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[8.6] OPEN Public Test Phase RPG RealMap

Hey bro, I'm not like those who think like everyone else, who just annoy people and think they're better than everyone else with their current servers and 9999 systems that aren't even used, haha, well bro I'm also creating an 860 server, and I'd like to see if I can contribute some of what I'm doing to your server and vice versa, so we can both excel at this, since it's a huge amount of work for one person alone.
Hey man, appreciate the message!
Yeah, I know exactly what you mean — most people just throw a bunch of systems in and call it “unique” haha.

It’s really cool that you’re also working on 8.6, there aren’t many of us left doing it properly.
I’m definitely open to sharing ideas or helping each other out.
Right now I’m focused on cleaning quests, NPCs, and preparing everything for a clean RPG release, but feel free to DM me if you want to talk more about it.
Hi,
Im kinda missing 8.60 rl map fun ots
Is it similiar to masiyah/hellsway?

Hey!
From what I know, Hellsway was a bit more of an Orshabaal-style OT — focused on PvP and high action.
I’m going for something different here — a real RPG experience, low rates and longterm gameplay.


Of course, if I manage to polish the datapack perfectly and there’s enough interest, I might consider running another server later on.
But for now, feel free to join and see what we already have!


Also, you’re all welcome to join our Discord — the community is growing every day, and I’m trying to handle bug reports and suggestions directly there:
Join the 8.6 Test Server Discord Server!
 
Hey guys,


Small update again!
We’ve been adding and fixing a lot of stuff lately — getting closer to the final beta stage.


First of all, there’s a new test address now:
👉 test.insomanic.com
Website now runs on HTTPS, so it’s safer and works smoother.


We also added and tested a bunch of quests:


  • Fishing Box Quest
  • Formorgar Mines Quest
  • Frost Dragon Quest
  • Inukaya Quest
  • Lion Trophy Quest
  • Skeleton Decoration Quest
  • Waterskin of Mead Quest
  • Steal From Thieves Quest
  • Strong Potions Quest
  • Killing in the Name of... Quest
  • Troll Key Quest (Carlin)

Some smaller fixes too:


  • Monster bug now move at proper speed
  • Disabled extra mana/hp gain per level
  • Fixed small stone drop from goblins
  • Map clean now runs once per day
  • Adjusted scorpion poison damage
  • Spear break chance fixed
  • Bugged doors in Blue Djinn Quest are working

Before the official start, there’s about 20 quests left to finish.
We’re also checking outfits, addons, and items like soft boots and life rings.
After that I’ll go through all hunting spots and loot to balance everything properly.


Bit by bit it’s getting there.
Thanks to everyone who’s testing and sending feedback — it really helps a lot.


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Hey everyone,


Small update again from my side.
Nothing huge this time, just some small but important fixes and a bit of backend work.


Gameplay-wise:


  • Fixed scorpion damage (was too high before)
  • Reduced damage from Pirate Cutthroats
  • Fixed spell exori con
  • Adjusted Soft Boots — now work exactly like in real Tibia
     “These boots increase your Mana and Hitpoints Regeneration for 240 minutes (4 hours)
     by the rate of 3 HP and 12 MP per 6 seconds (0.5 HP and 2 MP / s)”

On the technical side, I also started implementing Cloudflare for better protection and overall performance.
Should help keep things stable once more people start joining.


Next up I’ll be checking spells, item regeneration (rings, boots, etc.), and fine-tuning weapon attributes.
We’re also still on track to finish the remaining ~20 quests before release.


Step by step, everything’s coming together. Thanks again to everyone testing and reporting stuff — it really speeds things up.

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Yo guys,


Small update again, just keeping things rolling.
Nothing crazy, but a few solid fixes and tweaks today.


  • Muzir (bank in Darashia) finally works like he should
  • Fixed regen on Life Ring and Ring of Healing
  • Gave Dark Apprentice a new look
  • Map clean now runs at 04:00, 10:00, 16:00 and 22:00 with a 5-minute warning before (just for now — will switch back to once per day later)

Next up:


  • Add missing tasks for Pirates, Necros and Minos (the ones not under Grizzly)
  • Check all NPCs and their dialogs
  • Review hunting spots up to level 50 and their loot
  • Go through houses and fix ownership

We’re slowly getting there — most of the core stuff is done and the server’s starting to feel alive.
Big thanks to everyone testing and sending reports, seriously, it helps a ton.


