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Xikini's - - Titan Kingdoms, Updates/Progress/Suggestions & Discussion Thread

Xikini

I whore myself out for likes
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Quick info:
Titan Kingdoms is a 9.6 Custom OpenTibia project.
The scope of changes from Real Tibia is too large to explain in this forum post.
You can go to
here to download the client, and here to create an account.

Log in and look around if you wish, however we are in Alpha.
There is no real content for players at the moment.


I'm notorious for walls of text, so I'm going to attempt to keep the original post simple and concise.

This thread, as the title explains is a thread dedicated to Titan Kingdoms.

This main post will contain mostly progress updates, and maybe a couple of links to specific posts.

If you have any suggestions/ideas for new content you can post them below.
Either @Werewolf or Myself will 'like' your post if we intend to add it into the server.

Updates

08/28/2016
- Many assassin based skills completed.

08/27/2016
- Water based lightning rune created.
-- Requires testing and damage adjustments.
- Deprecated mining system ready for removal.
- New mining system created.
-- Requires setup and testing.

-- To be implemented with today or tomorrow's server save.
-- Couple new spells created.
--► Spell ideas are fully fleshed out.
--Should see good progress on spells in coming week.

08/13/2016
- Minor adjustments to spawn system.
-- Mostly related to checks and spawning.
-- No changes directly affect the player.

- Many new spells created
-- Requires additional bug/balance testing as usual.


- - - - - - - - - - - - - - -
- - - 6 week break ◀ - - -

- - - - - - - - - - - - - - -

06/26/2016
- Adjusted custom creature spawn system.
-- No longer possible to generate large amounts of monsters by luring creatures far out of spawn range.
-- Adjusted spawn timing to be more predictable.
-- Added dynamic spawn gauging. (increases spawn density depending on party size)

06/04/2016
- Adjusted regeneration formula.
- Fixed revive system graphical error.


06/03/2016
- Fixed bug, where player would gain speed while leveling.
- Fleshed out a couple idea's.
- Updated To-Do List.

06/02/2016

- Made this post.
- Fixed bug, where players were dropping items unexpectedly.
- Added some additional ideas.
To-Do List
- Quests (forever to-do)
- NPC's (forever to-do)
- Map Updates (forever to-do)
- Spells Overhaul
- Monster Overhaul
- Rework Alchemy System (deprecated system)
- Rework Farm System (deprecated system)
Ideas
- Global Vocation Buffs to defense/attack.
- Global restrictions/buffs to PVP/PVM Damage.
Known bugs/issues
- Players are able to gather large amounts of monsters away from spawn points. Patched [06/26/2016]
- When being revived, players sometimes become graphically glitched, 1 sqm away from character. Patched [06/04/2016]
- Farming System plants are not decaying properly.
- Players gain speed upon level-up. Patched [06/03/2016]
- Players sometimes drop items other then backpack. Patched [06/02/2016]
 
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Your still alive? Lmfao haven't seen u around in awhile 0.o


Yes, only took a small brake but have been working consistently on the new version for months.
We are not rushing this version so that there will be no mistakes made.
 
Added a couple more sections.
On-going tasks such as npc's/map updates/quests typically won't appear in the list unless significant progress has been made in that area.
 
Sounds very interesting. Any time/possiblity of an elaboration or update on this? :)

It makes a bit more sense when you know abit more about our class system.
We currently have 12 playable classes.

Wizard, Esper, Guardian, Assassin, Archer, Berserker, Cleric, Psychic, Battle Mage, Werewolf, Vampire, Reaper.

Each of these classes have 4 promotions.
Once they are have max promotion, they are allowed to choose a secondary class, aka: Hybrid.
(names are temporary, or permanent.. depends how lazy we get. :p)
For example a wizard goes like this.

Wizard -> Wise Wizard -> Apprentice Elementalist -> Adept Elementalist -> Master Elementalist
(then they can choose their hybrid vocation)
Wizard + Cleric -> Elementalist Sage


So that's how our vocations work (for the most part)

The Global Vocation Buffs to defense/attack, would work like this (again a very rough idea..)
(They get to choose, which buff they want)
-------------------------
(base version of wizard)

defense of wizard = any elemental type damage -15% taken
OR
attack of wizard = any elemental type damage +25% dealt


(hybrid versions of wizard)

defense of wizard = any elemental type damage -10% taken
OR
attack of wizard = any elemental type damage +15% dealt

--------------------------
(base version of cleric)

defense of cleric = holy type damage -25% taken + self healing +20%
OR
healing of cleric = +25% healing on others

(hybrid versions of cleric )

defense of cleric = holy type damage -15% taken + self healing +10%
OR
healing of cleric = +15% healing on others

-------------------------

So a wizard(base) + cleric(hybrid) could choose attack and healing

any elemental type damage +25% dealt

+15% healing on others
And a cleric(base) + wizard(hybrid) could choose attack and healing as well, but get different results.
any elemental type damage +15% dealt
+25% healing on others
 
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let me summarize for people who don't like to read.

you may choose a permanent bonus for your vocation
Example: Increased elemental damage or -% reduced incoming damage.

