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Tibiantis - reversed old Tibia project - discussion thread

You indeed don't have any memories of that occurring, because that is just a mere superstition. Reverse engineering on their leaked binary from 7.7 showed that spawns were dynamic, but not so much, they would have their spawn time rate based on how many people were online at a certain time.

Best Wishes,
Okke :)

I wouldn't rule it out though. You're talking about 7.7 and we know for a fact that the luring system was changed in 7.5.

"The August 2005 update introduced a new feature where once a monster was taken too far from its spawn point, it would dissapear."

and...

"Update 7.5, August 9, 2005 (Summer Update 2005)"

I just said I didn't remember that happening and I spent most time on that patch in that literal cave because it was the "end game" of rookgaard.
 
I wouldn't rule it out though. You're talking about 7.7 and we know for a fact that the luring system was changed in 7.5.

"The August 2005 update introduced a new feature where once a monster was taken too far from its spawn point, it would dissapear."

and...

"Update 7.5, August 9, 2005 (Summer Update 2005)"

I just said I didn't remember that happening and I spent most time on that patch in that literal cave because it was the "end game" of rookgaard.

Overspawning was indeed removed with the introduction of the anti-luring system in 7.5

Overspawning was necessary in a way when anti-luring didn't exist, because one could "hide" an entire spawn of monsters in a far-away place and said monsters wouldn't respawn until someone finds and kills them... I remember this happening a couple times in Medivia, where I wanted to hunt Giant Spiders in POH but there where none and they never respawned (because someone lured them all).
 
What matters is what code you add to the client, what kind of detection you have server-side, and your own activity and willingness to ban people for cheating. Only all these 3 things together may work, relying on one will get you nowhere.
If anyone claims to have a magic "antibot client" that blocks any kind of cheating, so that he doesn't need to do anything else, it's a lie. Even BattleEye can be passed by.
Literally everyone says this.
There will be a few bans a a day/week, but not as much as you could as you earn so damn much $$$$ by letting people bot. This server wont be any different in anyway. Guaranteed. I wish it was true, but it wont once you see all that sweet prem $$$$. Ban 5 players/accs a day while there are literally 500 mcs online on the server.
I've seen this on literally every oldschool server out there. No exceptions.
Sure, it will look like you are fighting botters, but the truth is its just a "play" to fool stupid people into thinking "this owner does not allow cheating!!11kek".

A perfect example of this is the currently most popular 7.4. Same thing to the previous one before that. Same thing on Ryans servers. Same thing on literally every server. In 1 hour you could literally wipe 60-80% of the playerbase if you actually wanted to fight cheaters. But you wont. If you do, that would be a first and if that would be the case, I would play.
 
I've seen this on literally every oldschool server out there. No exceptions.

Think what you wish, but I've seen this many times too and there is one key difference - we're not as shortsighted. Over years I always said farms maybe rise the income and online numbers in a short term, but in the long run it will kill your server. So if you take that into account, it's not that you earn more thanks to cheaters. Hosters don't want to ban these premmed makers as they see it as a waste of money, but they can't see the money lost due to other people quitting (or not starting) because of mass cheating. They're also afraid of losing those "players" (cheaters) thinking it would highly decrease the population, but I know for a fact there are many people like you, who'd come in their place then. So I don't care how many we'd have to wipe out, I still see it worth.
I'm not ignorant in that matter as I myself have so many times been one of those who quit because of poor rules enforcement and eventually stopped playing at all. I know all how it works.
So please, don't judge us looking through the lens of these few other hosters you've known.
The "currently most popular 7.4" you are referring to will probably die within a month or two at best, because of no limited farming. "Casual" players will quit as soon as they get mad/tired of it and the PGers will quit once they get too high levels (thanks to farms) and have nothing else to do. If you find two groups that are gonna employ themselves fighting it may last a bit longer, but when the war is over you may as well close the server already. That's always how it ends and it's not what we're aiming for.

A perfect example of this is the currently most popular 7.4. Same thing to the previous one before that. Same thing on Ryans servers.

That's not a "perfect example" when you put us in a row with people like Ryan. It feels like an insult.
 
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Think what you wish, but I've seen this many times too and there is one key difference - we're not as shortsighted. Over years I always said farms maybe rise the income and online numbers in a short term, but in the long run it will kill your server. So if you take that into account, it's not that you earn more thanks to cheaters. Hosters don't want to ban these premmed makers as they see it as a waste of money, but they can't see the money lost due to other people quitting (or not starting) because of mass cheating. They're also afraid of losing those "players" (cheaters) thinking it would highly decrease the population, but I know for a fact there are many people like you, who'd come in their place then. So I don't care how many we'd have to wipe out, I still see it worth.
I'm not ignorant in that matter as I myself have so many times been one of those who quit because of poor rules enforcement and eventually stopped playing at all. I know all how it works.
So please, don't judge us looking through the lens of these few other hosters you've known.
The "currently most popular 7.4" you are referring to will probably die within a month or two at best, because of no limited farming. "Casual" players will quit as soon as they get mad/tired of it and the PGers will quit once they get too high levels (thanks to farms) and have nothing else to do. If you find two groups that are gonna employ themselves fighting it may last a bit longer, but when the war is over you may as well close the server already. That's always how it ends and it's not what we're aiming for.



