2026-07-30 Patch
Unverified
Related pages Main Page · Items · SankoQuest:How to help
Help verify affected pages, exact changes, date, source link, and review status
Accepted evidence: official update note or curated changelog.
Add it with {{UpdateChange}}.
Changes
| Page | Type | Change | Summary | Status |
|---|---|---|---|---|
| Combat | mechanic | change | Aggressive NPCs no longer automatically attack players above twice their combat level — but they will still fight back if attacked. | official |
| ui | addition | Leveling up now celebrates with confetti, fireworks, and sound effects. | official |
Evidence
| Field | Evidence | Status | Captured | Reviewer |
|---|---|---|---|---|
| full patch note text | official patch notes | official | 2026-10-04 |
Overview
A small patch released 2026-07-30, between the 2026-07-17 Patch and the 2026-08-26 Patch.
It had no page here until 2026-10-04. It was recovered from the in-game patch-notes panel — and notably it was not in that panel when the same feed was read on 2026-09-03, so it was added to the history afterwards. See the note on that.
Changes
Affected page addition Unverified
Combat change Unverified
The aggression change is the one with real gameplay weight, and it is the first stated rule on this wiki for how NPC aggression scales: an aggressive NPC stops attacking on sight once your combat level is more than twice its own. It still retaliates if you attack it first.
That matters for the aggressive mobs already documented here — the level-14 Scorpions west of the desert bank stop being a nuisance from combat level 29, and the same rule applies to every other aggressive spawn. The client's DEFAULT_NPC_AGGRO_RADIUS of 8 and leash distance of 9 are unchanged and govern range, not this level rule.
Help verify whether the "twice their combat level" threshold is strict or inclusive at exactly 2x, confirmed in-game Accepted evidence: testing an aggressive NPC at exactly double its combat level.
Source Evidence
full patch note text official patch notes Unverified