• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!
  • 2026 staff recruitment is open! Check it out and consider applying!

Im making a ARPG Tibia classic 8.60 with (diablo/path of exile philosophy) custom map and interconnected systems like fishing, mining, woodcutting etc

BrunoLuis

New Member
Joined
Jul 15, 2014
Messages
11
Reaction score
1
quick gameplay test showoff : 1:39:0 -
Post automatically merged:

Im using tfs 1.5 by nekiro!
Post automatically merged:

No tibia coins/pay 2 win
 
holy shit, you actually plan to ctrl+c 1 item 100 times as +1 +2 +3 +4 instead work on custom attributes
 

Attachments

  • b50a0de0514887ee2a05b6de2d6e889e78f4aa247febd32a3ba76ca54e99250f.webp
    b50a0de0514887ee2a05b6de2d6e889e78f4aa247febd32a3ba76ca54e99250f.webp
    86.3 KB · Views: 75 · VirusTotal
Because of the tfs im using, it cannot apply Elemental % and + skills to items, so i have to create variations of the item and add every single one of them into movements.xml (i've tried to make the enchantment fragments apply between 1%~50% it didnt work, that was the original ideia, but the only attributes that work that way are like atk speed, dodge, armor, critical)
Post automatically merged:

its alot of work but i think i can finish in 3 days max
Post automatically merged:

7.050 items in total.
Post automatically merged:

I also wanted the item to change the visual when you enchant, there's 10 types of enchantments :
  • Earth Enchantment – Weak against Fire. Requires an Earth Fragment that can be obtained by chopping down trees and through harvesting.
  • Fire Enchantment – Weak against Ice. Requires a Fire Fragment that can be obtained through mining.
  • Ice Enchantment – Weak against Energy. Requires an Ice Fragment that can be obtained through fishing.
  • Energy Enchantment – Weak against Earth. Requires an Energy Fragment that can be obtained in the Imperus Trials (map system).
  • Death Enchantment – Weak against Holy. Requires a Death Fragment that can be obtained in Haroldrim Tumb (map system) or through PvP Arena.
  • Holy Enchantment – Weak against Physical. Requires a Holy Fragment that can be obtained in one of Luminar’s endgame trials or through PvP Arena.
  • Physical Enchantment – Weak against Death. Requires a Physical Fragment that can be obtained by destroying geodes in the Forge or through PvP Arena.
  • Corrupted Enchantment – Vulnerable in PvE due to elemental weaknesses. Requires a Corrupted Fragment that can be obtained by killing bosses around the map. Focused on high skill scaling (axe, club, sword, magic, distance).
  • Chaos Enchantment – Strong in PvP (holy, death and physical) but fragile in elemental PvE. Requires a Chaos Fragment that can only be obtained in Zerath Labyrinth by trading 10 levels at the end of the labyrinth. High-risk, high-reward power.
  • Divine Enchantment – Strong in PvE but weaker in PvP. Requires a Divine Fragment that can only be obtained in the Trial of Luminar by trading 5 levels and 100 souls at the end. Focused on strong PvE power and utility skills (like fishing, fist fight, shield).

every time you use a Fragment on an item, the enchantment receives a random tier:
+1 – Very common. Basic power increase. (30 min duration)
+2 – Common. Noticeable improvement. (1 hour duration)
+3 – Uncommon. Strong bonus. (1 hour and 30 min duration)
+4 – Rare. Very strong boost. (2 hour duration)
+5 – Extremely rare (almost impossible). Maximum power potential. (infinite)
Obs* Chaos and Divine enchantments are all infinite

enchantment balance depends on the base item strength.
Weaker items (example: a leather helmet) have less punishing downsides.
Example:
+10% Earth
-4% Fire

The bonus is solid, but the weakness is moderate.

Stronger items (high-tier armor, endgame gear) have much stronger downsides when enchanted.
Example:
+20% Earth
-18% Fire

The stronger the base item, the bigger the risk when adding power.
i wanted to encouraged players to mix weaker and stronger items to control resistances and avoid extreme elemental weaknesses.
 
Last edited:
Because of the tfs im using, it cannot apply Elemental % and + skills to items, so i have to create variations of the item and add every single one of them into movements.xml (i've tried to make the enchantment fragments apply between 1%~50% it didnt work, that was the original ideia, but the only attributes that work that way are like atk speed, dodge, armor, critical)
Dude thats insanity. You'll need too many items for all these combinations.
Fire axe
fire axe +1
fire axe +1 % axe skill
fire axe +1 % atk speed
fire axe +2 % axe skill
fire axe +2 % atk speed
fire axe +2 that has %axe skill AND % atk speed

and then for ALL weapons... Consider cherry picking the commits that enable custom attributes to your tfs, because the issue is not your work upfront, but the work that comes from maintaining it
 
Dude thats insanity. You'll need too many items for all these combinations.
Fire axe
fire axe +1
fire axe +1 % axe skill
fire axe +1 % atk speed
fire axe +2 % axe skill
fire axe +2 % atk speed
fire axe +2 that has %axe skill AND % atk speed

and then for ALL weapons... Consider cherry picking the commits that enable custom attributes to your tfs, because the issue is not your work upfront, but the work that comes from maintaining it
The problem with this formula is that it doesn’t change the sprite. When a player enchants a helmet with Ice, for example, I want the item itself to visually change.


These enchantments will only apply to helmets, armors, legs, and boots. For weapons, I have a different system planned. I want players to use metal bars such as copper, iron, and gold to upgrade weapon damage or shield defense, something tied to mining and crafting.


I’ve already finished all the helmets, and now I’m moving on to armors. It’s going to be a lot of work, but once everything is finished the system should be very stable.


Thank you for the feedback!
 
Do you have cerebral palsy? This is a thread about maps, not server creation plans.
While you're right about the thread type, I don't think you had to be this rude
lol I thought it could also be a good opportunity to get some feedback about the project from people interested in maps and world design.
Anyway, the server will be released for free when it’s finished.
Have a good day.
 
Last edited:
Im running a test server with friends, there's the client if anyone wants to join : Eclesia Client (https://www.mediafire.com/file/nrmuth7qjn7bl76/Eclesia+Client.rar/file) | KNIGHT Test account : acc: 1234567 password: aa1234567 | SORCERER acc: 12345678 password: aa12345678 | DRUID AND PALADIN Acc: 123456789 password: aa123456789. and a GOD/Admin account = acc: eclesia123 password: eclesia1234
i've turned on account clones (like pvp enforced servers) so multiple players can use the same account/characters for test.
 
Last edited:
Back
Top