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Darkrest.Online - Nostalgia Redefined - Discussion Thread

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Hotfix 1.0.9
Restart your launcher to update the game client.




Game Mechanics & Balancing
  • Adjusted monster immunities to interact correctly with item elemental damage bonuses.
  • The barbarian's fury regeneration rate in PVP scenarios has been quintupled, but this is specifically activated when the barbarian is either skulled or attacking a skulled player.
  • The drop rate for sticks has been enhanced.
  • Addressed and corrected issues with the "Resilient" bonus.

Client & UI Enhancements
- The game client has been optimized to automatically verify if it's running the latest version.

Item & Equipment Updates
  • The level requirement for power bolts has been revised; they no longer necessitate level 55.
  • Implemented rarity classifications to certain items that previously lacked this specification.



Apologies for the extended server save and hotfix deployment. We encountered some issues that required immediate attention.

How exactly this feature works:
  • The barbarian's fury regeneration rate in PVP scenarios has been quintupled, but this is specifically activated when the barbarian is either skulled or attacking a skulled player.
I can imagine ppl hunting with friends and attacking each other to benefit from this buffs...
 
How exactly this feature works:
  • The barbarian's fury regeneration rate in PVP scenarios has been quintupled, but this is specifically activated when the barbarian is either skulled or attacking a skulled player.
I can imagine ppl hunting with friends and attacking each other to benefit from this buffs...

It's acceptable if you choose to take the risk of hunting while skulled.
 
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Update 1.0.10
We've overhauled our launcher. Kindly uninstall the previous version and download the updated one from our website.

Key Changes:
Design: Modernized and refreshed look.
Functionality: Added minimize option.
Multiclient Capability: Enhanced support for running multiple clients.
Autoupdater: Ensures your launcher is always up-to-date without the need for manual downloads.
Backend: Significant backend modifications for smoother performance.
Graphics Selection: Users can now choose between DirectX or OpenGL clients directly from the launcher.



The art pieces look like some Midjourney renders but still look consistent in style, kudos to whoever is writing the prompts.
We utilize AI to enhance our creative processes, especially for generating art for our content. It's truly remarkable how accessible and transformative this technology has become. Thank you for your appreciation!
 
Update 1.0.11

General Changes:
  • Retained email input when an incorrect password is entered.
  • Removed extraneous code for client backend.
  • The launcher now displays its version within its user interface.
  • Made backend alterations to skills in preparation for upcoming updates.
  • Restriction added: Multiple launchers cannot be opened simultaneously.
  • The spell "Exori Con" has been adjusted and will now be exclusive to bows. Players utilizing other weapon types will not be able to cast this spell.
  • We have introduced a set of new perk items to complement our recently added bonuses.
  • We have identified and fixed an issue where the food condition was being cleared after relogging.

1691924261864.pngNew Bonuses Introduced:
1. Weapons:
  • Torment: A certain percentage of your damage dealt transforms into a DoT (burn/poison), dealing damage for 5 seconds (with a 5-second cooldown).
  • Furious Revenge: Amplify your damage by a specified percentage when your health drops below 20%.
  • Vital Strike: Exclusive to those with a critical bonus - Your critical hits replenish a percentage of your health based on the damage dealt.

2. Shields:
  • Mortal Lifesteal: Regain X health upon killing a monster (1-second cooldown).
  • Ranged Aversion: Diminish incoming damage from physical ranged attacks by a certain percentage.

3. Armors:
  • Alacrity: Extended duration of any haste effects you apply.
  • Mana Recovery: Receive mana when struck and your health is below 50%. This has a 60-second cooldown.

4. Jewelry:
  • Duplicating Toast: Drinking a potion comes with a chance that it won't be consumed.
  • Freedom: Paralyze effects are less potent on the wearer.



We hope you enjoy these changes and enhancements, and as always, we appreciate your feedback and support!
 
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Update 1.0.12

Combat Mechanics & Spell Adjustments:
  • Traps: Damage from multiple traps no longer stacks.
  • Bola Restrictions: Cannot be thrown against walls.
  • Spell "Exori Con": Now functions exclusively with bows.
  • The damage inflicted by summons is now processed and attributed as if it were dealt directly by the master.
  • Run-up push has undergone adjustments. While it previously allowed for an immediate push, it now has a slight delay, taking 0.35 seconds to execute.

Mana & Magic Level Modifications:
- Altered mana prerequisites based on the 7.4 formula for magic levels.

Equipment & Item Revisions:
  • Clerical Mace: Removed from purchasable items.
  • Bola Pricing: Cost has been increased by a factor of seven.
  • Speed Bonus Alterations: Speed enhancements on items reduced significantly from 10 to 2.

