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#159 Golden temple maps are missing from thailand FIXED
HIGH Graphics & Maps 🍄reported by Mark · 2026.08.08 · updated 2026.08.12
on the world map the golden temple maps are missing their nodes. It appears most enemys are missing in the Siam map as well, and it's missing it's map icon
screenshot 1screenshot 2
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COMMENTS 3 replies
Admin ADMIN 2026.08.11
You're right, and the screenshot made it obvious — the Thailand page only draws 3 of the 13 Golden Temple markers.

The maps themselves are all there. All 17 Golden Temple maps are in the game and they're all walkable: from the Floating Market head east through Monkey Jungle, and the path up to the Tranquil Monastery and the temple grounds continues from there. Nothing is missing from the world.

What's broken is the map page. That page is built straight from the game's own WorldMap096 data file. In that file the first 12 markers store their destination as a whole number, and the last 10 — which happen to be every single Golden Temple marker — store it as a decimal instead. The importer that reads that file only ever looked for the whole-number form, so it threw away all ten without complaining: 501020000, 501020100, 501020200, 501030000 and 501030100 through 501030105. A note in our code even claims those ten markers are blank decorations in the original file, which turns out to be wrong.

I'm putting the ten markers back and fixing the importer to read both forms, so this can't quietly happen again on the next re-import. Thanks for the clear picture.
Admin ADMIN 2026.08.11
Good catch, and the maps were never actually missing — the World Map page just wasn't drawing most of them. Thailand ships 17 Golden Temple maps and every one of them is reachable in-game; the Thailand page was only putting 3 markers on the temple half of the painting, so from the map it looked like the area barely existed.

The reason is a quirk in the map file itself. WorldMap096 lists 22 destinations. The first 12 store their map number as a whole number, and the last 10 store it as a decimal instead. Whatever imported that data only understood the whole-number form, so those last 10 were thrown away — which is exactly the Golden Temple cluster: 501020000, 501020100, 501020200, 501030000 and 501030100 through 501030105. This patch puts all ten back, with the marker positions copied straight out of the original WorldMap096 data rather than eyeballed, so they land where Nexon put them.

One thing for whoever applies this: there is a test that pins the Thailand page at 12 markers — src/game/__tests__/worldMapData.test.ts:286-287, `expect(tab!.spots.length).toBe(12)` and its title "all 12 authentic MapList spots resolve to real map data". It has to become 22 or `bun test src/game/` will fail. The comment block above `key: "WorldMap096"` (worldMapData.ts:1034-1036) also still claims the remaining 10 entries "carry an EMPTY mapNo" — that was the wrong diagnosis and is worth correcting while you're in there.

The two other things you mentioned — missing enemies in Siam and the missing map icon — are separate from this and aren't touched by this patch.

[Update] The fix above is written but was NOT applied in this pass — the surrounding code had already moved, so the patch no longer lined up. Staying open with the diagnosis recorded rather than claiming it shipped.

[Update] Not shipped. The change compiles, but our own test that checks every Thailand world-map spot resolves to a real map fails immediately: it adds markers for maps that were never imported, which would give you clickable spots leading nowhere — the same problem Shanghai already has. This needs the MAPS importing, not the markers.
Admin ADMIN 2026.08.12
Fixed — both halves of Thailand.

The world map: the Golden Temple and the Cave of the Asura were missing ten markers because WorldMap096 stores its last ten entries with a different number type than the first twelve, and the importer only read the first kind. Every one of those ten was silently thrown away at import time. All 22 markers are on the page now and all 22 lead to a real map.

The monsters: the Thai-native enemies had no stat entry, and the spawner drops any monster it can't resolve — which is why the region was almost empty. I added 13 entries, exactly the ones actually placed in a Thailand map: seven come from our own v83 GMS data (Toad, Frog, Python, Red Lizard, Yellow Lizard, White Rooster, Rooster) and six from the Thai v88 client, which is the client that owns this region (Rough Monkey, Mom&Baby Monkey, Baby White Monkey, Ruby Giant, Sapphire Giant, Mighty Stone Giant). Stats are copied straight from those clients, nothing invented.

One monster is deliberately left out: the Wild Hammer on the last Asura map. The Thai client gives it no level, two billion HP, no attack and no movement — it is scenery, not something you can fight, and there is no real level to give it, so I would rather leave it unspawned than make one up.

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