Server’s up at test.insomanic.com if anyone wants to hop in and check what’s new.


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Hey everyone,





Quick note from me — I’ve decided to switch things up a bit for the test phase.


Right now the server is running as a Fun 8.6 version just to bring more people in for testing and bug hunting.


The goal is still the same — fix as much as possible before the proper RPG release — but this way it’s easier (and faster) to test more stuff with active players around.





Here’s the current setup:

  • Version: 8.6
  • Type: PvP / Fun OTS
  • Exp Rate: 50
  • Exp From Players: 30
  • Skill Rate: 70
  • Magic Rate: 70
  • Loot Rate: 17
  • Spawn Rate: 3
  • Map: Real Map
  • Uptime: 24/7
  • Location: Europe







It’s still the same real map base, just tuned for faster gameplay — custom raids, small events, and more action to keep things fun during testing.





Once we’re done checking all systems, tasks, and quests, the plan is to return to the original low-rate RPG setup for longterm play.





If anyone wants to help out, find bugs, or just have some quick 8.6 fun, feel free to join.


The more feedback we get now, the better the final version will be.





Server’s live and open — test.insomanic.com
 
This looks cool and I'm interested in playing, but will the rates remain that high? I'm sick of all these stupid servers with 999x rates and everything. When success is so easily done, such achievements mean nothing
 
This looks cool and I'm interested in playing, but will the rates remain that high? I'm sick of all these stupid servers with 999x rates and everything. When success is so easily done, such achievements mean nothing
I think it mentions that they will continue to evolve as things develop; I don't think they'll stay fixed. Go ahead and enter; it's support for your development ✨
 
This looks cool and I'm interested in playing, but will the rates remain that high? I'm sick of all these stupid servers with 999x rates and everything. When success is so easily done, such achievements mean nothing
Don’t worry bro, these rates are only for the testing phase.
Final version will be a proper low-rate RPG for sure.
Right now it’s just easier to test things when people can level faster.


I’ve been putting a lot of work into this every single day — the version I started with had tons of bugs, but I think it’s finally getting to a really good place.
There’s still stuff to fix, but progress is solid and today I’ll be dropping a bigger update too.


Appreciate you checking it out! 👊
 
Don’t worry bro, these rates are only for the testing phase.
Final version will be a proper low-rate RPG for sure.
Right now it’s just easier to test things when people can level faster.


I’ve been putting a lot of work into this every single day — the version I started with had tons of bugs, but I think it’s finally getting to a really good place.
There’s still stuff to fix, but progress is solid and today I’ll be dropping a bigger update too.


Appreciate you checking it out! 👊
I wish you the best of luck! I joined the Discord as unepic eddie. Let me know if you need me for any particular tests. What should I try to report? I found some scenery that had missing examine texts, but not sure if you care about those. Other than that, non-crucial NPCs seem to have the same dialogue. Creepy how everyone, even the guards go "I've been expecting you" 😆
 
Hey @Silverius,


Appreciate it bro! Glad to have you helping out 🙌
Right now the focus is mostly on hunting spots up to level 50, spells, and checking NPCs — basically just making sure everything works 100% before we move forward.


Once that’s done, I’ll go through the remaining quests — still quite a few to add or check.
The goal is to have everything up to level 50 fully working, balanced and clean before the next stage.


Here’s the list of quests that are still being worked on or need checking:


  • The Blessed Stake Quest
  • Treasure Island Quest
  • Barbarian Arena Quest
  • Sinatuki Quest
  • Arito's Task Quest
  • Into The Bone Pit Quest
  • Nomads Land Quest
  • Rest in Hallowed Ground Quest
  • The Exterminator Quest
  • The Ultimate Booze Quest
  • To Blind the Enemy Quest
  • To Outfox a Fox Quest
  • Tower Defence Quest
  • The Thieves Guild Quest
  • The Hidden City of Beregar Quest
  • The Scatterbrained Sorcerer Quest
  • Sea of Light Quest
  • Tomes of Knowledge Quest
  • Mintwallin Cyclops Quest
  • Devil Helmet Quest
  • Emperor's Cookies Quest
  • Draconia Quest
  • Alawar's Vault Quest
  • The Postman Missions Quest
  • The White Raven Monastery Quest
  • The Ape City Quest
  • The Explorer Society Quest
  • Barbarian Test Quest
  • Formorgar Mines Hoist Quest
  • The Ice Islands Quest
  • The Travelling Trader Quest
  • The Shattered Isles Quest
  • Pilgrimage of Ashes Quest
  • Desert Quest
  • A Father’s Burden Quest
  • Top of the City Quest
  • The Paradox Tower Quest
  • To Appease the Mighty Quest
  • Waterfall Quest
  • Hot Cuisine Quest
  • Sam’s Old Backpack Quest
  • The Isle of Evil Quest
  • Treasure Hunt Quest
  • Mad Mage Room Quest
  • Blood Brothers Quest
  • Darashia Dragon Quest
  • The Djinn War – Efreet Faction
  • The Djinn War – Marid Faction
  • Koshei the Deathless Quest
  • What a Foolish Quest
  • Unnatural Selection Quest
  • Against the Spider Cult Quest
  • The Outlaw Camp Quest
  • Black Knight Quest
  • Secret Service Quest
  • Machinery of War Quest
  • Children of the Revolution Quest
  • An Interest In Botany Quest

