any missing armor pieces if you’ve lost them.[/p]
  • [p]Fixed minimap icons not reappearing for harvestable resources when they respawned.[/p]
  • [p]Removed an exploit when processing materials (such as refining ore or filleting fish), which allowed XP gain without consuming the material if it was dropped mid-process.[/p]
  • [p]Fixed a section of the river north of Thornhill where players could walk underwater.[/p]
  • [p]Fixed an issue in the quest “Battle of the Shearston Estate” where the Firestick Mixture could get stuck spinning in mid-air instead of igniting the target.[/p]
  • [p]Fixed Cooked Clearwater Salmon not being edible.[/p]
  • [p]Winterpine Log, Highland Cypress, Deadwood Yew, and Crystalbark Birch can now be used for canoe fast travel.  [/p]
    • [p]Winterpine offers the same distance as Oak.  [/p]
    • [p]Highland Cypress and Deadwood Yew offer increased distance.  [/p]
    • [p]Crystalbark Birch offers unlimited distance.[/p]
  • [p]Fixed an instance where empty item would permanently block an inventory slot when added to storage bags.[/p]
  • [p]Fixed Artisan Orders being inconsistent when offering mixed amounts of bank items, inventory items, and banknotes. Items can now only be traded from your inventory using items or banknotes.[/p]
  • [p]Fixed frame rate affecting camera rotation speed when using the keyboard.[/p]
  • [p]Fixed keybind changes sometimes resetting when the game reloaded.[/p]
  • [p]Pressing ESC now closes the chat input box.[/p]
  • [p]Fixed Cured Meat missing its buff icon and description for the physical damage boost.[/p]
  • [p]Updated trait descriptions for Engraved Staff Handles and Smooth Bow Handles to specify that granted buffs are temporary.[/p]
  • [p]Added a guidance message when attempting to climb over the brambles too early in the quest “Battle of the Shearston Estate.”[/p]
  • [p]Removed a sheep stuck inside one of the buildings in Aercrest Manor.[/p]
  • [p]Removed an unreachable bookshelf on the top floor of Aercrest Manor.[/p]
  • [p]Fixed pathing to an unreachable area with crows in Grainwater.[/p]
  • [p]Removed an unreachable Nature Golem in the Golemwoods.[/p]
  • [p]Fixed the “Rural Village Work” achievement task description.[/p]
  • [p]Fixed chicken kills in underground areas of Mistywood not counting towards the achievement kill count.[/p]
  • [p]Number of other small adjustments and fixes for graphical glitches, missing colliders, NPC spawns, and unreachable objects.[/p]
[p][/p][p][/p][h2]What's next?[/h2][p][/p][h2][/h2][p]The dragons are coming, they are on their way! To recap, here's what we're working on:[/p]
  • [p]Free content update, delivering a longer quest chain to slay an ancient dragon![/p]
  • [p]Search the Tomb of the Dragon Slayer and discover a terrifying old secret...[/p]
  • [p]Travel the world in search of the Trials of the Dragon Slayer.[/p]
  • [p]Acquire a collection of the Dragon Slayer's armaments.[/p]
  • [p]Breach the Dragon's Barrow and overcome it in a legendary battle requiring wit and skill![/p]
[p][/p][p]That's all for now, happy gaming! [/p]

Looking for reports for the NPC duplication bug

A quick update just went live with added debugging logs to help locate the bug where the same npc sometimes spawns multiple times. Most reports have mentioned multiple npc duplicates standing still in the same spot, but it appears to also happen to normal interactable npcs and monsters.

If you encounter this bug, please send a bug report in game (Options > Report a bug), as it includes important logs that might help us locate and fix the issue. Please also enable the option to send a screenshot in the bug report UI.

Thank you!

