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I have a question about server and story i'm working on rn.

How is this idea ?

  • I like it!

  • I dont like it!


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thesxw

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Hello i'm in a pinch if i should continue working on it or not...

i have a very good VPS server that only hosts websites and few discord bots, so hosting server wouldn't be a problem,
also i want to use tfs 1.4(which i already have working) with custom edited otclient from mehah(have a base version with no encryption cause im testing still) to be the only one accepted and get rid of most of bots adding encryption of data/modules and other places and other things for security later on(such as string xoring on build time and other "cheat developer" tricks i have learned to stop users from cracking client and start using bots with it.

About the story
As little information to not tease too much what i have inmind of doing xD
Mainland has been destroyed by self proclaimed Demigod being and Rookgaard was left alone but with twisted history and locations by said being. Some of the story texts become glitched and unreadable. You as other no name heroes are tasked to survive in this twisted reality and try to find a truth about this new reality.

About map

hEVFP2q.png

Map will be at version of the game 8.0, with only rookgaard being left alone other places got deleted, map has been optimised to load very fast)
Protocol used 10.98 only because in features some of the making life easier(like trading etc.)
Sprites will be of 10.98 version and i have map already converted
Items will be similar if not the same as 10.98 and there will be no restrictions of item equipping except level as in original tibia.
Starting parts of the map will not be edited in any way (except maybe 1 or 2 places in town - like adding depot or maybe houses - im still not decided about houses), there will be around 4+ ways to exit rookgaard (will not spoil the fun of finding them out cause i hide them preety well xD) - and visit different outposts that has been hosted by other heroes that get there before you (there will be houses there for sure)
also im rewriting all of the lua scripts to be less invasive as they are now - for example onThink() callback from npc's are causing to execute longer and longer as time passes.

Map of rookgaard will be in like 90% the same as original and 10% of it will be edited (by adding new paths, new objects etc. supported by story)
there will be no vocations (at last "public" ones - there will be few hidden one(for now i thinked about 3 ones but there will be more - and vocation will give you a good benefits will describe it below).
all spells will be accessable for all players ( except the ones you need to learn - maybe will add some requirements in skills to be able to learn them like skill requirement "required magic level 20 and player level 20" )

Vocations:
they will act as support not a requirement but i can see already there will be players that will try to get it at lvl 1 xD to get the most benefits from leveling. As i said vocations will be more of a support type they will not unlock new spells(as i think now) or unlock new weapons, the will be solely to help you in utilizing your skills/spells/weapons or help you in growth in specific area you want to grow.
I can tell they will be more like "achivement" then "only get level x and talk to npc"

As for datapack's im using [8.0] [TFS 1.2] - Server Global Full [Real Map] (https://otland.net/threads/8-0-tfs-1-2-server-global-full-real-map.280265/)
This one im converting to tfs 1.4 and "data 1098 global" found on github for any other missing data(raids/monsters/scripts etc.). i found out that there is alot if not tons of missing scripts there like raid bosses / quests being duplicated at last 2-3 times and much more other bullshit just in rookgaard (im talking about the link of "8.0 tfs 1.2")
about rates of experience i think server x1 will be best but i can understand that ppl cant level now as it was in older days so i will increase that to maybe x5 but will left loot and spawns untouched (will still decide on that).

I have a good programming skills(php(websites),c,c++,c#,lua,javascript,and preety much any other language out there), i'm not that good at map making but will try to give it my all :)
about server support im predicting that premium for the account and outfits, mounts (as visual change only) will be in store. and maybe will allow to sex change, name change by using premium days lets say sex change 1-2 premium days etc. - if you want me to create discord for it and allow others for testing and giving ideas what i could also add or change or if map is properly made let me know.

PS. Yes im planning on making main culprit as boss monster at the endgame (something around 1500+ lvl raid boss or something) - Yes he will hit hard...
1wMkNWb.png
 
I like your idea and would love to collaborate. Reach out to my DM and let me know the best way to contact
 
