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

Wow guys, thanks for all the feed back!, it is very appreciated.

K so lets see if i am able to clear some stuff up here.


If weaponry can never miss doesn't that mean ranged weapons such as bows/wands will be better than melee weapons in terms of kiting? I can already imagine ranged classes being able to kite melee classes easily.
Perhaps you could add in gap closers to help fix that?

Indeed, ranged vocations like archers do have a large advantage for not only being ranged, but also being the fastest walking vocation in titan kingdoms. but this has a flip side aswell. it's true their bow attack has a range of 8, and never misses. however all of their spells, because of their constant far range, makes it harder to land then any melee based character. Also all vocations are equipped with ways of dealing with different situations. As 121 had said, Assassins can go invisible to avoid archers. Guardians can form a shield wall to prevent the damage, berserkers use jagged stones and stuff to prevent movement, reapers have their own unique dodge slash ability to close gaps and this is just to name a few.. but all vocations have abilities like this. you simply need to play smart. (A side note, unlike my previous server attempts, the damage players deal to one another has been severely reduced, so that pvp would last longer.

I can also sense that it will be unbalanced like the other versions of the server. Just having so many custom vocations, items, and spells already makes it hard to balance.
If you plan to have "hybrid vocations" it will be even harder. I'm an enthusiast when it comes to custom content, but perhaps you're going about it the wrong way.

i would not say this version is unbalanced like my many other attempts. First off, all my other attempts used the real tibia's really junky and unstable damage system, that is hard to calculate.
i now use my own damage formula, giving me full control over all the damage and such.
Also yes, their is hybrid vocations, however we are putting limits on this. each vocation has 10 unique spells. however your only able to have 8/10 of them at once, when you hybrid you have 20 unique spells, but you may only use 10 of them. this will create custom builds between players, even of the same vocation.

For me it seems like you have so many cool ideas and then you try to plop it all into the server which will result in a mess. I think it would have been smarter to start out small and periodically build up.
As much as I enjoy the series of servers you've had, I don't want this one to be like the other ones where there is that "one" op vocations with an op "combo" that trumps everything else.

I will admit that my servers in the past have been so stuffed with content that they become wonky and unstable, sometimes even unplayable... but that was before, i used to try and rush the projects out as fast as i could and but just throw in some of my unique systems without actually testing them for stability. However this time around it will all be tested, and will not be rushed. i want this one to be by far the best in comparison.
 
Assuming from werewolf text he uses 150-250 millisecond delays on moving waves.
if you are 4 tiles away you have ~1 sec to move out of it. In Whi World average character speed is 250 per tile. (don't know the speeds in TK)
Each tile has it own passing speed, lets assume mud tile has 250 passing speed. Then tiles you can pass per sec is 1.
Lets say wooden tile passing speed is twise as fast or little more. Which means you can reach to 2nd tile if not 3rd in the same second.
In other words if distance is kept at maximum and you keep running away or sidestep single lane beams, you will always dodge them.
So you need to get closer with your aoes and slow the enemy down or change the floor they on, to be able to hit.

Another factor to know. Even if you speed is nerfed to 50 or below and it takes you 2 sec to get from 1 tile to another. player INSTANTLY is registered to moved tile even when for 1 sec it looks like his still on the old one.
Yet knowing all this doesn't make aoes useless.
Whi World has had these aoes for over a year now. When players fight with monsters who have aoes, at first they will not even try to dodge aoe attacks, but eventually they find the pattern how they should constantly move to avoid the aoes instead of timing their moving. 1 boss has full screen aoe with few holes in it, where the damage is not done. Only 1 person has been able to somewhat cope with that, because in this fight the blind spots are created depending where you stand and when you constantly move you wont be able get to safe spot. Although that boss maybe is not good example as its not the only thing it does and players most likely run around in panic to try to kill it instead dodging the blast.

However in pvp aoes get a whole different meaning and it creates fun environment for both the attacker and escapee.
Mages have aoe which goes out like cone. The further it reaches the bigger it gets and then at some point closes up.
At start the escapee has to cut corners and keep hiding behind obstacles. (aoe doesn't go trough obstacles)
Then he needs to find good turn over to get in close range against attacker, because in close range its almost impossible to hit with aoe.
Meanwhile attacker has to make bigger circles trough obstacles to get enemy in aoe range and not let them get too close.
Whenever attacker gets caught, they now have to start hugging the walls and the pursuer must stay diagonally from mage.