Once all that is done, we’ll basically have all the mid-level content fully playable.
Progress is steady — I’m putting in work every day to clean things up and get it to the point where everything feels right.
 
Hey everyone,


Quick update for today 👇


  • Removed those weird “donation boots” (seriously, WTF were those?!) 😂
  • Adjusted regeneration for Terran Rainbow Shield
  • Added a bunch of new quests — they’re already in the game, just need testing
  • Finished the entire Postman Quest (fully working now ✅)
  • Parcel system fixed !

Everything’s going pretty smooth — most of the core content is finally coming together.
Next step is to finish checking the newly added quests and continue cleaning up smaller stuff before moving on to the next batch of fixes.




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Nice! You should also fix NPC walking on Furniture as well (=

Thanks for the reply! I saw that a few years ago you also ran into this issue. Do you happen to have a solution so I don’t have to spend too much time on it? I’d really appreciate it! :)
 
Hey guys,
dropping another update about what I’ve been working on lately. Things are slowly getting cleaner and more “real 8.6-like”, so here’s what changed.


A bigger thing this time was adding the full Rashid Quest. Rashid now actually moves to a different city every day, and players can only do one task per day — just like it's supposed to be. Took me a moment to get everything aligned, but it’s working nicely now.


I also added the Kazordoon mine carts, which people kept asking about. On top of that, fixed a couple of those small-but-annoying issues:


  • The Postman Quest had a bug where the left door with the present bag wouldn't open. It’s fixed now.
  • NPCs were walking all over furniture — that’s fixed.
  • Players can’t stand on quest chests anymore.

Right now I’m checking some leftover issues:


  • In the Postman Quest, the crowbar step works even without having a crowbar (don’t ask me why… fixing it).
  • Rashid always starts from mission 1 instead of picking the correct day of the week.
  • Hellgate key needs to be added.
  • Blessings still appear in the temple — removing those soon.

Next steps are mostly about polishing:
checking boss spots, going through quest dialogues, testing mid-level tasks, and cleaning up a few NPC behaviors that look off.


That’s it for now.
Thanks again for everyone who’s testing stuff and have a nice weekend guys!


1763121772137.webp

@carre fixed=)
 
Thanks for the reply! I saw that a few years ago you also ran into this issue. Do you happen to have a solution so I don’t have to spend too much time on it? I’d really appreciate it! :)
I didn't find any solution; the best solution I've found is this.
But then later I realized this wasn’t enough.
Do you mind telling me how you fix your NPCs' furniture walking?
 
I didn't find any solution; the best solution I've found is this.
But then later I realized this wasn’t enough.
Do you mind telling me how you fix your NPCs' furniture walking?


Sure buddy!
You can fix NPCs walking on furniture by applying this patch in npc.cpp.
This is the best and cleanest solution I’ve used.


