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Recent content by Crevasse

  1. Crevasse

    [USA] [7.8] Knightwatch - May 1 2026 1300 US EST

    Always dreamed of owning your own Tibian house? Now’s your chance! With the addition of Liberty Bay, there’s a larger supply of houses available compared to earlier eras of the game, which means players who actually want a home have a real chance of getting one. It’s also worth mentioning...
  2. Crevasse

    [USA] [7.8] Knightwatch - May 1 2026 1300 US EST

    Hotkeys were added in 7.8, and this server is 7.8, so yes. The feedback about the lack of customizations is fair and accurate. However, that’s intentionally the entire point of the project. So when people point to the lack of customizations as proof that the server “isn’t enough,” I think...
  3. Crevasse

    [USA] [7.8] Knightwatch - May 1 2026 1300 US EST

    With so many RL servers out there, it can be difficult to stand out. One way we’ve done that is through quests. We’ve all had the same experience: you’re playing a so-called “RL server”, you go to complete a quest or turn in rewards for an addon, and suddenly a lever doesn’t work or an NPC...
  4. Crevasse

    [7.8] Knightwatch Beta - looking for some playtesters!

    To sum up and echo what Legolum said, no. There are currently no plans for custom monsters, maps, items, etc. The entire purpose of this project is to give people the classic 7.8~8.0 experience.
  5. Crevasse

    [USA] [7.8] Knightwatch - May 1 2026 1300 US EST

    Knightwatch, at a glance: Server: Decompiled leaked binary, updated to 7.8 Client: Custom Knightwatch Client (7.8) Uptime: 24/7 Launch: Friday, May 1st, 1:00 PM Eastern (USA) Host: USA (East Coast); dedicated server (500 Mbps). Website: Latest News (https://knightwatch.crevasse.app) Discord...
  6. Crevasse

    [7.8] Knightwatch Beta - looking for some playtesters!

    Thanks for the tip, but if you read the full post, I already finished :) Yes I am very familiar with Sabrehaven, it's a pretty good platform. I even discussed some improvements I made to the platform here on OTLand (corrected effect drawing, monsters spawning with their loot, etc). Some of the...
  7. Crevasse

    [7.8] Knightwatch Beta - looking for some playtesters!

    I can't claim all the credit for it, @Legolum contributed immensely to the design and functionality!
  8. Crevasse

    [7.8] Knightwatch Beta - looking for some playtesters!

    TL;DR: We have recreated a "real" 7.8+ clone by manually upgrading the decompiled leaked binary. Looking for some people to come and playtest! Knightwatch When @fusion32 released the decompiled binary, I assumed there would be a lot of interest in iterating on it to build “ultra-accurate”...
  9. Crevasse

    Item Details for "Losing Lottery Ticket"

    Here you go: https://tibia.fandom.com/wiki/Lottery_Ticket_(Blank) In the deprecated items section.
  10. Crevasse

    [BETA] RookCraft (7.92)

    TL;DR: RookCraft is a 7.92 lowrate (1x) Rookgaard server with an expanded map, new quests, and custom features. Play as Humans or Orcs in a PvP/PvP-E hybrid system with racial faction-inspired combat. No traditional vocations—focus on sharpening your skills, not navigating complex custom...
  11. Crevasse

    Feature Monster Skill Advancement System

    Great, glad to share this since no one else ever has. Just make sure you added all of the other changes I mentioned in the thread and you should be all set.
  12. Crevasse

    Feature Monster Skill Advancement System

    Yes, I know overflow is semantically incorrect, unsigned ints will wrap around. And obvoiusly, if it just wraps around, tries could never bigger than the biggest possible unsigned int. What I didn't understand, but I think I do now thanks to your explanation, is that the program doesn't...
  13. Crevasse

    Feature Monster Skill Advancement System

    You're right, and it can actually be simplified down even more: In monster.h, in private underneath uint64_t tries = 0;, declare a new variable: float TRIES_INCREASE_FACTOR; Then, in monster.cpp, initialize the new variable in Monster::Monster(MonsterType* mtype), underneath skillTries = 0...
  14. Crevasse

    Feature Monster Skill Advancement System

    A huge thank you to Evil Hero for pointing out a serious oversight in my coding. Here are the corrections that need to be made to the code so that the skill increase is only affecting each specific, individual monster, and not affecting the skill of the entire MonsterType class. First, in...
  15. Crevasse

    Feature Monster Skill Advancement System

    I see what you’re saying. Let me do some more testing to see if that’s actually happening, and I’ll update here with what I find and if it needs to be fixed.
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