In my server the mage spell is pretty much the only aoe done by player other ones come with item combos, but they mostly used in PVE
So that is much as I can give my view on it.

As I understand Titan Kingdoms has shitton of aoe spells for players to use, so definitely the pvp will look different, but as long as aoe has blind spots it will be interesting to fight against it.


I assume by miss he meant "technically always hits", miss chance can still be coded in.
But isn't it obvious that you can kite with range and not with melee weapons?
kiting = act of keeping distance (or wut?)


Not necessarily, in fact it makes it much easier to balance if done right.
The more stuff you have the more ways you have to nerf/buff them.
Sure there will be some ridicules combos what creator didn't think about it when they created an item or a spell. But when the op shit is discovered they can change the numbers or attach any other feature already created to game to balance it.

@Werewolf
Problems I used to have with aoes:
1. same target took damage twice from same aoe.
2. you were able to dodge aoe when walking towards it.
If you haven't checked for those yet, look and test these.
I agree with everything said here but I believe AOE's will not be as big as before ^.^
On another note, I believe single target spells should always hit because but do low damage and a weaker side effect than planned.
 
I agree with everything said here but I believe AOE's will not be as big as before ^.^
On another note, I believe single target spells should always hit because but do low damage and a weaker side effect than planned.

saddly your a bit wrong, Since single target spells do miss, and because they are some what easy to dodge, single target spells are among the hardest hitting and the side effects are most severe of any spell type.
 
saddly your a bit wrong, Since single target spells do miss, and because they are some what easy to dodge, single target spells are among the hardest hitting and the side effects are most severe of any spell type.
I was suggesting, thus saying "should" but I see, thats a cool way to tackle it too :D
 
Another suggestion that I just thought of. I think that faster type classes such as assassin and archer (to some extent) should have faster moving spells while berserker for example should have slower moving skills. All mages should have the same speed and the fastest skill speed should be Assassin > Reaper > Archer > Werewolf >Mage Vocations > Vampire> BM > Guardian > Berserker.
 
Another suggestion that I just thought of. I think that faster type classes such as assassin and archer (to some extent) should have faster moving spells while berserker for example should have slower moving skills. All mages should have the same speed and the fastest skill speed should be Assassin > Reaper > Archer > Werewolf >Mage Vocations > Vampire> BM > Guardian > Berserker.
I don't think berserker should be last haha if anything it should be somewhere near the top. A berserker is typically categorized as a ruthless warrior that charges in and goes wild. It wouldn't make sense for it to be the slowest class.
For example take a look at the Orc Berserk from Tibia, it can move super quick!
 
Another suggestion that I just thought of. I think that faster type classes such as assassin and archer (to some extent) should have faster moving spells while berserker for example should have slower moving skills. All mages should have the same speed and the fastest skill speed should be Assassin > Reaper > Archer > Werewolf >Mage Vocations > Vampire> BM > Guardian > Berserker.
Just a quick input.
There is no standard progression as normal tibians would understand.
Doing quests/missions/finding secrets/grinding mobs/fishing/cooking/woodcutting/mining/farming/alchemy/et cetera/et cetera, all give you stat points.
You use these stat points towards your skills.

So again, there is no progression with skills, there is only progression in your game, through exploration of all the game features.

I can explain more in-depth about the stat system if someone is interested though.

Cheers.
 
Just a quick input.
There is no standard progression as normal tibians would understand.
Doing quests/missions/finding secrets/grinding mobs/fishing/cooking/woodcutting/mining/farming/alchemy/et cetera/et cetera, all give you stat points.
You use these stat points towards your skills.

So again, there is no progression with skills, there is only progression in your game, through exploration of all the game features.

I can explain more in-depth about the stat system if someone is interested though.

Cheers.

Indeed. as Xikini has said, in Titan kingdoms there is no Grinding. you do not gain skills from hitting things, you must invest into skills via distribution points. obtained by the methods Xikini has listed.

However you can invest into more then just skills using the points. I will list here the things you can invest into using the points. Please note that leveling up your character provides distribution points and nothing else, you do not gain hp/mana/cap/walking speed/ or even damage bonus on level up. you must invest into it.

