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EvoLight Online - Focused on Creativity, Fun, and Convenience

Jaed Le Raep

★Gaeming★
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EvoLight Online

The Vision
A custom server with elements that both lovers of RPG servers and Evo servers will love. RPG elements such as equipment upgrades and finding random loot scattered throughout the world of your adventures to fun and challenging spawns easily accessible via teleports for those who want convenience.

This project's scope will reward you no matter which kind of player you are. WIth a combination of high exp stages and custom spells to satisfy every vocation, you'll find a familiar and yet also refreshing experience with EvoLight Online.​
Custom Features:
Fully Custom Map (Never Seen Before)
Custom Vocations (Oathbreaker, Evoker)
Equipment Upgrade & Rarity System - Gode Level System
Every piece of equipment in the server is customized or altered in some way.
100% Regeneration Uptime - Food will serve a different purpose.
Unique Take on Teleports & Exploration
Rewarding Gameplay such as ways to gather pieces of a potion to craft infinite versions of each potion.

Methodologies:
-Certain things are kept familiar, but remastered. At launch, the four guaranteed vocations will be Sorcerer, Druid, Paladin, and Oathbreaker. Oathbreaker is more than just a rename for the Knight vocation. It's a complete remaster of what you may know about the Knight, keeping certain elements that are familiar to those that love the core gameplay of the class, while also introducing new levels of power to the vocation.
----This methodology applies to the other classes even if they are not renamed. Sorcerers and Druids gameplay is intended to be staggeringly different, with each having a deeper emphasis on their intended role. Strike spells have been stripped away from both vocations so that Sorcerers can focus on Area of Effect spells (waves, beams, and the UEs) with reduced cost and cooldowns. Their magic shield, known as Magic Veil is similar to classic 10.98 magic shield, in that it lasts only 15 seconds and has a spell cooldown of 6 seconds. Druids do not have Strike spells nor do they have any aoe damage spells. We've even taken away Heal Friend, and instead, there is a dynamic healing spell known as Heal Party that will heal party members. Their main method of combat will be Damage Over Time spells (Ignite and Electrify for example - all of which have been remastered in their formula). It's important that each class captures a familiar essence while introducing new and FUN ways to play that keep each hunt exciting.

-Unless it's logical, most creatures will not drop weapons or equipment, these are gained through hunting human race monsters or buying them from NPCs/trading with players. In addition, only human enemies, or certain creatures that would deem sensible would have gold, will drop gold or other currency.
----To this, gold/money is set to have great value. There are gold sinks set up in the server's design to help regulate its value (ie the cost of potions, certain spells, and more).It creates a dynamic in which players will be bartering with resources in addition to then bartering/trading with gold later on in the gameplay experience.

-There are deeper custom vocations, like the Evoker that use weapons to call forth different summons.
----To this, Evokers will be able to obtain contracts with a number of mini-bosses and bosses within the server, gaining a Gode that will allow said summoner to summon them to their aid. This however, will be one of the most difficult feats and mysteries in the entire server.

This is just the beginning of detailing what's already implemented or in the works as of right now. This project is primarily based on 10.98.
Post automatically merged:

EVOLIGHT ONLINE - Story Teaser One

In a world torn apart by war and chaos, the world of Evo, there stood a magnificent marble cathedral. It was a towering structure, with spires that reached towards the heavens and golden walls that glowed with otherworldly light. The people of the land saw the cathedral as a beacon of hope, a symbol of a new beginning for their world.
And so they came from all corners of the land: paladins, sorcerers, druids, and even unexpected oathbreakers, all united under the banner of Evo. They gathered in the shadow of the cathedral, their weapons at the ready, their hearts filled with courage and determination.
Animated Teaser.gif
The first to step forward was a paladin, his crystalline arrow shining in the sunlight. He raised his longbow high and declared, "I pledge my life to the cause of Evo, to defend this cathedral with all that I am."

Next came the sorcerers, their hands crackling with elemental power. They murmured incantations under their breath, weaving waves of thundrous magic around the cathedral.

The druids, too, added their voices to the chorus, calling upon the forces of life to aid them in their quest. They summoned wards from the river of light above, weaving them into a network of barriers that would keep their enemies at bay.

And then, to the surprise of all, a group of oathbreakers stepped forward. These were men and women who had betrayed their own creator, who had once provided a life void of abundance - void of conflict - perfect. But now, they pledged their allegiance to Evo, and promised to fight alongside the other heroes.


