Old SchoolOps

RF Online: Giga 4 Episode 2 v0.3.2

Monsters, Merchants and GM Commands

Released 2026-07-17

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.

The sharper bugs left after the 0.3 combat and world work, plus commands for game masters.

GM Commands

  • Game masters can now type commands in chat. If your account is marked as a GM, a command like %lv 30, %show me the dalant, %neverdie, %matchless, /town, %port 1, %jump, %full force, or %pass quest runs and answers back in chat with an “OK”. For now any GM account can use every command; finer permission levels come later. A normal account that tries a command gets nothing, as it should.

The World

  • All three starting maps are full of monsters now. Cora’s whole map used to be empty. Each nation’s home map carries its real, level-graded creatures from level one on up, more than two thousand of them across the three maps.
  • Every starting town shows its own merchant NPCs. Cora and Accretia were coming up empty; all three nations now have the merchants the original map data puts in their towns.

Fixed

  • Unequipping gear works. Equipping had been fine, but taking a piece back off did nothing at all.
  • The banker exchange works. Turning dalant into gold was failing with an “exchange failure” for the most common case, a single gold, because the fee was being taken out of the gold instead of charged on top. The math matches the original now: you get the whole gold and pay the fee in dalant.
  • Skill experience goes to the skill you used. It had been landing on a different skill in the same family, so casting Wild Rage trained Shining Cut. Each skill trains its own line now.
  • Buffs no longer train inside a safe town. Using a buff in your home town was still advancing your mastery; the original does not allow that, and now neither do we.
  • A capped mastery bar reads correctly. At the level cap the bar was stuck near full instead of sitting at zero for the next level, which made it look like progress had stalled mid-bar. It reads zero at the cap now, the way the original shows it.
  • Teleporting keeps you in combat. Using a teleport had been dropping you out of battle stance and turning off auto-attack. Your stance comes back with you when you land.

Known Issues and What Is Not in Yet

  • The mage receives all four starting spells at once instead of choosing two through the starter quest. The starter quest offers them as a pick-one-of reward, and wiring that is the next piece of quest work.
  • Inventory problems after logging out and back in: a used stack comes back split, and sold items can reappear. The fix is a larger piece of work and comes next.
  • The area name above the minimap stays blank as you walk, and the map and teleporter can misbehave after crossing a bridge. Both are the next world task.