Bugfixes

[p][/p]
  • [p]Updated Unity version (Security Update https://unity.com/security/sept-2025-01)[/p]
  • [p]The mysterious infinitely duplicating villager in Timberwell has been quietly gotten rid of (we literally could not figure out what caused him to behave in such a way or how to fix him, he definitely must have consumed the power of some otherworldly grimoire).[/p]
  • [p]Removed random interactable objects from places in prologue manor that couldn't be reached.[/p]
  • [p]Sitting on benches in Haywind fort no longer causes you to sit facing the wall.[/p]
  • [p]Spruce shade cemetery caretaker now has a few lines to call the player over.[/p]
  • [p]Corrected the tooltip of Spellscroll: Weakness to indicate the real sorcery level required to use the item.[/p]
  • [p]Fixed issues causing the quest locations for "Antique Wheels" and "The Squallstone Keep" to display at incorrect locations on the world map.[/p]
  • [p]Depleted Imberite Ore incorrectly left behind the model of the veins while removing the model of the rock, this has now been fixed.[/p]
  • [p]Tailfin Moss now correctly boosts experience gains while fishing Clearwater Salmon.[/p]
  • [p]The game now recognizes Burned Skeletons, Spirit Horrors and Drawyn Spear as undead.[/p]
  • [p]Adjusted combat stats for Timberwell cave trolls to be more in line with their indicated levels.[/p]
  • [p]All Arakite in ratcliffe mines is now protected by a stone golem.[/p]
  • [p]The ratcliffe stone golem combat stats are now much more appropriate for when the player encounters them.[/p]
  • [p]Fixed a task icon remaining in place after completion in Ratcliffe village[/p]
  • [p]Golem rock throw behavior was adjusted so that it happens more certainly when the player is at a distance from the golem, deals less damage, incapacitates for longer, and has a higher cooldown.[/p]
  • [p]Mistywood Goblin combat stats were adjusted.[/p]
  • [p]Bumped levels on some goblin item drops.[/p]
  • [p]Fixed non-visible item descriptions on goblin craftables.[/p]
  • [p]Few random typos in various quest dialogues were fixed.[/p]
  • [p]Clipping/pathing issues around Haywind and Ratcliffe[/p]
  • [p]Etherlight Ruins no longer walkthrough.[/p]
  • [p]The journal entry for reforging the Dreamguard's armor should once again display correct information about the requirements for crafting the Dreamguard items.[/p]
  • [p]Removed an odd, inaccessible spruce south of fenwater village.[/p]
  • [p]Teleporters now have names for Etherlight Ruins, Forest's Heart, plus various others that were lacking them.[/p]
  • [p]During the quest 'Historical Undertaking the II', quest related reply options now appear all throughout the dialogue of the shaman of prowler's thicket, instead of only when initiating conversation.[/p]
  • [p]Eloria Mirvren was unintendedly still appearing atop the Silvermirror Throne after progressing her quest to the point where she teleports to the 'Hallowed Cave', this has now been fixed.[/p]
  • [p]Applied a fix for quest marker for quest 'Something Suspicious' not appearing on the world map.[/p]
  • [p]Adjusted combat stats on Tammi, the Forest's Heart.[/p]
  • [p]Removed trees unnecessarily obscuring a path to the forest's heart after dealing with the roots obstacle.[/p]
  • [p]Added an overview of Tammi's abilities into its inspect window.[/p]
  • [p]Improved directions in some early quest journal entries.[/p]

Frost and Glory Demo + Cursebreaker Bugfixes!

