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@github-actions github-actions released this 22 Oct 04:26

The newest build of master: a15e7b1, 2026-10-30 00:12 UTC: UPDATE-NOTES: one headline section for SOE's final patch features, from the Corsten and Lostologist save states.

with README and licence the program alone
Linux (x86-64) eqoa-vanilla-linux-x86_64.tar.gz eqoa-vanilla-linux-x86_64
Windows (x86-64) eqoa-vanilla-windows-x86_64.zip eqoa-vanilla-windows-x86_64.exe
macOS (Apple silicon and Intel) eqoa-vanilla-macos.tar.gz eqoa-vanilla-macos

The program alone, on Linux and macOS, needs chmod +x after the download (a download is not kept runnable).

You need your own Frontiers disc image (SLUS-20744) and an account on a server; README.txt in each archive says how to run it, and the repository's README says more. Each push to master replaces this build: only the newest can be downloaded, and its notes below say what each build changed.

Update notes

2026-10-30 · SOE's final patch features, recovered from the Corsten and Lostologist save states! (this build)

  • The game kept changing after the Frontiers disc, and its final client went with SOE's servers: no disc ever had it. Two save states made in the live game, Corsten's and Lostologist's, still held it in the console's memory, and the features below were read out of it and rebuilt, as they worked when the servers closed. They need a server that runs them (eqoaclassic does); on Sandstorm and other servers nothing changes, except for the lines that say "on every server".
  • How close is it to SOE's? Everything you see is SOE's own: each window's layout, text, keys and rules, and every message the client sends and reads, were read instruction by instruction out of that final client and made to do the same. (The rest of this client is checked bit for bit against the decompiled Frontiers disc; the final client has no decompilation, so these were read straight from its machine code.) What SOE's servers did with those messages went with the servers: where the client does not say, eqoaclassic does what we chose to fit what the client expects. That covers who a group search finds, how a stack's items are shared among several bidders, the words a reset says, and duel hits on players being halved.
  • Duels. The start menu's Community has a Duel entry: Duel > Invite challenges your target, Duel > Surrender gives up the duel you are in. Quitting during a duel gives it up too.
  • A challenge opens the game's own duel window: who challenges you, their guild, race, class and level, with ✕ to accept and △ to decline (Enter or E, and Escape, on the keyboard). It counts its last ten seconds down; an invitation that comes while another window is up waits until you are back in play.
  • Accepted, both of you get the wager window, the trade window's twin: put tunar on the duel with ✕ on the Tunar box (no more than you carry), □ (Q) to accept, △ to take an accept back or to call the duel off, Space for a chat line. When both accept the duel begins, and the winner takes both stakes. Only tunar can be wagered: an item put in is refused with a line.
  • In a duel you can attack your opponent and their pet as you would a creature, and Tab and R1 cycle to their pet. An orange mark on the compass points to where the duel began.
  • Looking for a group. The Group menu has Search, Register and Unregister. Register (or typing /lfg on) puts you on the list of players looking for a group, Unregister (/lfg off) takes you off it. Search opens the game's window for it: pick any races and classes and a level range (type -1 for the levels you could hunt with), Search, and the players found are listed with their race, class and level, sorted by any column with R1 or Tab and L1. ✕ on a player invites them to your group or sends them a tell; □ shows the window's help. A group's leader looks for players to fill it, a player alone for a group.
  • Auctions of stacks. You can put up a whole stack, or part of one: the form asks how many, and the prices are each item's. Bidding asks how many you want, "Buy all now" buys the whole stack at its price each, and the bidders' list shows how many each one asked for. Items with Lore can be put up too. The Ogre and the Alchemist show in the auction's pickers and in an item's races and classes only when the server has them.
  • Mail to several players. A letter can go to several players at once: write their names in To with commas or semicolons between them. If a name is nobody's, the letter is not sent and the box names who was not found, so you can put it right. If someone's mailbox is full, or they have too many unread letters from you, the chat says so in red, naming them, and everyone else gets it.
  • A letter you read shows who it went to, under From, and its options have Reply All between Reply and Delete: it answers the sender and everyone else it went to.
  • Dyed armour. Armour, robes and helms can be any colour, sent the way the game did it at its end (on eqoaclassic a game master sets them). Each dyed piece is drawn in its colour on your character, on everyone near you and on the character select screen. Armour that is not dyed looks exactly as before.
  • On every server, Sandstorm included: buying a second Master Class while you have one is refused at once, with "You cannot possess more than one Master Class at a time." in red, where it used to only warn and then let you ask the server anyway.
  • On every server: destroying an item asks 'Destroy item ""?', so you can see which one you picked, and selling one to a merchant asks 'Sell item ""?' for everything but loot. Both start on No.
  • On every server: a petition the staff have closed no longer says only "System is temporarily unavailable. (Code: -8)": the game's explanation follows, that the petition may have been addressed (the box has room for its start, as the game's had). In your inbox, up from the first letter goes round to the last, and down from the last to the first. The Group menu's Show Chat and Hide Chat now tell the server (they did nothing).
  • For GMs, on every server: the game's /rst_mastr, /rst_both, /rem_abil, /banktunar and /servdown are typed in the chat, and work while the server has your GM commands on.
  • Also in this build: your own character is now drawn at the size the server gives it, as everyone else is: on eqoaclassic a gnome is a little smaller than before (9 tenths). How you walk and what you bump into are as before.