TEASER 1 - SLIDE 1.png

And so, the battle begins. The forces of Gode have begun to descend upon the cathedral. The heroes, readied with their swords and spells stood firm and their spirits unbroken.
 
Let's Talk About Convenience!
Introducing: Waypoints
1678205404062.gif

The themes of fun and convenience are the absolute most central directives when developing this server and all of its systems. This waypoint system will go beyond making travel throughout any city far more convenient! One such motivation is to make it extremely convenient for players to come and go from any housing area(s).

This waypoint system will stretch beyond cities!

As an "evo" server at heart, a key gameplay mechanic is the fact that the town serves as a hub with access to teleports that will bring you to non-hidden hunting grounds. These grounds will vary greatly in size and depth, and some may run so deep that you will find a waypoint that is capable of creative a character-bound fast travel point that allows you to skip the entire part one of a certain hunting ground. This bleeds directly into hunting spots being even more fun to fully explore and completely convenient in its reward of being able to return to your discovery more quickly.

Detailed gameplay note: All town-based waypoints will never cost gold to use. However, waypoints that connect to hunting grounds will incur a cost. This cost will vary based on the intended level range/difficulty/other factors of said fast travel waypoint.
 
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Thank you for the positive feedback and interest. This project is the culmination of my failure to follow through on prior ambitions. I'm taking much more practical routes to my creativity, and my focus on making sure this project actually launches. I've made great progress on the foundational systems and I'm excited to unveil the next teaser in the near future.
 
I Challenge You To Tell Me What Is More Fun Than Having A Summon
Innate Familiar GIF.gif

The Fun Of It All
This server has been my personal anthem of "Never Give Up". I've been stewing over the "what if's" and "what I would do" thoughts for over two years now, and in rapid succession, things have begun to fall into place. I would love to take this time to introduce one of the Fun aspects of this server, your Familiar.

The entire ambition of this project is for the server to feel familiar (pun intended! :D) but also new. I want players to experience things you would come to expect out of an Open Tibia server, but with a twist that makes the experience feel new as a whole. Your familiar is your own summon that you get access to from level one. It costs 50% of your mana and 50 soul points to summon, which also acts as it's own built-in cooldown system. There is no exhaust to this summon. It has a decent amount of HP (2000) and can self-heal, but these stats have been balanced in a way causes the familiar to be extremely useful and all the same - vulnerable. It's attacks are AoE and Multi-Target, and as you complete quests and achievements in the server, you will be able to summon higher versions of its form.

This means that every vocation, out the gate, will have a summon that can tank for it and be a great means of dealing damage. This summon is meant to be a source of damage to help the solo experience. There are systems in place that give major advantages to being in a diverse party, especially if you're with a Druid (more on that in a later teaser). Hunting zones have been purposefully designed to compensate for the strengths and ease of accessibility to this personal summon.

I intend on delivering details that are visually satisfying and equally, experiences that are both fun and challenging. I look forward to seeing the many ways in which players will use their familiars in both PvE and PvP experiences.


______________________________

I will continue to spread the word of avoiding @Dreww / @Hellcora. They were the original mapper of the town, and scammed me (and many others) out of the pre-paid money for the hunting zones that they were in charge of designing. I've already bounced back with a new mapper, one that is absolutely stunning and I cannot wait to show you all what is to come!!
 
I actually think the familiar aspect seems kind of boring and a waste of space for such a system.

The fun part of summons is being able to change it and make it a dynamic thing where you might want something else for a different situation. Everyone running around with the same pet seems extremely dull and boring, even if it can transform into stronger versions.

Additionally, how can it be vulnerable but also able to tank? Those are completely opposite balancing levers.

Think about it. You have a pet that can tank, self-heal, and deal area damage. It's either not going to do any of them well, which makes this feature kind of lame, or it will do all of them too well which means it cheapens the feel each class has for different aspects of the game (dps, support, tank).

Additionally, if everyone has one and they're balanced for the solo experience, imagine a group with 5 of them running around.
 
I actually think the familiar aspect seems kind of boring and a waste of space for such a system.

The fun part of summons is being able to change it and make it a dynamic thing where you might want something else for a different situation. Everyone running around with the same pet seems extremely dull and boring, even if it can transform into stronger versions.

Additionally, how can it be vulnerable but also able to tank? Those are completely opposite balancing levers.

Think about it. You have a pet that can tank, self-heal, and deal area damage. It's either not going to do any of them well, which makes this feature kind of lame, or it will do all of them too well which means it cheapens the feel each class has for different aspects of the game (dps, support, tank).