UPDATE:
  • added maze of fury - that has a secret access after finishing questline (no returning back - there is no way to go back to town) - and connects to new area and finishes the quest sword of fury (you will be able to return later tho)
  • extended underground below rook town (at south) (rats -> rotworms -> island on land with npc mage/warlock whatever the name xD) - still thinking how to configure the npc - he will most likely sell spells
  • added hidden ghoul area start point(not accessable yet need to figureout about some place and steps to access it) of new adventure through undead areas ( ghoul -> some of the undead species (not counting skeletons) - not ordered yet but finishing on ghastly dragon )
  • added hidden dragon lair "inhabitat" or how to calls it that goes through undergrounds and starts where there is collapsed tunnel near the dead dragon on rookgaard (entrance is hidden and require "something" to enter) - "the dragon pathway" is very long path can take around 30+ minutes to go through not talking about monsters (which are dragon hatchling, dragon , dragon lord hatchling, dragon lord, wyvern/draptor, wyrm, elder wyrm, elder dragon, (maybe elder dragon lord?) - (hint: books, paper notes)
  • added initial outpost (one out of many)
  • making heavy security features such as:
* encrypting whole client files with "very long" key around 256+ characters long
* all strings and important variables are hidden in the client executable and in the memory, and no you cant read them using cheat engine or ida pro etc.
* server makes sure you are using proper files and kicks you out(not let you login - server is logging every wrong entry and admin can decide on ban or no) if you try to cheat it out
- a "funny" pvp punishment system for players who like to kill lower level players for sport (demigods doesn't like that) :) (will trigger if you kill a player thats 25-30% weaker then you in part of levels - numbers will be rounded down)
example lvl 10 can attack lvl 7+, lvl 100 can attack lvl 75+
also you get experience from hunting players more exp the more level difference is the lower the different the lower the exp.
- the only place safe is temple of each town / outpost - still thinking about depot but will propably go with - if you stay near depot box you are in PZ zone if not then not ;) but im open for suggestions - maybe instanciated depot ? who knows

will think about level resets but to minimum level 10 which will allow players to get benefits of "hidden" vocations, i will still praise players who will start anew with knowledge and try to make the best character possible as fast as they can
hidden vocations are implemented but there is no way to obtain them yet will need to make some "requiremets" for them to be unlocked and hide them preety well :) (hint: in books)

was thinking about spawnable training facility in the rookgaard undergrounds of the academy


images that dont spoil the map too much :)

well i tried to make it short and it goes as it always goes...

hope you guys enjoy the read.
 
Retibia? Did you reveal yourself with this name as an earlier retibia server owner?
hidden profile, ofc
Hope you fixed family problems that you wrote about earlier when closing retibia project
 
Retibia? Did you reveal yourself with this name as an earlier retibia server owner?
hidden profile, ofc
Hope you fixed family problems that you wrote about earlier when closing retibia project
Maybe someone made that name b4 me i just started few weeks ago :) i wanted to make whole rl map but that will be too much for me. And i dont have any family problems so propably wrong person again. Will make profile public but im not gonna give any personal information about me, as i nevver disclose my personal information in the internet
 
UPDATE:
  • added maze of fury - that has a secret access after finishing questline (no returning back - there is no way to go back to town) - and connects to new area and finishes the quest sword of fury (you will be able to return later tho)
  • extended underground below rook town (at south) (rats -> rotworms -> island on land with npc mage/warlock whatever the name xD) - still thinking how to configure the npc - he will most likely sell spells
  • added hidden ghoul area start point(not accessable yet need to figureout about some place and steps to access it) of new adventure through undead areas ( ghoul -> some of the undead species (not counting skeletons) - not ordered yet but finishing on ghastly dragon )
  • added hidden dragon lair "inhabitat" or how to calls it that goes through undergrounds and starts where there is collapsed tunnel near the dead dragon on rookgaard (entrance is hidden and require "something" to enter) - "the dragon pathway" is very long path can take around 30+ minutes to go through not talking about monsters (which are dragon hatchling, dragon , dragon lord hatchling, dragon lord, wyvern/draptor, wyrm, elder wyrm, elder dragon, (maybe elder dragon lord?) - (hint: books, paper notes)
  • added initial outpost (one out of many)
  • making heavy security features such as:
* encrypting whole client files with "very long" key around 256+ characters long
* all strings and important variables are hidden in the client executable and in the memory, and no you cant read them using cheat engine or ida pro etc.
* server makes sure you are using proper files and kicks you out(not let you login - server is logging every wrong entry and admin can decide on ban or no) if you try to cheat it out
- a "funny" pvp punishment system for players who like to kill lower level players for sport (demigods doesn't like that) :) (will trigger if you kill a player thats 25-30% weaker then you in part of levels - numbers will be rounded down)
example lvl 10 can attack lvl 7+, lvl 100 can attack lvl 75+
also you get experience from hunting players more exp the more level difference is the lower the different the lower the exp.
- the only place safe is temple of each town / outpost - still thinking about depot but will propably go with - if you stay near depot box you are in PZ zone if not then not ;) but im open for suggestions - maybe instanciated depot ? who knows

will think about level resets but to minimum level 10 which will allow players to get benefits of "hidden" vocations, i will still praise players who will start anew with knowledge and try to make the best character possible as fast as they can
hidden vocations are implemented but there is no way to obtain them yet will need to make some "requiremets" for them to be unlocked and hide them preety well :) (hint: in books)

was thinking about spawnable training facility in the rookgaard undergrounds of the academy


images that dont spoil the map too much :)

well i tried to make it short and it goes as it always goes...

hope you guys enjoy the read.

