The bug where you were sometimes stuck at the login screen should now be fixed, as well as the bug where the map name would sometimes be replaced with "Static". Both of these were because of a race condition, and I'm happy to have them gone!
The movement bug where your hitbox would sometimes get offset should be fixed as well. Due to how difficult that bug is to recreate, I can't be certain it is gone, but I went through and overhauled the relevant code to be more reliable so hopefully that did the trick. I suspect that this bug was caused by an unusually high delta-time in the physics/game logic update. For simplicity, the game is using a variable time step; while this makes things easier, it can also cause some annoying bugs.
This update is mostly for fixing bugs, but the code structure has also been improved. Notably, the server's packet handling system is now thread-safe, and both the client and server use a simpler packet system.
All maps now have a border around them, to prevent characters from wandering off the map. The server crashed last night (sorry folks!), and I suspect it was because a character did just that.
As I mentioned at the start of this post, the NPC feature for phase 1 is now complete! This means we will be moving right into combat, which should make the game a lot more interesting to play (you will finally be able to kill those pesky goblins that have been blocking your path).
We have an online chatroom where you can usually find myself and other developers, as well as other players: http://irc.ifthensoftware.net
We also have a Facebook page over at http://www.facebook.com/ifthensoftware
I have a Twitter account for development updates, which you can view here: http://twitter.com/ITS_Invisible
We also have an IndieDB page for Areum:
And finally, we have a devlog on TIGSource as well: http://forums.tigsource.com/index.php?topic=31227.0