When a player interacts with the game, the server will send a response which contains that unique message number and any parameters which go along with it. It is up to the client to parse the message and display for the user. As such, there are over 1300 unique messages currently in Conquest!. Recently I have been trying to tighten these up, by correcting spelling or grammar mistakes, removing duplicates, and standardizing the language used by the game. It is a slow process, but definitely overdue.
On the disconnect front, I have removed the SO_LINGER option from the socket options on the server. I've been working with SeLTiC, who has created a ping program to find the disconnect "sweet spot". SO_LINGER modifies how the server deals with a close request from a client. Testing is underway to see if this solves the issue.