Getting DCed in the middle of battle in any online game sucks, and NEStalgia has been no exception. Up until now we’ve had to count all battle disconnects as a death for the player, meaning that you’d lose half of your gold and be returned to the last town you visited. Thankfully, however, the nature of NEStalgia’s turn-based battle system affords us a unique opportunity to take most of the sting out of battle disconnects in a seamless way. With today’s v1.60 update we’ve finally made good on that opportunity.
Battle disconnects are handled differently based upon the type of battle that a player is disconnected from. While the philosophy of how the system works is fairly simple, the devil is in the details:
- Solo PvE
- This is fairly simple. If you were disconnected during a solo battle with regular monsters, you’ll jump back into that battle as if you had never disconnected (the monsters will retain their HP, status effects, etc). However, if you were fighting a boss then you’ll automatically restart that boss battle from the beginning once you log back in.
- Solo PvP
- Solo Player vs. Player disconnects are the only type of battle that had to remain unchanged. The battle will still count as a loss, and your opponent will still take half of your gold.
- Group PvE/PvP
- If you are disconnected in the middle of a group PvE or PvP battle, your character will stay in the fight as a sort of dummy character that is still a part of the battle. Your allies can heal it, your opponents can target it, but the dummy will simply skip its turn every round. If you log back into the game while the battle is still in progress you will be reconnected to your character and be allowed to continue the battle normally. Note: if there are no other actual players left on your side of the battle when you disconnect, no dummy will be created and the battle will count as a loss.
- Should you be disconnected and not log back into your character before the battle ends, the game will actually keep a record of the outcome of that battle and will only penalize you if your group was defeated. If your group was victorious in your absence, you’ll be returned to the overworld (or wherever you were when the battle started) as if nothing happened.
There is an expiration timer of sorts on the disconnect saving, as whenever we update the game to a new version number it will reset your saved battles and count them as a loss. Therefore, it’s probably a good idea to only rely upon this system when you have to. A feature like this must be designed in anticipation of the ways that players will try to abuse it, and it was very important to ensure that logging out mid-battle could never give a player any sort of strategic advantage.
The v1.60 update has already gone live. It has (of course) been thoroughly tested, but if you do find any bugs in this new system then please report them right away.



We’re probably going to start doing the NEStalgia podcasts bi-weekly until the standalone game clients and content expansions start to roll out. I know that it’s really only the more hardcore/active players who listen to the podcasts, so I’d like to balance things out with some regular blog posts for all of our dormant followers who just stop by occasionally to check in on NEStalgia.
In addition to the big merge, maintenance was performed on every single savefile on both Algol and Zenithia to prepare the game for
Spiff has been making good progress on his automated Colosseum tournament system. Having regular weekly tournaments is going to be a big deal for the community, and I can’t wait until we get there.


The NEStalgia v1.55 update is now live on all servers. You can view a complete rundown of the documented changes in the
Just to let everyone know, I had to post a hotfix for an unexpected bug this morning and along with it I put in some of the minor fixes from the upcoming v1.55 patch. These fixes previously slated for v1.55 are now live:
It’s also important to note that I’ve taken this opportunity to finally disable the free respecs. I let those go on for way longer than I meant to, and my original goal of getting lots of numbers and balance feedback from players has been fulfilled. Respeccing your character will now cost gold, and the price increases every time you do it (but maxes out after 3 respecs):
The v1.54 update is now live on all servers (