2026-10-29 · The who list in CM order on Sandstorm, as on a PS2

  • On Sandstorm the who list now shows players in the server's own order, highest combat masteries first, whenever you open it again or press Update and nobody has come or gone since: Sandstorm's patch keeps the server's order then, as it does on a PS2. The first time you open it, and after L1 or R1 (left or right), it is sorted by the column as before.

2026-10-29 · One question for all your crash reports, and freezes written down

  • If the game stopped more than once since you last sent its crash reports, the next start now asks about all of them at once and says how many there are. Send sends them all, Delete deletes them all, and Not now keeps them for later. Until now it asked about one at a time, the newest, so the same question came back at every start.
  • The music is now read from the disc ahead of playing it, as the browser version does. A slow disc (a drive waking up, or a busy one) now only makes the music start a little late, where it could hold the whole game up for as long as the read took.
  • When the game freezes for a second or more, it now writes down how long, and what it was doing, in its log. A problem report (F3) sent afterwards carries that, and when you play two windows it carries the other window's too, so a report of freezes says what held them up.

2026-10-29 · Space loots a corpse as well as opening it

  • In a corpse's window Space now does what the controller's ✕ does there, the button that opened it: on LEAVE ALL it closes the window, on an item it takes that item, and on TAKE ALL it takes everything. It used to do nothing there, so you had to switch to E or Enter.

2026-10-29 · A steady camera while you strafe with the mouse held

  • Running while holding a mouse button (the right one, or the left one while you move) and stepping sideways with A or D no longer makes the camera shake from side to side, which blurred the picture at a high frame rate. It now follows you as smoothly as with the keys alone.
  • The same goes for dragging the camera round with a finger on a touch screen while you run.

2026-10-29 · Playing over a phone's hotspot

  • The game connects on networks that give servers IPv6 addresses, as many phone hotspots do: it now takes a server's IPv4 address when there is one, and on a network with IPv6 alone it goes through the network's own way to IPv4. Before, the server list stopped there with "An address incompatible with the requested protocol was used".

2026-10-29 · Longer passwords at the login

  • The Station login, the new-account page and the change-password page now take a password of up to 31 characters, the most the login can send. They stopped at 15, so a longer password made on a server's website could not be typed in.

2026-10-29 · A trade no longer opens over your inventory

  • When the other player accepts your trade while you have your inventory (or any other part of the Start menu) open, the menu now closes and the trade window opens on its own, as on the PS2. Both used to stay up, taking your button presses, so an item you picked could look as if it had been copied.
  • Opening the Start menu after that shows the main menu, not the inventory it was closed over.

2026-10-29 · The aiming crosshair reaches no farther than a tap

  • Holding R1 or L1 (Tab or ` on the keyboard) to aim with the crosshair now targets only what a tap of the same button could: creatures within 200 of the camera. It used to take wh...
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