If anyone has played using the png images as we currently ship and wonder around the starting town, you will notice the 'secret' weak wall to the north of the prison sticks out like an apple in a bunch of oranges. This is because while most of the cwall images were redone to have textured stone looking walls, the weak walls was not. For the xpm set, it appears slightly different if you look closely, a few pixels are different compared to the other walls. In this particular case, you can chalk it up to not having update png image yet. But since the client is responsible for drawing the images, a client can always have more obvious images for things like weak walls. So to me, there are two possible fixes for this: 1) When the wall is yet to be damaged, it uses the same image (name & number) of an undamaged normal wall, so is completely indistinguishable from the normal walls. For this to properly work, other clues about the existance of such weak walls is needed (For example, magic mouths which say 'you feel a draft' or 'Some of the walls around here appear pretty weak'. Also, clues on npc's or scrolls would work. 2) If the walls are supposed to be noticable from only visible inspection, then this should be something more obvious than just a couple pixels being out of place - for example, there should be cracks in the wall or other more apparant damage that the wall could be destroyed than needing to pay really close attention to walls and making sure there is not any changes. Otherwise, you will probably get a greater proliferation of clients that use their own images for weak walls simply so the player can notice them. Thoughts/preferances?