Changelog
Every release of every game, newest first.
August 2026
A backport of the RF Online: Golden Age changes between 0.3.1 and 0.4.2 that apply to this version; the Golden Age changelog carries the detail behind each one.
Ground loot expiry, accessory socketing, party bars, level quest objectives, merchant lists, the world clock, and an admin area on the bundled control panel.
Second-character item use, the levelling curve, the character-select keepalive, and a level cap of 50.
July 2026
The self-host download carries the full game world: monsters, items, shops, spawns and NPCs. No gameplay changed in this build.
Automatic client updating in the launcher, with no gameplay changes in this build.
Force points recover on their own now, so a caster is no longer stranded on an empty bar after a fight or a relog. Starting spells stay learned across logout, logging out to character select takes the original's short countdown again, and the area name is set again after every map change.
The inventory problems after logging out and back in are fixed, along with a held stack vanishing on a bad merge. Potions that should not stack no longer destroy each other, and every class gets its correct starting quest.
All three starting maps are full of monsters and their towns have their real merchants. Unequipping, the banker exchange, skill training and mastery in town are fixed, and game masters get commands.
Staff permission moves into the shared accounts database as a per-game grant, so one account can be a game master on RF Online and a normal player on another game.
Skill and force combat, mastery, gear and buff modifiers, parties and shared experience, per-race starting towns, map portals, quests, shop NPCs, force spells and item identity.
Automatic game-data database provisioning on first startup.
A login launcher, speed and position checks, view-distance culling, and a self-host download.
The first real gameplay: content loaded from a database, monsters to fight, melee combat with experience and levels, an NPC shop, potions and buffs, visible other players, and death and respawn.
Remote player movement and chat, and account email login.
Players can see each other spawn, move, and leave, and can talk to each other.
Character creation and persistence, tracked movement, and logout.
The first release. The original giga4 client logs in, creates a character, and enters the world against a brand new server written from scratch.