Hotfix: Exploit Prevention and Animation Synchronization
August 30, 2026 — SoE Development Team
A tester managed to duplicate a stack of potions by dragging an item into a trade window at the exact moment a zone transition fired. The client and the server briefly disagreed about which container owned the stack, and the reconciliation pass resolved that disagreement in the player's favour. That is now fixed: container ownership is locked for the duration of a trade, and any pending transfer is cancelled server-side before a zone handoff begins rather than after.
We also hardened the surrounding area while we were in there. Every inventory mutation now carries a monotonically increasing sequence number, and the server rejects any operation that arrives out of order instead of trying to merge it. It costs us a small amount of responsiveness on very poor connections, and we think that trade is obviously worth it for an economy that will eventually be full-loot.
On the visual side, several animations were playing locally but not replicating correctly to nearby players, most visibly dodge rolls and the second and third hits of melee combos. Remote characters would slide instead of swing. Animation state is now driven by the same authoritative state machine for local and remote characters, which removed the desync entirely in our tests. If you still see a sliding character, please grab a clip for us.

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