Hey everyone, I’ve been working with my personal AI on a heavily customized version of The Forgotten Server (TFS). I had it update a bit of the core to a more modern, flexible code...So here it is.. I wanted to share what’s new compared to the standard build. This version adds a bunch of cool features and systems that expand the gameplay quite a bit — here's a quick rundown:
This build goes way beyond the usual skills. It adds fully functional systems for professions and survival-style gameplay — like Alchemy, Cooking, Mining, Woodcutting, Carpentry, Beast Mastery, Thievery, Fletching, Taming, and more. These aren’t just decorative — players can actually gather materials, craft items, and develop their characters in new ways.
There’s a fully working classless progression system you can enable via enableClasslessSystem in config.lua. Instead of relying on vocations to define stat growth, players get free stat points each time they level up (you can customize this with pointsPerLevel).
The server awards these points automatically during level-ups when classless mode is enabled, letting players build completely custom characters.
This version introduces a lightweight behavior tree system to control monster and NPC logic. You can now script complex behaviors in C++ — like having a monster retreat below 50% health, call for help, or change tactics dynamically. The system is built into the monster think loop and supports custom sequences and logic chains.
The alchemy system lets players combine ingredients to brew potions and items. Recipes live in data/scripts/alchemy/recipes.lua, and the core logic is handled by alchemy.lua. It's easy to expand and customize, and there’s full documentation in docs/alchemy.md.
This build gives you new ways to control how monsters behave during fights:
It’s all configurable through config.lua, so tuning difficulty becomes super flexible.
Other enhancements include:
Here’s what makes this version of TFS unique:
A full profession and survival skill system
Optional classless progression with stat point allocation
Smarter AI using behavior trees for monsters/NPCs
A potion crafting system with customizable recipes
Monster scaling and encounter tuning
Modern config features like 2FA
If you’re into building or modding TFS servers, I’d love for you to try this out. Everything’s open for tweaking, so feel free to make it your own — and if you have feedback or ideas, I’m all ears!
GitHub link: GitHub - Mystikil/TAI: This project hosts “The Forgotten Server,” a free and open‑source MMORPG server emulator written in C++. It is based on the OpenTibia Server and works with OTClient to connect to the game. An optional classless progression system can be enabled via config.lua, letting players spend level‑up points on custom attributes rather than fixed vocations. (https://github.com/Mystikil/TAI)
It is updated very much regularly! This is me giving back to the community as this should always be open-source!
1. New Skills & Professions
This build goes way beyond the usual skills. It adds fully functional systems for professions and survival-style gameplay — like Alchemy, Cooking, Mining, Woodcutting, Carpentry, Beast Mastery, Thievery, Fletching, Taming, and more. These aren’t just decorative — players can actually gather materials, craft items, and develop their characters in new ways.
2. Classless Character System
There’s a fully working classless progression system you can enable via enableClasslessSystem in config.lua. Instead of relying on vocations to define stat growth, players get free stat points each time they level up (you can customize this with pointsPerLevel).
The server awards these points automatically during level-ups when classless mode is enabled, letting players build completely custom characters.
3. Smarter AI with Behavior Trees
This version introduces a lightweight behavior tree system to control monster and NPC logic. You can now script complex behaviors in C++ — like having a monster retreat below 50% health, call for help, or change tactics dynamically. The system is built into the monster think loop and supports custom sequences and logic chains.
4. Fully Scripted Alchemy System
The alchemy system lets players combine ingredients to brew potions and items. Recipes live in data/scripts/alchemy/recipes.lua, and the core logic is handled by alchemy.lua. It's easy to expand and customize, and there’s full documentation in docs/alchemy.md.
5. Monster Scaling & Overspawn Settings
This build gives you new ways to control how monsters behave during fights:
- Optional group-based scaling: monsters increase their attack/defense when fighting more players.
- Overspawn logic: control how monsters respawn or persist beyond their usual range.
- Tweaks to despawn range, aggression radius, and more.
It’s all configurable through config.lua, so tuning difficulty becomes super flexible.
6. Extra Configuration Features
Other enhancements include:
- Two-Factor Authentication support (can be toggled in config.lua)
- Server version marked as 1.7 with client 13.10 support
- Tons of backend cleanup and scripting improvements throughout the codebase
TL;DR
Here’s what makes this version of TFS unique:






If you’re into building or modding TFS servers, I’d love for you to try this out. Everything’s open for tweaking, so feel free to make it your own — and if you have feedback or ideas, I’m all ears!
GitHub link: GitHub - Mystikil/TAI: This project hosts “The Forgotten Server,” a free and open‑source MMORPG server emulator written in C++. It is based on the OpenTibia Server and works with OTClient to connect to the game. An optional classless progression system can be enabled via config.lua, letting players spend level‑up points on custom attributes rather than fixed vocations. (https://github.com/Mystikil/TAI)
It is updated very much regularly! This is me giving back to the community as this should always be open-source!