Later on in the game you may combined 2 vocations together into a hybrid, allowing you to choose 1 additional bonus.
 
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I was never a fan of hybrid vocations, it kinda takes away the rpg feeling for me, and you are less dependant on your friends due to the fact you can fill multuple roles by yourself. My idea would be to choose multiple variations as you level up ( not fusing them with other vocations), that would provide both a choice of devlopment late game and the unique playstyle and their place in a party for each vocation. Anyway i wish you good luck with your project and maybe i will check it out later on.
 
I was never a fan of hybrid vocations, it kinda takes away the rpg feeling for me, and you are less dependant on your friends due to the fact you can fill multuple roles by yourself. My idea would be to choose multiple variations as you level up ( not fusing them with other vocations), that would provide both a choice of devlopment late game and the unique playstyle and their place in a party for each vocation. Anyway i wish you good luck with your project and maybe i will check it out later on.


true, when you hybrid voc you get the other vocs spells, but we are only allowing players to have a total of 8 hotkeys, and with 2 vocs you have about 25 spells to choose from, so there is some variation.
 
If going for like the RPG feel, could always add roaming merchants that change locations depending on time/day/date/month whatever. Would be neat
 
If going for like the RPG feel, could always add roaming merchants that change locations depending on time/day/date/month whatever. Would be neat
Already implemented into the game. :p
 
true, when you hybrid voc you get the other vocs spells, but we are only allowing players to have a total of 8 hotkeys, and with 2 vocs you have about 25 spells to choose from, so there is some variation.
if you're going to limit the amount of spells you can use purely but how many hotkeys you can use, you're gonna see a lot of bots/other programs going around it...
 
if you're going to limit the amount of spells you can use purely but how many hotkeys you can use, you're gonna see a lot of bots/other programs going around it...


i worded it incorrectly, when purchasing spells, it limits you to 8. as for hotkeys, there are limitless amounts. because you can use F keys, numbers, and even letters on the keyboard as your hotkey presses.
 
Alright so first off... We apologize for not posting any updates for we did not actually do any, i was unfortunately in an accident and ended up with a broken collarbone, and was unable to code for a while, so instead we decided to use this time to discuss some pretty cool ideas which i believe you all will really like, but i will save that for another time when they are actually in the server.

For now i am going to put a list of the vocations, i will color them red, and when i color them green, means that vocation is completely ready for testing, via pve and pvp.

ASSASSIN
ARCHER
BERSERKER
GUARDIAN

REAPER
VAMPIRE
WEREWOLF
BATTLE MAGE
CLERIC
PSYCHIC
WIZARD


If anyone has any questions about the spells and such of the vocations and does not want to log in to see them, i will answer all your questions about them right here in this post. Thank you all for reading, looking forward to your replies.
 
Some additional information regarding the custom creature spawn system as there will inevitably be questions regarding how it functions.

BY THE WAY DID ANYONE KNOW YOU CAN HIGHLIGHT PART OF YOUR SENTENCE, THEN USE YOUR MOUSE TO DRAG IT TO ANOTHER PART OF THE SENTENCE???
Not very useful, but hey.. that's pretty cool. lmfao

Anyways.

Regular Tibia's spawn system is pretty simple.
--> Choose locations to spawn monsters.
--> When killed, after X amount of time, creatures respawn.
--> If more monsters in spawn zone, only 1 monster respawns per respawn timer.
--> If players are within the area, does not spawn additional creatures.

Our Custom Creature Spawn System's goal was to create a spawn system that scales with player party size, to increase difficulty and provide an equal challenge to all players/groups.
The spawn system we built is fairly close to regular tibia's spawn system, however with added functionality.
--> Choose locations on map to spawn monsters.
--> After killing monster(s), respawn after X amount of time.
--> If more then one monster set for spawn zone, will spawn all monsters simultaneously.
--> If players attempt to stay in area to block spawns, monsters will still spawn as intended.
. . . --> If players are nearby while monsters are spawning, a short animation will show before monsters appear.
--> Depending on number of players in party, spawn size will increase.
. . . --> Regular spawn size with 1-2 players. Max spawn sizes reached at 6+ player groups.
--> Respawn timing is adjusted dynamically, based on amount of time spent killing creatures.
--> Slightly random locations for spawned creatures
--> Creatures spawned can have a myriad of buff's/weaknesses
. . . --> Life/Defense/Resistances/Speed/Attack Speed/Attack Strength/Different Attacks/Different Looktype
. . . --> Anything that can change about a monster may become stronger or weaker.
. . . --> Changed difficulty of creature will also scale loot slightly to accommodate the altered creature.

I hope this clears up most questions regarding this system.

@Werewolf -- Tagging you in case I forgot anything.
 
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