Gameplay Mechanics & Balancing:
  • Walking Mechanics: Optimized for a more fluid and seamless gaming experience.
  • Rookgaard Skill Adjustments: Player skills on Rookgaard have been downscaled.
  • Field Effects: Players are now more vulnerable to field damage, which has been set at 100%.
  • Removal of Envenom Rune: The rune has been entirely taken out of the game.
  • Backpack Memory: The positions of backpacks are retained and restored upon re-login.

Thank you for being a part of our community. Your feedback is essential, and we strive to continuously improve and enhance the Darkrest.Online experience. Dive into the game to explore the latest changes!
 
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just a small tip:
1692032419329.png
move cap to the right just like it is on cip client and we are used to have it for decades :)

and good luck with your project
 
wow, that would be nice :D never thought about it
Something like this:
8TGYiVD.png
 
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Update 1.0.13

Game Mechanics & Balancing:
  • Spell Direction: Spells have been adjusted to always target the correct side, ensuring more accurate casting.
  • Monster Attacks: Monsters will no longer apply poison on hits that are blocked, reducing unnecessary status ailments for players.
  • Tomb Entry Mechanism: To gain access to tombs, players are now required to offer a new craftable item as a sacrifice, adding depth to dungeon entry.
  • Summon-PK Interaction: When a summon strikes another player, the master or summoner will instantly receive a PK (player killer) status. This change emphasizes the responsibility of players over their summons' actions.
  • Spell Adjustments: The "HMM" spell has been modified to conjure 10 runes at a time, enhancing the efficiency of rune creation.
  • Gathering formulas updated;

Crafting & Equipment:
  • Steel boots crafting costs have been revised.
  • Life Ring and Ring of Healing (ROH) crafting costs have undergone changes.
  • Balance modifications have been made to the crafting parameters for Sword, Axe, and Club rings.

Bug Fixes & Minor Adjustments:
  • Map Corrections: Several minor map inconsistencies and bugs have been resolved to ensure a smoother gameplay experience.
  • Defensive Calculations: The defensive formula has been tweaked to align more accurately with older, traditional calculations, bringing a familiar feel to combat scenarios.
  • Parcel Glitch: An existing bug related to parcels has been identified and rectified.



The effort coming in from developers is amazing to see.
If you haven't yet, try the server out. Can't wait for real launch.
Thank you for your kind words!

just a small tip:
View attachment 77555
move cap to the right just like it is on cip client and we are used to have it for decades :)

and good luck with your project
Maybe a cap bar, like life and mana? Just trying to think out of the box here...
We're currently working through a list of tasks, but we've noted down your suggestion to possibly revisit it later. Also, we appreciate your good wishes for the project!
 
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Update 1.0.14

Housing Enhancements:
  • Houses are now saved correctly to ensure stability and reliability.
  • We've refactored and streamlined the process of house item serialization to increase efficiency.

Spell Adjustments:
- The 'Exura Sio' spell has been enhanced to be more potent, offering a better healing capability.

Task System Preparations:
  • We introduced the "minRarity" feature, set to be an integral component of our forthcoming task system.
  • In line with this, we've readied task bosses to provide an exciting challenge for our players.
  • Additionally, dedicated rooms for these task bosses have been incorporated into the game map.

Technical Fixes and Optimizations:
  • We've corrected the tile save cache validation to ensure that tile data remains consistent.
  • Runes' charge counts have been omitted from their descriptions, allowing for a cleaner presentation.
 
I've explored several servers with rarity systems, and this one is undoubtedly the best I've come across.
Additionally, the crafting system is well designed, and I appreciate the consistent updates.
I'll be returning once the new tasks are released.

Good luck with your project!
 
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Update 1.0.15

Crafting Improvements:
  • Fixed a critical crafting bug: previously, even if the craft was successful, items were sometimes not created. This issue has now been addressed.

Rune & Spell Adjustments:
  • Explosion Runes: While the average damage remains the same, we've increased the minimum damage and decreased the maximum damage for a more balanced damage range.
  • Sudden Death Runes now inflict death damage.
  • Ultimate Explosion Spell has been tweaked to deliver fire damage.

New Additions:
  • Whiskey: Players can now purchase whiskey in city taverns. Not just a drink, whiskey has the unique ability to regenerate fury.
  • Client Update: We've added a convenient option for players to move stacks without needing to press the "ctrl" key.

Character & Role Adjustments:
  • The Cleric class has undergone a name change and will henceforth be known as the Guardian.

Item & Equipment Enhancements:
  • Stone Skin Amulet: This item now offers protection against both Physical and Death damages.
  • Fluid Containers: We've identified and fixed a rare bug to ensure smooth gameplay.