----Char stats----
Increase max Health
Increase max Mana
Increase Capacity
Increase Walking Speed
Increase Mana Regeneration
Increase Health Regeneration

---Char skills---
Increase Magic Level
Increase Fist Skill
Increase Sword Skill
Increase Axe Skill
Increase Club Skill
Increase Shield Skill
Increase Distance Skill

Because you may choose what increases on your character, there are no vocation based limitations other then voc based weapons and spells. Any voc may also use mana shield, and base their character off of mana instead of health if you so choose.

(also note): We have added a respec statue that will reset all your stats to factory defaults and refund all of your distribution points. this may be used at any time for free. we know many people will make mistakes, so it is best we do not punish people for making those mistakes.


Also sorry a while back i heard someone say they did not know the default walking speed of the titan kingdoms chars, i will confirm all chars start at 300 speed. each investment into walking speed gives (300) +5 per investment. Cap speed being (1500)
 
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I never liked the entire skill point system that many servers use. It's either useless, overpowered, or not properly balanced. So let's take a look at how some of the stats can go wrong.

"Increased Mana Regeneration" so for the point of this example lets just say each point into mana regen gives 3 extra mana per tick. Say you're playing a guardian and you add 30 points into mana regen which will give you a total of 90 mana regen per tick. For a guardian with spells that cost low mana 90 mana regen is insane, but if you're playing a mage with high mana cost spells then 90 mana regen doesn't seem so impressive. The point here is that 30 points in mana regen can be way more effective for a low mana class VS a high mana class which doesn't seem fair.

"Increased Magic Level" If there are healing spells then this could go wrong unless you've adjusted the formulas. Typically a knight class or even a paladin class would heal a decent amount with a healing spell depending on their magic level. If those classes are able to get high amounts of magic level it could prove to be unbalanced. I'm sure you've adjusted the formulas but I still had to bring it up!

You said the only vocation based limitations are weapons and spells. Since that's the case then doesn't that mean vocations with low mana cost spells will have an advantage since they can use the best mana potion in the game?
I could be wrong about this assuming that you made it so each vocation had the same mana costs for spells.

Any chance you could include how much health, mana, capacity, and hp/mp regen you get per point? Also how many points per level?
 
Adding additional information for the point distribution system, as there seems to be some confusion.

Base level is 10 for skills, 0 for anything else.
Point addition assumes that base level is 0, and counts from there.
level to level = points required to level up attribute.


Code:
level range |  points to level up | Invested points to next "tier"

0   - 10    =   1  point          | Total invested points = 10
11  - 20    =   2  points         | Total invested points = 30
21  - 30    =   3  points         | Total invested points = 60
31  - 40    =   4  points         | Total invested points = 100
41  - 50    =   5  points         | Total invested points = 150

51  - 60    =   6  points         | Total invested points = 210
61  - 70    =   7  points         | Total invested points = 280
71  - 80    =   8  points         | Total invested points = 360
81  - 90    =   9  points         | Total invested points = 450
91  - 100   =   10 points         | Total invested points = 550

101 - 110   =   11 points         | Total invested points = 660
111 - 120   =   12 points         | Total invested points = 780
121 - 130   =   13 points         | Total invested points = 910
131 - 140   =   14 points         | Total invested points = 1050 -- Current maximum level for "Skills" (skill level 150)
141 - 150   =   15 points         | Total invested points = 1200

151 - 160   =   16 points         | Total invested points = 1360
161 - 170   =   17 points         | Total invested points = 1530
171 - 180   =   18 points         | Total invested points = 1710
181 - 190   =   19 points         | Total invested points = 1900
191 - 200   =   20 points         | Total invested points = 2100

201 - 210   =   21 points         | Total invested points = 2310
211 - 220   =   22 points         | Total invested points = 2530
221 - 230   =   23 points         | Total invested points = 2760
231 - 240   =   24 points         | Total invested points = 3000 -- Current maximum of distributable points.
* means it is highly likely to be altered soon. These values are only default testing values for the point distribution system.
Code:
*Life    | 100 per point
*Mana    | 100 per point
Capacity | 4             -- unconfirmed, but it's really low
Speed    | 5             -- 220 is level 8 speed in normal tibia. Characters start with 300 base speed.
*Mana Regen   | 5 per point, per "tick".
*Health Regen | 5 per point, per "tick".  -- Note: Regeneration requires hunger to not be empty. (Need to eat food.)