Additionally, if everyone has one and they're balanced for the solo experience, imagine a group with 5 of them running around.

Thanks for the feedback. The design direction for this was a universal tool that every player can use, and its use is the baseline/foundation from which content is build. Even non-pet/traditional tanks have vulnerabilities, such as the fact that they (typically in MMOs) lack self-healing. Familiars will be a swiss army knife that will adapt to most of the server's content, while other elements will raise the gameplay's difficulty, creating room for them to fit right in with group content as well.

The ability to log into the server and have a pretty good idea of how to approach the gameplay experience is something that is crucial to the vision of my project. I want the first login to feel familiar, but as you peel back the layers, you find things are "a lil' different around these parts." This requires a great level of restraint, knowing which parts of the Tibia formula need to be touched up and which parts can keep a baseline elementary feel.

My previous projects have gone to such depths of a custom nature that it limited the ability to be palatable. Parts of this comes down to core choices of limiting NPC-bound systems (such as quests). This way, if someone's native language isn't English, they can still get through pretty much any part of the server experience without needing any deep knowledge of the language.

In my daily life, I'm a chef, and I understand that even the most everyday ingredient, used in the right way, can completely transform a person's experience with a dish (take a touch of sugar in a marinara sauce, for example). Familiars are my touch of sugar - just one aspect of the fun. They are not going to replace the traditional Tibia summons system, as there are already plans for a class that deals with Summons with an approach that is not often seen within Open Tibia.

Not everyone is going to see a gameplay element with the same enthusiasm and excitement with which it is built, but hey, thank you for your feedback!
 
Thanks for the feedback. The design direction for this was a universal tool that every player can use, and its use is the baseline/foundation from which content is build. Even non-pet/traditional tanks have vulnerabilities, such as the fact that they (typically in MMOs) lack self-healing. Familiars will be a swiss army knife that will adapt to most of the server's content, while other elements will raise the gameplay's difficulty, creating room for them to fit right in with group content as well.

The ability to log into the server and have a pretty good idea of how to approach the gameplay experience is something that is crucial to the vision of my project. I want the first login to feel familiar, but as you peel back the layers, you find things are "a lil' different around these parts." This requires a great level of restraint, knowing which parts of the Tibia formula need to be touched up and which parts can keep a baseline elementary feel.

My previous projects have gone to such depths of a custom nature that it limited the ability to be palatable. Parts of this comes down to core choices of limiting NPC-bound systems (such as quests). This way, if someone's native language isn't English, they can still get through pretty much any part of the server experience without needing any deep knowledge of the language.

In my daily life, I'm a chef, and I understand that even the most everyday ingredient, used in the right way, can completely transform a person's experience with a dish (take a touch of sugar in a marinara sauce, for example). Familiars are my touch of sugar - just one aspect of the fun. They are not going to replace the traditional Tibia summons system, as there are already plans for a class that deals with Summons with an approach that is not often seen within Open Tibia.

Not everyone is going to see a gameplay element with the same enthusiasm and excitement with which it is built, but hey, thank you for your feedback!

I'm not advocating for the same summon system RL tibia has, far from it. I think summons in Tibia were an after thought and there is a reason they never really updated it in any shape or form.

You said they heal and tank and deal area damage, but then say they are vulnerable. A tank that can heal itself isn't really vulnerable, and if it dies before the healing can sustain it then it doesn't really tank does it?

This is what I mean by having a one size fit all summon is boring and a waste.

Wouldn't it be better to see your players figure out which pet is best for them, based on needs? If they needed help in clearing trash monsters that might become a threat if they overrun you, they'd go for a pet that excels in area damage. Or maybe their class does a great job at clearing monsters but lacks sustain while doing it, they could go for a pet that helps them with that. Need single target damage for stronger, singular spawned monsters? They can find a pet that can help them with that, either by being tanky and letting them DPS, or by being a stronger single target DPS source and allowing the player to tank.

Not to mention the "unique" aspect of a character is improved further by having people use different summons, rather than everyone running around with the same Pikachu.
 
The design choice behind the familiar system is to act as a tool for the player to use, but not the tool that defines their combat experience. This tool is there to add to the baseline experience and is a building block that mixes well with the different spells and gameplay elements that are formatted into how combat works for this project. Fun, convenience, and challenge is the formula I'm focused on with this server. It's an amalgamation of gameplay design that allows 2 paladins can come together and approach content in completely different ways.

