The following is the record of public game progress for July 18th, 2009 through August 11th, 2009. As it was cataloged before progress reports were standardized, it is organized differently from the current format.
- One new landmark, two new areas, and an additional street for Liidhaga have been added.
- Herb depletion now works a little more logically: if there are five potential instances of an herb in an area, and someone only find three, someone else with more skill than them can potentially find those missing two herbs. It's also possible to tell whether or not someone has been gathering the same herb in the area.
- The ability to "gather [thing] into [container]" is now available by popular demand.
- Mercy has been expanded; "mercy on/off" still work to a degree, but more elaborate features are available via "fight" (see "help fight" for details). Mercy never triggers on animals, so players will need to manually stop their characters from killing one.
- The wilderness is a bit darker due to fixing a long-standing bug. To allow for this, most unlit lamps and lanterns can have their wicks adjusted to create more or less light, night vision depending; some higher-end lights can even be adjusted while lit. Lamps also last three times longer than before on average. See news 14 for details.
- Passwords are now stored more securely. This is a back-end change and doesn't affect changing one's password with the "passwd" command.
- Both [advice] and [chat] now default to "on" upon account creation, and should no longer reset themselves upon making a new character.
- Kungesvald's jeweler now doubles as a bank.
- More sewing-based items use mass-based ingredients in place of entire bolts of cloth.
- Patchwork clothing and patches are now craftable from cloth. Patchwork is easy but very time-consuming work.