Any skill = 1 per point.
Life/Mana Max/Regeneration are going to be changed into a new formula.
Unsure of exact values at this time, however it will be going from low to high values.
Very approx values..

Code:
Health/Mana Max
1-10  = 4 | +40
11-20 = 6 | +60
21-30 = 8 | +80
(et cetera)

Health/Mana Regen (rounded up to nearest value.)
Per tick of regen is distributed by 10% in either direction. (100 regen base, can regen 90-110, randomly. per tick)
1-10  = 0.2 | 2
11-20 = 0.4 | 6
21-30 = 0.6 | 12
31-40 = 0.8 | 20
et cetera
In this way, the more you invest, the more value per level up will increase.

We will have to have a discussion and some testing on the exact values expected for the new health and regen formulas, but it will definitely not be a static value.

If you want regen, you will need to invest heavily into that area to gain good benefits.

Potion values are not set in stone yet either.
I believe they are based on a percentage of your life/mana pool.

I'm going to have to work on a wiki..
 
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I never liked the entire skill point system that many servers use. It's either useless, overpowered, or not properly balanced. So let's take a look at how some of the stats can go wrong.

"Increased Mana Regeneration" so for the point of this example lets just say each point into mana regen gives 3 extra mana per tick. Say you're playing a guardian and you add 30 points into mana regen which will give you a total of 90 mana regen per tick. For a guardian with spells that cost low mana 90 mana regen is insane, but if you're playing a mage with high mana cost spells then 90 mana regen doesn't seem so impressive. The point here is that 30 points in mana regen can be way more effective for a low mana class VS a high mana class which doesn't seem fair.

"Increased Magic Level" If there are healing spells then this could go wrong unless you've adjusted the formulas. Typically a knight class or even a paladin class would heal a decent amount with a healing spell depending on their magic level. If those classes are able to get high amounts of magic level it could prove to be unbalanced. I'm sure you've adjusted the formulas but I still had to bring it up!

You said the only vocation based limitations are weapons and spells. Since that's the case then doesn't that mean vocations with low mana cost spells will have an advantage since they can use the best mana potion in the game?
I could be wrong about this assuming that you made it so each vocation had the same mana costs for spells.

Any chance you could include how much health, mana, capacity, and hp/mp regen you get per point? Also how many points per level?


that's a slandered miss conception, you are thinking knights, mages and rogues spells are based on mana costs based on vocations, but thats incorrect. all spells across all vocations take similar mana costs based on spell damage and side effects. Most spells have a high mana cost, so regardless of the vocation, you will have to invest into mana, or you will be limiting your vocations potential.

Also, typically Only the cleric actually has healing spells, some others have life steal but most healing is based on Regen or potions. Also, you say mana per tick.. but All regen based sources only tick once every 10 seconds.

The point system itself if very hard to explain, but the more points you spend in one area, the most costly it becomes to upgrade. for example if you tried to max out sword skill to 250, it would cost 4350 Points. But to get it to 150, would only cost 1050 points, as an example... to get higher amount sin one area, costs more points. so, you could get 4 skills to rang 150, for the cost of getting 1 to 250.

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

Also, i wanted to say that i am currently re-making the map. Xikini and i agreed that the map was pretty bad, and the city was far too large, it made people lost. so i am re-making the map. people may log in periodically to see the new map updates.

I would REALLY! like feed back on my mapping style, i do not want it to turn out ugly and need to re-do it again, so please voice your opinions.


Also i see people trying to talk to me in-game, but you must relise i rarely look at my open client, i have many many tabs of scripts and map editor, it blocks my view... please use skype to talk to me.

My skype name: werewo1fkn1ght
If you do not have skype... Get it. its free.
 
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Also, i wanted to say that i am currently re-making the map. Xikini and i agreed that the map was pretty bad, and the city was far too large, it made people lost. so i am re-making the map. people may log in periodically to see the new map updates.

I would REALLY! like feed back on my mapping style, i do not want it to turn out ugly and need to re-do it again, so please voice your opinions.


Also i see people trying to talk to me in-game, but you must relise i rarely look at my open client, i have many many tabs of scripts and map editor, it blocks my view... please use skype to talk to me.