Go to the function:
Code:
bool Npc::canWalkTo(const Position& fromPos, Direction dir)

And add this before the final return:
Code:
// NPC do not walk on any furniture or items (moveable or not)
if (tile->hasFlag(TILESTATE_BLOCKPATH)) {
    return false;
}

Final code should look like this:
Code:
bool Npc::canWalkTo(const Position& fromPos, Direction dir)
{
    if (getNoMove())
        return false;

    Position toPos = getNextPosition(dir, fromPos);
    if (!Spawns::getInstance()->isInZone(masterPosition, masterRadius, toPos))
        return false;

    Tile* tile = g_game.getTile(toPos);
    if (!tile || g_game.isSwimmingPool(NULL, getTile(), false) != g_game.isSwimmingPool(NULL, tile, false)
        || (!floorChange && (tile->floorChange() || tile->positionChange())))
        return false;

    // NPC cannot walk on any solid objects, furniture, or moveable items
    if (tile->hasFlag(TILESTATE_BLOCKPATH)) {
        return false;
    }

    return tile->__queryAdd(0, this, 1, FLAG_PATHFINDING) == RET_NOERROR;
}

Result after applying the patch:


✔ NPCs will completely stop walking on furniture
✔ They won’t step onto boxes, crates, tables, barrels, fences, decor, and similar objects
✔ Players are not affected — they can still walk anywhere as usual


Just remember to recompile TFS after making the change.
 
Sure buddy!
You can fix NPCs walking on furniture by applying this patch in npc.cpp.
This is the best and cleanest solution I’ve used.


Go to the function:
Code:
bool Npc::canWalkTo(const Position& fromPos, Direction dir)

And add this before the final return:
Code:
// NPC do not walk on any furniture or items (moveable or not)
if (tile->hasFlag(TILESTATE_BLOCKPATH)) {
    return false;
}

Final code should look like this:
Code:
bool Npc::canWalkTo(const Position& fromPos, Direction dir)
{
    if (getNoMove())
        return false;

    Position toPos = getNextPosition(dir, fromPos);
    if (!Spawns::getInstance()->isInZone(masterPosition, masterRadius, toPos))
        return false;

    Tile* tile = g_game.getTile(toPos);
    if (!tile || g_game.isSwimmingPool(NULL, getTile(), false) != g_game.isSwimmingPool(NULL, tile, false)
        || (!floorChange && (tile->floorChange() || tile->positionChange())))
        return false;

    // NPC cannot walk on any solid objects, furniture, or moveable items
    if (tile->hasFlag(TILESTATE_BLOCKPATH)) {
        return false;
    }

    return tile->__queryAdd(0, this, 1, FLAG_PATHFINDING) == RET_NOERROR;
}

Result after applying the patch:


✔ NPCs will completely stop walking on furniture
✔ They won’t step onto boxes, crates, tables, barrels, fences, decor, and similar objects
✔ Players are not affected — they can still walk anywhere as usual


Just remember to recompile TFS after making the change.
Thanks (:
 
Hey guys,
small update about what I managed to fix lately.


Nothing huge this time, but a few important things got sorted out:


  • Hellgate key added and working normally
  • Removed blessings from the temple (back to real 8.6)
  • Ghostship event added
  • Carpet in Farmine added
  • Fixed the Special Crimson Sword for Rashid quest
  • Fixed the Postman crowbar step
  • Rashid now starts on the correct weekday mission instead of always mission 1

Right now I’m still going through mid-level quests and NPC dialogues. There are some missing keywords and a few missions that need proper testing. I’m also checking hunting spots up to level 50 to see if loot/xp feels right.


Next things on the list:


  • fix the door/key logic (something is still off)
  • check loot for all monsters
  • test all tasks outside of Grizzly Adams
  • set up anti-DDoS protection
  • update/redo the website
  • and finally start thinking about the launch date

Progress is good, slowly getting closer to the point where everything feels clean.
If someone wants to help, the best things to test right now are NPCs, early hunting spots and any quests you run into.


More updates soon.

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Just a small update for anyone following the project.


I’ve made some solid progress over the last day — fixed Postman quest doors, checked and repaired all houses, cleaned up several bugs (desert quest, potions/tools, Rashid steps), tested the war system, and removed trainer monks (offline training is boosted during the test phase).


Right now I’m mainly going through hunting places and quests up to level 50, checking the remaining tasks that aren’t tied to Grizzly Adams, and cleaning up NPCs so they finally behave like they should.
There’s still a chunk of work left (loot recheck, spells, outfits/addons, key/door logic rewrite, missing actions on the map, and some website fixes), but things are finally getting organized and stable.


I’m also planning to get rid of level-up HP/Mana restore, remove reward for level, and implement proper anti-DDoS protection before moving further.


This week I’ll prepare a proper roadmap and a bigger post with screenshots so everyone can clearly see what’s done, what’s left, and where the project is heading.


If you feel like dropping in and testing a bit — you’re more than welcome. Every report helps.



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