[h2]Greetings, adventurers![/h2][p][/p][p]This post doubles as a cross-promotion for the demo of our new game "Frost and Glory" and a bugfix update for Cursebreaker.[/p][p][/p][h3]Frost and Glory demo is now live and free to play![/h3][p][/p][p]Continuing on what we posted last week, Frost and Glory demo is now live and free to play! It's another game we've been working on, which makes use of the bones of Cursebreaker, but stretches them to a slightly different gameplay experience.[/p][p][/p][p][/p][p][/p][p]Frost and Glory is a singleplayer open-world RPG, where you complete quests, fight your way through dungeon-like challenges and level up stats & abilities in a cheery winter-fantasy sports competition.[/p][p][/p][p]If you enjoyed your time in Cursebreaker, we think you'll like this too.[/p][p][/p][p]Give the demo a spin here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Today's Hotfix[/h3][p]Today we're pushing live a bugfix update for Cursebreaker. This update's quite important, as it patches the recently discovered security vulnerability on games built with Unity, which was quickly mitigated by Steam too, but through this update it's patched on our end as well. Due to the urgent need to deliver the security patch, we wrapped up work on a few fixes and rolled them into the update - you'll find the full patch notes below.[/p][p][/p][p][/p][h3]Next on Agenda for Cursebreaker[/h3][p][/p][p]We'll continue looking at the list of bugs and issues in the game and apply fixes where we can. Additionally we'll get progressing on the much talked about Dragon Quest and we may post some teasers in the upcoming months as and when we get something cool to share.[/p][p][/p][p]Plans for the Dragon Quest currently consist of a longer quest chain that starts with the discovery of a threat from a terrifying old dragon, falsely believed to have been long since vanquished... The quests will have you traveling to various dungeons hidden all across the game map in search of the weapons and armor of the last Dragon Slayer.[/p][p][/p][p]Only after acquiring all the appropriate armaments of the Dragon Slayer will you finally be ready to face the ancient dragon itself! With the dragon encounter, we're aiming to create more of a fair, skill-based combat experience that couldn't so much be brute forced through high skill and gear levels.[/p][p][/p][p]As ever, the implementation of a new quest also brings with it new unique items and gear.[/p][p][/p][p]But that's all we have for today, more news to follow at a later date - happy gaming![/p][p][/p][p][/p][p][/p][h3] Full patchnotes:[/h3][p][/p]
  • [p]Updated Unity version (Security Update https://unity.com/security/sept-2025-01)[/p]
  • [p]The mysterious infinitely duplicating villager in Timberwell has been quietly gotten rid of (we literally could not figure out what caused him to behave in such a way or how to fix him, he definitely must have consumed the power of some otherworldly grimoire).[/p]
  • [p]Removed random interactable objects from places in prologue manor that couldn't be reached.[/p]
  • [p]Sitting on benches in Haywind fort no longer causes you to sit facing the wall.[/p]
  • [p]Spruce shade cemetery caretaker now has a few lines to call the player over.[/p]
  • [p]Corrected the tooltip of Spellscroll: Weakness to indicate the real sorcery level required to use the item.[/p]
  • [p]Fixed issues causing the quest locations for "Antique Wheels" and "The Squallstone Keep" to display at incorrect locations on the world map.[/p]
  • [p]Depleted Imberite Ore incorrectly left behind the model of the veins while removing the model of the rock, this has now been fixed.[/p]
  • [p]Tailfin Moss now correctly boosts experience gains while fishing Clearwater Salmon.[/p]
  • [p]The game now recognizes Burned Skeletons, Spirit Horrors and Drawyn Spear as undead.[/p]
  • [p]Adjusted combat stats for Timberwell cave trolls to be more in line with their indicated levels.[/p]
  • [p]All Arakite in ratcliffe mines is now protected by a stone golem.[/p]
  • [p]The ratcliffe stone golem combat stats are now much more appropriate for when the player encounters them.[/p]
  • [p]Fixed a task icon remaining in place after completion in Ratcliffe village[/p]
  • [p]Golem rock throw behavior was adjusted so that it happens more certainly when the player is at a distance from the golem, deals less damage, incapacitates for longer, and has a higher cooldown.[/p]
  • [p]Mistywood Goblin combat stats were adjusted.[/p]
  • [p]Bumped levels on some goblin item drops.[/p]
  • [p]Fixed non-visible item descriptions on goblin craftables.[/p]
  • [p]Few random typos in various quest dialogues were fixed.[/p]
  • [p]Clipping/pathing issues around Haywind and Ratcliffe[/p]
  • [p]Etherlight Ruins no longer walkthrough.[/p]
  • [p]The journal entry for reforging the Dreamguard's armor should once again display correct information about the requirements for crafting the Dreamguard items.[/p]
  • [p]Removed an odd, inaccessible spruce south of fenwater village.[/p]
  • [p]Teleporters now have names for Etherlight Ruins, Forest's Heart, plus various others that were lacking them.[/p]
  • [p]During the quest 'Historical Undertaking the II', quest related reply options now appear all throughout the dialogue of the shaman of prowler's thicket, instead of only when initiating conversation.[/p]
  • [p]Eloria Mirvren was unintendedly still appearing atop the Silvermirror Throne after progressing her quest to the point where she teleports to the 'Hallowed Cave', this has now been fixed.[/p]
  • [p]Applied a fix for quest marker for quest 'Something Suspicious' not appearing on the world map.[/p]
  • [p]Adjusted combat stats on Tammi, the Forest's Heart.[/p]
  • [p]Removed trees unnecessarily obscuring a path to the forest's heart after dealing with the roots obstacle.[/p]
  • [p]Added an overview of Tammi's abilities into its inspect window.[/p]
  • [p]Improved directions in some early quest journal entries.[/p]
[p][/p][p][/p][p][/p]