Heck, I used to think that not having custom/fast attack speed was boring, and yet, I find that a 2-second interval for auto-attack is completely fine as long as what happens every other second of battle has engagement.

There are a lot of pieces that haven't been revealed as to how vocations are familiar yet different, and the different pieces of fine-tuning that have occurred. I'm confident that the choices made have been geared towards a fun experience where a player gets the feeling of being very strong and versatile but then is surprised when they realize that though they may be a jack of many traits, they're still quite vulnerable and need the strength(s) of their fellow player.
 
EvoLight Online

The Vision
A custom server with elements that both lovers of RPG servers and Evo servers will love. RPG elements such as equipment upgrades and finding random loot scattered throughout the world of your adventures to fun and challenging spawns easily accessible via teleports for those who want convenience.

This project's scope will reward you no matter which kind of player you are. WIth a combination of high exp stages and custom spells to satisfy every vocation, you'll find a familiar and yet also refreshing experience with EvoLight Online.​
Custom Features:
Fully Custom Map (Never Seen Before)
Custom Vocations (Oathbreaker, Evoker)
Equipment Upgrade & Rarity System - Gode Level System
Every piece of equipment in the server is customized or altered in some way.
100% Regeneration Uptime - Food will serve a different purpose.
Unique Take on Teleports & Exploration
Rewarding Gameplay such as ways to gather pieces of a potion to craft infinite versions of each potion.

Methodologies:
-Certain things are kept familiar, but remastered. At launch, the four guaranteed vocations will be Sorcerer, Druid, Paladin, and Oathbreaker. Oathbreaker is more than just a rename for the Knight vocation. It's a complete remaster of what you may know about the Knight, keeping certain elements that are familiar to those that love the core gameplay of the class, while also introducing new levels of power to the vocation.
----This methodology applies to the other classes even if they are not renamed. Sorcerers and Druids gameplay is intended to be staggeringly different, with each having a deeper emphasis on their intended role. Strike spells have been stripped away from both vocations so that Sorcerers can focus on Area of Effect spells (waves, beams, and the UEs) with reduced cost and cooldowns. Their magic shield, known as Magic Veil is similar to classic 10.98 magic shield, in that it lasts only 15 seconds and has a spell cooldown of 6 seconds. Druids do not have Strike spells nor do they have any aoe damage spells. We've even taken away Heal Friend, and instead, there is a dynamic healing spell known as Heal Party that will heal party members. Their main method of combat will be Damage Over Time spells (Ignite and Electrify for example - all of which have been remastered in their formula). It's important that each class captures a familiar essence while introducing new and FUN ways to play that keep each hunt exciting.

-Unless it's logical, most creatures will not drop weapons or equipment, these are gained through hunting human race monsters or buying them from NPCs/trading with players. In addition, only human enemies, or certain creatures that would deem sensible would have gold, will drop gold or other currency.
----To this, gold/money is set to have great value. There are gold sinks set up in the server's design to help regulate its value (ie the cost of potions, certain spells, and more).It creates a dynamic in which players will be bartering with resources in addition to then bartering/trading with gold later on in the gameplay experience.

-There are deeper custom vocations, like the Evoker that use weapons to call forth different summons.
----To this, Evokers will be able to obtain contracts with a number of mini-bosses and bosses within the server, gaining a Gode that will allow said summoner to summon them to their aid. This however, will be one of the most difficult feats and mysteries in the entire server.

This is just the beginning of detailing what's already implemented or in the works as of right now. This project is primarily based on 10.98.
Post automatically merged:

EVOLIGHT ONLINE - Story Teaser One

In a world torn apart by war and chaos, the world of Evo, there stood a magnificent marble cathedral. It was a towering structure, with spires that reached towards the heavens and golden walls that glowed with otherworldly light. The people of the land saw the cathedral as a beacon of hope, a symbol of a new beginning for their world.
And so they came from all corners of the land: paladins, sorcerers, druids, and even unexpected oathbreakers, all united under the banner of Evo. They gathered in the shadow of the cathedral, their weapons at the ready, their hearts filled with courage and determination.
View attachment 73879
The first to step forward was a paladin, his crystalline arrow shining in the sunlight. He raised his longbow high and declared, "I pledge my life to the cause of Evo, to defend this cathedral with all that I am."

Next came the sorcerers, their hands crackling with elemental power. They murmured incantations under their breath, weaving waves of thundrous magic around the cathedral.