That's not a "perfect example" when you put us in a row with people like Ryan. It feels like an insult.
I really do hope what you say will show to be true. Im just saying I'm certain it will happen, but I really do hope you guys will prove me wrong..
 
Wow this is the real thing! Overspawn was so funny when I filled bear room with so many minotaurs, they ended it when they made monsters move randomly when players were above or below. Monster spamming is one of the things I always wanted back, I remember then they changed slightly the magic system of the monsters, so that you could not block beholder energy spell and then made them a spamming killing machine :)

And someone who agrees with me, that Ankrahmun was the first bad update of Tibia turning it into a "Theme Park", mages got out of hand GFBing Tombs and balance went to shit.

There is just one thing I dont miss, is not having to use Tibia GG to light the screen, fish and show me the exp to next level xD
 
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Its time for a long term server with the harshest penalties for cheaters.
No bullshit task system where you can go and do it with 4-5 people and all claim rewards of gold/xp
Those who wanna make mages need to think outside of the box, instead of usual exping routines.
😄
 
@kay yes... exist a mistake in one sprite :')

Those screenshots were taken before, but no mistakes are possible since I've converted original 7.4 Tibia.dat and made it compatible with 7.72 client. All objects that existed in 7.4 dat will be correct, not only their sprites, but also attributes such as minimap color etc.
I've looked at the pictures now tho and I don't see any mistakes in these. You should not count those with "custom ank" as several objects were added for that terrain mapping. E.g. those destroyed walls were made by us, there's custom torch and maybe something else.
 
Those screenshots were taken before, but no mistakes are possible since I've converted original 7.4 Tibia.dat and made it compatible with 7.72 client. All objects that existed in 7.4 dat will be correct, not only their sprites, but also attributes such as minimap color etc.
I've looked at the pictures now tho and I don't see any mistakes in these. You should not count those with "custom ank" as several objects were added for that terrain mapping. E.g. those destroyed walls were made by us, there's custom torch and maybe something else.
Not on custom ank or screenshots, i saw in a gif
 
Gif with beholder and skeletons.

The grave? I guess that's the one you mean.
But as I said, there are no mistakes possible since the 7.4 dat conversion.
Gif was made when it was still in progress.

BAWyRzh.png
 
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That's right, the one I pasted in my post above is correct, comes from original 7.4 files.
Gif was simply older, now we're using converted dat with original 7.4 Tibia.spr (except for a few sprites added on purpose, but no remainings of newer versions). IDs were made to match 7.7 client, but sprites file is original 7.4. As you can see below. So I can vouch for no mistakes in that matter when the server starts. :)

qvpauoK.png
 
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That's right, the one I pasted in post above is correct, comes from original 7.4 files.
Gif was simply older, now we're using converted dat with original 7.4 Tibia.spr (except for a few sprites added on purpose, but no remainings of newer versions). IDs are matching 7.7, but sprites are original 7.4. As you can see below :)

eizRKnZ.png
😉👍
 
@Astrax

As for what you listed:
  • On Tibiantis monsters behavior is correct. We use "AI" that was reverse-engineered out of 7.7 binary and it's pretty much the same as for 7.4. The only possible difference that I know of could be some bug in pathfinding in the older versions - that made monsters sometimes do a weird diagonal back step, when chasing you in open area (with no obstacles or anything). It was very rare though. Apart from that, the behavior should be accurate.
    They don't move when no player on their floor, they do respawn when lured away and they can spam attacks (under some conditions, I could tell which and why, but it's better if players got to learn a "new" mechanics by themselves :)).

That's not a big secret, the old behavior of creatures was like every turn they had a maximum number of attacks/spells, I think Hunters had 3 max attacks, Elf Scouts/Mino Archer had 2 attacks, if I am not mistaken creature moving 1 sqm would reset those attacks, thats why the hunter in Elvenbane didn't spam as much as the others and creatures like Mino Archers when they stopped because they were max range they would damage a lot less.

That backstep bug was present in some patch of them, for like a week every creature will do that when they find you on screen, It was so funny.
 
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That's not a big secret, the old behavior of creatures was like every turn they had a maximum number of attacks/spells, I think Hunters had 3 max attacks, Elf Scouts/Mino Archer had 2 attacks, if I am not mistaken creature moving 1 sqm would reset those attacks, thats why the hunter in Elvenbane didn't spam as much as the others and creatures like Mino Archers when they stopped because they were max range they would damage a lot less.

Not exactly, there's no max attacks defined, the only difference between hunter and elf scout is their chances to "cast spell".
You're kinda right they spam less when cornered, like hunter in Elvenbane tower, but there are more conditions. Also there is a difference between distance and melee fighting monsters. :)
 
Lmao we should have access to these metastruct mechanisms in case we wanna use it in our projects too. Looking forward to launch ;)
 
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