Devblog: Finnish Games Week, Cursebreaker Updates, New Projects!!

[h3][/h3][h3]Greetings, medieval adventurers![/h3][p][/p][p]We realize it’s been quite a while already since our last update, so we thought we’d take the opportunity to share where we are and what’s coming out by us in the near future.[/p][p][/p][p][/p][p][/p][p]For those of you who are not aware, we the devs behind Cursebreaker are a small Finnish team. We say this to promote an event running for the first time - ‘Finnish Games Week’ - which is also taking place as a Steam event and our game’s participating by continuing to run a discount during this period. The event’s about shining a spotlight on Finnish-produced games – you might be surprised how many there are! – and we encourage you to browse the event page and see what the other crazy Finns have been cooking; there are a lot of cool games to discover at www.finnishgamesweek.com and on Steam at https://store.steampowered.com/sale/FinnishGamesWeek2025![/p][p][/p][h2]Sober Reflections on Cursebreaker[/h2][p][/p][p][/p][p]In our last messaging we alluded to some upcoming game fixes and potential dragon content, and we haven’t abandoned our intention to deliver on these, progress has just been slow. In part that’s been due to a growing realization for a need to prototype new projects and improve our tools for the future, and later in this post we actually have news to share on a potential new game! Aside from that, we continue to be just a really small team and have to deal with the constraints that come with that, and there’s been a bit of burnout too for sure.[/p][p][/p][p]Truthfully, our dragon quest hasn’t progressed much beyond on paper, but we will be wrapping together an update with gamefixes soon, hopefully alleviating some of the jank that’s present. Speaking of... we are well aware that the game is janky, and have to acknowledge that it probably always will be to some extent. That’s because when we began, our “team” was essentially two enthusiastic hobbyists accompanied by a rotating mix of other enthusiasts, part-timers and interns. [/p][p][/p][p]Early development consisted of a lot of trial and error, and in fashion most typical to enthusiasts and inexperienced teams, the project became too ambitious off the boot and only kept creeping in scope in its early days. Much of the work was done without much organization or proper documentation either, resulting in a lot of the inconsistencies and jank that's stayed with the game to this day. Ultimately, the painful lesson we had to learn is that while fixes and polish can be applied at the tail end of development, to some degree the project just ought to be made right from the beginning. [/p][p][/p][p]To be clear, we’re not trying to excuse the problems our game has, but to explain why the game is the way it is. If at times it has seemed like the game wasn’t done by a very professional studio, well, that’s because it wasn’t really. And to be fair, a lot of you probably figured that out anyway; our's is hardly the first janky indie to launch on the platform and certainly won't be the last.[/p][p][/p][p]But against the odds, so many of you managed to find it in the marketplace and have thoroughly enjoyed the game regardless of its issues! Nothing's more heartwarming for a developer than to see people find your game who really 'get it' and play it just the way you envisioned it. And it’s given us a shot at truly being professionals today and we couldn’t be more grateful![/p][p][/p][p]Our team today has solidified into a programmer, a writer, a 3D modeler and a part-time dev who also creates our music. We all still have to wear multiple hats to get it all together, but we feel more experienced, organized and prepared for future projects than ever. [/p][p][/p][p]As for Cursebreaker, we’ll continue to look at fixing what’s feasibly fixable. With some issues, though, we’ve already gone as far as we can at this stage; primarily, deep-rooted performance problems are tied to the game’s core systems and can’t be helped much beyond remaking the entire project. In areas where performance is most jarring, so especially around Haywind, we recommend setting draw distance down – we know it won’t eliminate the problem, but it should help.