The druids, too, added their voices to the chorus, calling upon the forces of life to aid them in their quest. They summoned wards from the river of light above, weaving them into a network of barriers that would keep their enemies at bay.

And then, to the surprise of all, a group of oathbreakers stepped forward. These were men and women who had betrayed their own creator, who had once provided a life void of abundance - void of conflict - perfect. But now, they pledged their allegiance to Evo, and promised to fight alongside the other heroes.


View attachment 73880

And so, the battle begins. The forces of Gode have begun to descend upon the cathedral. The heroes, readied with their swords and spells stood firm and their spirits unbroken.
Looks interesting! Quick question… Did you go by the name Angelic Goddess or something along the lines of that WAYYYYY Back in the day?

If so I remember a few of your servers and the creativity you had at that time!
unfortunately during those times we were very limited on what could be done with an OT Server
 
Looks interesting! Quick question… Did you go by the name Angelic Goddess or something along the lines of that WAYYYYY Back in the day?

If so I remember a few of your servers and the creativity you had at that time!
unfortunately during those times we were very limited on what could be done with an OT Server

👀👀 I’m very surprised anyone would remember since this was like… 2007? 2008? But my first ever solo project was Angelic Fury, haha. I did go by a different username at the time, as well, but it’s super embarrassing.

I really didn’t think there’d be anyone, besides one person who I’m still in touch with from when he played my server, that would remember that one specifically. ☺️
 
👀👀 I’m very surprised anyone would remember since this was like… 2007? 2008? But my first ever solo project was Angelic Fury, haha. I did go by a different username at the time, as well, but it’s super embarrassing.

I really didn’t think there’d be anyone, besides one person who I’m still in touch with from when he played my server, that would remember that one specifically. ☺️
Yeah I was gone from the OT scene and Tibia all together for years, I don’t even remember the old name I went by 😂😂😂 but I’m glad to see there are still some others from back in the day
 
"It is not the beauty of a building you should look at; its the construction of the foundation that will stand the test of time."

EVERYTHING IS FAMILIAR BUT ALSO NEW

World Tiers Resized.gif
Tibia is a phenomenal foundation that can be built upon. I want to keep the core RPG elements that we've all come to love about the base game while creating new experiences. A big flaw in custom projects is that there is so much that is new, that it basically becomes a full-time experience learning the ins and outs of the new systems of a server. My aspiration with EvoLight is to make changes to Tibia's formula that result in a far more fun experience without forcing the use of a wiki.

Let's talk about important changes.

Spell usage no longer affects auto attacks.

As someone that primarily plays Paladin/Ranger vocations, nothing is more annoying than having to time my spell use so that it doesn't cause my regular attacks to "hitch".

Auto Attack.gif

Global Cooldown (Exhaust) is reduced to 1 second
Part of the fine-tuning of the combat experience was changing up the way spells behave and how fun they can be to use. It's important that players find combos they can use within their range of spells to find more efficient ways of hunting and tackling monsters. In addition to reducing GC from 2 seconds to 1, I've also kept most of the damage formulas the same (such as Exori) and others have been buffed (such as divine caldera).

Druids will exclusively use the "new" Focusrod weapon type.
Just like with all things new, Focusrods are my way of improving what I feel is a flawed and forgotten layer of the mage experience of Tibia. Rods have been renamed Focusrods because each focusrod's power and ability will scale with the character's levels and magic level. That means not only will Focusrods see improved damage as you use them at higher levels and magic levels, and they're no longer single-strike weapons. Each Focusrod will be capable of multi-strike based on the user's magic level. Their prefix names (moonlight for example) will all stay the same, as will the hierarchy as well. It's important while this weapon subset sees a dramatic and beneficial change, that people will know that a Moonlight Focusrod is a beginner weapon and they will want a Springsprout Focusrod, Glacial Focusrod, etc. Details about the changes to wands and what they mean for Sorcerers will be detailed in a future teaser.

Focusrods.gif
Character Level: 51 | Magic Level: 59

I look forward to sharing many other details and exciting news coming to EvoLight. Thank you to everyone that has supported me to great lengths in this journey. All this work has been achieved in less than two months and progress on the server is full steam ahead!
 
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first video looks super smooth!

second recording is in melee range, are the rods still ranged?
 
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first video looks super smooth!

second recording is in melee range, are the rods still ranged?

Great question! Yes, they're still ranged - didn't think to capture that aspect, haha. They will hold their default ranged values. Thanks for asking!
 
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