Gameplay Mechanics:
  • Depot Dynamics: Players will notice a change in the depot floor upon stepping on it, enhancing the user experience.
  • Venore Dragon Lair: For better accessibility, we've added a second entrance to the Venore Dragon Lair.
 
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Update 1.0.16

We're thrilled to roll out Update 1.0.16, which brings an array of quality-of-life changes, performance tweaks, and important bug fixes.



Gameplay Mechanics:
  • Depot Interactions: To avoid collision issues, players can no longer enter another player's body while they're interacting with the depot.
  • Orc King Behavior: Upon initiating the first dialogue with a player, the Orc King will now summon orcs, making the encounter more challenging.
  • Item Gathering: Items will now directly go into your backpack instead of landing in the arrow slot.
  • Item Swapping: You can now exchange items on the ground with those in your inventory.
Client and UI Changes:
  • Animation Speed: We've boosted the animation speed within the client for a smoother gameplay experience.
  • Viewport Size: The in-game viewpoint has been expanded to show 2 more sqm.
  • Zoom Functionality: Using ctrl + +/- to zoom in and out within the client has been disabled.
Map & Respawn Adjustments:
  • Dragons Ankrahmun: We've increased the spawn size for a more engaging combat experience.
  • Hero Edron: Likewise, Edron's hero spawn area has been expanded.
  • Rookgaard: The map has been enhanced with new respawns and quest areas expanded.
  • Faster Respawn: We've increased the speed of monster respawns by 25%. This is part of an ongoing assessment, and we may continue to adjust this rate based on player feedback and gameplay metrics.
Website & Account Management:
  • New Account Flow: New players will be redirected to the download page following successful account creation.
  • Web Redirection: Fixed issues related to incorrect webpage redirections.
Task System & NPCs:
  • Task Bosses: As we work on finalizing our task system, missing bosses have been added.
  • Blank Runes in Rookgaard: Lilly, an NPC in Rookgaard, will now sell blank runes.
 
This has to be one of the better looking presentations of a classic tibia project in a while.
Definitely thrilled to see how it goes but you guys give a great impression.

One thing that I also like about some projects is going away from classic sword/axe/club split. Maybe it would be something you could consider while adding some other functionalities to weapons based on their type as I believe this could enhance the experience, make more options valid and increase demand across whole spectrum of weapons.
 
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Update 1.0.17 is live, featuring various bug fixes, balance adjustments, and improvements to enhance your gameplay experience.

Bug Fixes:
  • Resolved issues with account creation and login on the website.
  • Fixed Elemental Damage on weapons.
  • Depo no longer visually shows duplicated items.
  • Resolved an issue where Mineable Ores would spawn if a player was standing on their respawn location.
  • NPCs from the original game have been fixed to work properly with our new vocations.
  • Barbarians will no longer lose fury upon death.
Balance Adjustments:
  • Barbarian's increased fury regeneration now only applies in PvP scenarios.
  • Exori spell will no longer regenerate fury.
  • Exeta Res spell mana cost for Guardians has been decreased from 30 to 15.
  • Bola now works as intended on Hunter.
  • Small stones have had their cost increased.
Quality of Life:
  • All bonuses are now fully described on our wiki for your convenience.
  • You can now throw runes at the last SQM in your viewport.


This has to be one of the better looking presentations of a classic tibia project in a while.
Definitely thrilled to see how it goes but you guys give a great impression.

One thing that I also like about some projects is going away from classic sword/axe/club split. Maybe it would be something you could consider while adding some other functionalities to weapons based on their type as I believe this could enhance the experience, make more options valid and increase demand across whole spectrum of weapons.

You've brought up an intriguing point about moving away from the classic sword/axe/club skill split. We've actually had internal discussions about merging these into a single "Melee Fighting" skill, much like the existing "Distance Fighting" skill.

However, there are challenges to this approach:

  1. Weapon Balance: Certain weapons like the Barbarian Axe, Clerical Mace, Two-Handed Sword, and War Hammer can potentially become disproportionately powerful in a unified skill system. We anticipate that this could narrow the meta down to a fast acquisition of the Two-Handed Sword, followed by a transition to the War Hammer.
  2. Strategic Complexity: Having three separate skills adds a layer of strategy to the game. It encourages players to weigh the pros and cons of different weapon types, thus enriching the gameplay experience.
  3. Economic Impact: The separate skills contribute to a diversified demand for different weapon types, which helps maintain a more balanced and interesting in-game economy.
To address the potential issues around weapon balance, we've already made it more challenging to acquire these base weapons by removing them from NPC offerings. We're constantly monitoring gameplay to ensure that we maintain an environment where various strategies and equipment choices can be viable.

Once again, thank you for your feedback, and we're always open to fresh perspectives to enhance the player experience!
 

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