My skype name: werewo1fkn1ght
If you do not have skype... Get it. its free.
Make a mapping preview thread, and get feedback there.

https://otland.net/forums/57/
https://otland.net/threads/guide-how-to-take-ingame-images-properly.104784/
 
taking a million pictures wont help in the slightest, need someone to take a look around, its much more thorough and can see some mapping mistakes.
We've been over this before.
A maximum of 100 unique visitors a month log-in to see updates to our server, not specifically looking at the mapping or discussing it.

A single thread over on that board, may have 10-20 views per day, and will be
targeted at people specifically looking for mapping screenshots.
The target audience will be more inclined to post critique and suggestions on how to improve, rather then not commenting at all.
Especially if you are asking for ways to improve.


Just take my advice for once.
 
Well... not much to really note but we have to give updates... So~

Since Titan kingdoms is designed to be plaid with ambient light set to 0
have increased the duration of torches from 3 min to 3 hours.
have created most of the new first city.
Have added a few secrets into the map.
added street lamp that turn off during the day, and turn on at night automatically.
Added an invisible boarder around the map so that players will not find themselves lost.
 
I have a suggestion that I believe would be very controversial which is why I am posting it here to hear the community's opinion on it. What if PMing wasn't possible. I know it sounds radical but I believe the immersion value added to the game would make up for the inconvenience. Friends would have meetups using the Mail system. Guilds/factions would form alliances via mail or a meetup. Assassins can gather information by using invisible and spying on people(unless there is an assassin there in which a chase would begin. Of course all these no PM barriers can be ignored by using TS or Skype etc. But I believe that the game would be much more enjoyable and it would make planning hunts and what not a lot more realistic and immersive. Now I want to hear the community's feedback on this idea, how can it be improved? Do you disagree with everything I said above?
 
I have a suggestion that I believe would be very controversial which is why I am posting it here to hear the community's opinion on it. What if PMing wasn't possible. I know it sounds radical but I believe the immersion value added to the game would make up for the inconvenience. Friends would have meetups using the Mail system. Guilds/factions would form alliances via mail or a meetup. Assassins can gather information by using invisible and spying on people(unless there is an assassin there in which a chase would begin. Of course all these no PM barriers can be ignored by using TS or Skype etc. But I believe that the game would be much more enjoyable and it would make planning hunts and what not a lot more realistic and immersive. Now I want to hear the community's feedback on this idea, how can it be improved? Do you disagree with everything I said above?

i'm sorry but i see no added value in this idea. what is the difference between using mail system and pm? that u can only use mail when in town? as u said people will just bypass this by using some other software like most teams use. the idea of the assassin is interesting but then when there is no pm he has to run all the way back to town to send a mail to his friends which makes this feature also much less attractive.
 
Alright another Daily update.
-The first city is now 98% completed, only needs a few fix ups and secrets/npc's added.

-Fixed a bug where players could trade the wiki unmovable items to another player in order to steal them.

-Re-made the forest surrounding the city because it was massively clustered and impossible to move through.

-invisible boarder was increased in size for map upgrade.
 
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i'm sorry but i see no added value in this idea. what is the difference between using mail system and pm? that u can only use mail when in town? as u said people will just bypass this by using some other software like most teams use. the idea of the assassin is interesting but then when there is no pm he has to run all the way back to town to send a mail to his friends which makes this feature also much less attractive.
The added value is how immersive the OT will be without sending magical messages half across the map. The mail system would cost money to use and would mainly be used to plan a meetup. People wouldn't necessarily chat with mail because the information can "leak" (read what I wrote at the end). Also, if you would wanna join a faction, you cant just pm the leader and ask for a invitation but you actually have to somehow earn his attention and ask to schedule a meet up which I believe is a lot better than just casual pm. People could bypass the system but I believe most people would not want to break the immersion of realistic communication which isn't in any other tibia OT. With the assassin, if he is a recognized spy for a certain faction then it would be pretty obvious he would plan to have a meeting shortly after the mission to share what he found. I'm also thinking if its possible to add a way to make the mail delivery even more realistic/hardcore. Such as a npc that takes mail from the box and puts it in the recipient's mailbox that you can pay a fee to view a message someone send before its put in the mailbox of the recipient. I'm not sure tho.
 
Here is a screen shot of the first town

zUajoR0.jpg

FZtIo
 
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