[/p][p] [/p][p]On a lighter note, we found a some old pictures and recordings of bugs from the early days of development, and felt compelled to share them here:[/p][p][/p][p]Early versions of the game did indeed have a more HD style before we scaled it back for bad performance and scope reasons. There even was a playable demo-build in these graphics at one stage, if any of the earliest followers of the project have stuck around, they may remember it.[/p][p]Link to the full album: [/p][p]https://imgur.com/a/zSeKly2[/p][p][/p][p][/p][h2]New Project: Frost and Glory![/h2][p][/p][p]As mentioned, we’ve been prototyping potential new projects over the recent months and we’re ready to unveil Frost and Glory – a more light-hearted, tongue-in-cheek RPG set in a wintery, alpine, open-world town where you take part in a snow blaster tournament! That’s to say, you get a gun that launches snowballs and a lot of different targets to shoot at![/p][p][/p][previewyoutube][/previewyoutube][p]“Snowfall City is hosting a legendary snowblaster tournament, and you’re set to compete! Enter a light, wintery open-world RPG with a cheerful atmosphere, level-up talents through snow-slinging trials, recruit companions, outplay tricky rivals, and rise from rookie to seasonal champion!”[/p][p][/p][p]Frost and Glory is thematically quite a break from Cursebreaker, so if you’re really keen on the medieval death and darkness, it might not be your cup of tea. Much of the design and gameplay should feel familiar though, so if you liked Cursebreaker, there ought to be plenty to enjoy here too![/p][p][/p][p](Still under development.)[/p][p][/p][p]For this project, we’ve been experimenting with a cartoony art-style that’s visually more consistent, while also creating more expressive characters with facial animations. The end-result, we think, is a sharper and more polished looking game that also happens to run a lot better. Whether we can avoid becoming overburdened by some of these new visual and animation standards remains to be seen, but for a smaller project it’s been interesting to see what we could pull off.[/p][p][/p][p]In any case, please do check out the store page by clicking the link below and wishlist if you want to wishlist it – we are putting out a demo in time for Steam Next Fest starting Monday, October 13! So be on the lookout for that and maybe give the demo a spin. No information yet on when the game is set to release.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]As a final note for any Cursebreaker enthusiasts who may feel put off by the looks of this new game, rest assured we do intend to return to more serious and gritty themes in the future…[/p][p][/p][p] [/p][h2]Community News: The Wiki and Interactive Map Are Back![/h2][p][/p][p][/p][p]As some of you might have noticed to your dismay, the beloved Cursbreaker Wiki and interactive map were recently offline. Well, we have great news for you; just prior to publishing this post we got word that these tools are back live again![/p][p][/p][p]To be clear, these fantastic resources aren’t developed by our team but by a talented and passionate member in our discord community. He deserves great praise from us - creating these resources must have come at no small effort![/p][p][/p][p]Wiki: [/p][p]https://cursebreaker.wiki/doku.php?id=start[/p][p][/p][p]Map [/p][p]https://cursebreaker-map.online/[/p][p][/p][p]We’ve been in touch with the creator behind these tools and discussed ways to provide more direct access to in-game data, which may help him enhance both the map and wiki further. We'll be sure to post an announcement if and when the Wiki and Map get upgraded![/p][p][/p][p][/p][p][/p][p]But that's all the news we have for now, so as always, it's time we wish you happy gaming![/p][p][/p][p]Pura[/p][p]
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