I really like the first picture, feels very old-school rookard, the 2nd and 4th image does feel quite out of place, altough as you mentioned, they're unfinished.
Keep going with the progress updates! :)
 
I really like the first picture, feels very old-school rookard, the 2nd and 4th image does feel quite out of place, altough as you mentioned, they're unfinished.
Keep going with the progress updates! :)
the first picture is a connection of old part of the map and new part of the map
Thanks for the praise will keep working on it and we gonna see where i'm gonna end up ;)
 
I think it looks awesome, althou I feel it'll fall into typical trap of every OT which is "More space, more monsters, better right?" well, not really. Every OT is grind OT, additional skills like cooking, somekind of wide expansion instead of just tall leveling, things to kill time, houses to decorate etc...

It does look good, but I feel like it started with Rookgaard, now there's part of Darashia... what's next?:D
 
i have tons of updates to process and then i will put them here

I think it looks awesome, althou I feel it'll fall into typical trap of every OT which is "More space, more monsters, better right?" well, not really. Every OT is grind OT, additional skills like cooking, somekind of wide expansion instead of just tall leveling, things to kill time, houses to decorate etc...

It does look good, but I feel like it started with Rookgaard, now there's part of Darashia... what's next?:D
well my goal was to make it abit more RPG with PVP to get levels and skills or do quests to get levels mostly
hunt to do quests but not like hunt 5000 demons to get coins :) but more like hunt specific type of monster and loot x amount of items then bring it back to quest giver but with amounts more suitable like 10-25 or so...

i added part of darashia cause it fitted there preety well :)
i also added part of port hope as a jungle area - but still didnt touch it too much so yea...
added hidden locations where you need to solve a "easy" calculations to progress or conversions of 1 type of data to another,
and will try to make it not constant as much as i could so each server restart you gonna need to do it again unless you are already inside :)
i liked the dark souls aproach of monsters scaling where in initial areas you can be destroyed by some midgame monsters if you turn in wrong direction.

lately i was fighting with myacc and making it support optimized forgotten server that im using well it worked preety well
also i changed how spells will be checked for "can use" or "can learn" mostly will be locked behind skill levels not actual player levels and will scale up with skill levels from the minimum level reqired. Also added in website that monster images are read as looktypes etc. and i host my own item images and outfits... but for some reason i cant get images to work through php script... it always says me that there are some kind of errors in the output files... but when i do it as data and base64 it works but doesnt have transparency.. .weard...
 
Last edited:
i have tons of updates to process and then i will put them here


well my goal was to make it abit more RPG with PVP to get levels and skills or do quests to get levels mostly
hunt to do quests but not like hunt 5000 demons to get coins :) but more like hunt specific type of monster and loot x amount of items then bring it back to quest giver but with amounts more suitable like 10-25 or so...

i added part of darashia cause it fitted there preety well :)
i also added part of port hope as a jungle area - but still didnt touch it too much so yea...
added hidden locations where you need to solve a "easy" calculations to progress or conversions of 1 type of data to another,
and will try to make it not constant as much as i could so each server restart you gonna need to do it again unless you are already inside :)
i liked the dark souls aproach of monsters scaling where in initial areas you can be destroyed by some midgame monsters if you turn in wrong direction.
What I ment is that, small server with a lot to do in small spaces is what make a lot of Old Tibia (and new Tibia) awesome. A small but dense, packed island with a lot to explore, a lot of winding corridors and passages, labirynths gives more coherent story and feeling of "Oh, i went this route to Exp on X, now i go past it and i go to Y, and then I can do Z. I feel like a lot of OTS make mistake of overdoing amount of huge maps, islands and in the end players never meet, never interact and never have opportunities to make friends along the way... or enemies.
 
What I ment is that, small server with a lot to do in small spaces is what make a lot of Old Tibia (and new Tibia) awesome. A small but dense, packed island with a lot to explore, a lot of winding corridors and passages, labirynths gives more coherent story and feeling of "Oh, i went this route to Exp on X, now i go past it and i go to Y, and then I can do Z. I feel like a lot of OTS make mistake of overdoing amount of huge maps, islands and in the end players never meet, never interact and never have opportunities to make friends along the way... or enemies.
thats why i started from rook map and expanded it first :) im also with the same mind as you :)
 
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