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[France][Custom client / 11.98] Erpegia: Rise Again! | Most developed Custom RPG Retro PVP | Fully working Tibia11 | 24 APRIL 20:00 (CET)

Server Website/AAC
https://eu.erpegia.net
Server Address
eu.erpegia.net
Server Port
7177
Client Protocol
11.98
It is appearing, also there is yellow trim and banners bought to be more visible.

Start was great, we want to thanks everyone for trusting us and motivate new people to also join us :)
 
Thank you for your opinion :D
Today our main city was attacked by elves from Elf Fortress, but our brave players managed to defend the city :)
Actually around 170 players online playing
 
Updates 25.04
  • Fixed Loot Containers save after logout
  • Fixed minor problem with Prey decaying (they were going off slower than intended)
  • Added one more level of Trainers
  • Added some missing marks in Interactive Map (some less popular NPC's and spawns)
  • Added Reward Shrine to every depot
  • Added Imbuing Machine to every temple
  • Moved Trainers Teleport for low levels - it is now more visible.
  • Added more rare spawns to the game - you can get some more info on our wiki Bounty Hunters - Erpegia Wikia (https://wikia.erpegia.net/wiki/Bounty_Hunters)
 
Great server, but can we get some daily bosses to make our RPG play more fun?
 
Server is good but you should remove the line "Real-Tibia like monsters AI ". The gameplay is completly different based on my 1-500 ek on rl tibia. Prey system is working different also. Map is 50% copy pasta from other maps.
 
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Server is good but you should remove the line "Real-Tibia like monsters AI ". The gameplay is completly different based on my 1-500 ek on rl tibia. Prey system is working different also. Map is 50% copy pasta from other maps.

Real-Tibia like monsters AI - AI =/= monster attacks and balance. We are talking about things like proper behaviour with e.g. firebombs, exeta res, retargeting (e.g. when you "cross" monster path) , proper pathfinding.

Prey system is working different? What exactly you mean? It is 100% from real tibia (beside reroll prices and prey selection disable)

Map is 50% copy pasta from other maps. - and? We have told that it contains some spawns from real map and some other custom maps. So whats the problem?
 
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Real-Tibia like monsters AI - AI =/= monster attacks and balance. We are talking about things like proper behaviour with e.g. firebombs, exeta res, retargeting (e.g. when you "cross" monster path) , proper pathfinding.

Prey system is working different? What exactly you mean? It is 100% from real tibia (beside reroll prices and prey selection disable)

Map is 50% copy pasta from other maps. - and? We have told that it contains some spawns from real map and some other custom maps. So whats the problem?

Yes, im talking only about monster behaviour, on real tibia there is more than crossing monster path. For example monsters do react differently depending on how many sqms you are even while chasing the monster who follows other player. There are other factors which are taken into the account depending on monster type and difficulty. About the map, I did not say it is a problem. I just said its a copy pasta.
My bad with prey system tho, I thought i got different bonus after reroll.
 
I have never heard about different walking patterns depending on monster (I have played on RL for long time, never noticed differences - maybe its something new?).
Only thing that we know do not work properly (and we will fix it soon, since we know it somewhat makes mage aoe exp harder) is how monster approach you when you stay diagonally from him :)
 
Dear Players,

It gives us great pleasure to bring you weekly updates. We will try our best to write down all important informations in seperate news every week.
If you are interested in faster and more detailed informations you should check our patch notes on Discord!
Here you got all important things that will be added to the game instantly or really soon.



RASHID RELOCATION

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From now on Rashid will have new locations on Wednesday and Saturday...
Now he can be found in Trimeria Tavern and Port Hope Depot respectively.

All daily Rashid's location is posted on our wikipedia.
Wikipedia - Rashid Locations


IMBUEMENTS REWORK

We completely reworked Tier 3 Imbuements.
Now they are acquirable from Some important quests (such as Demon Oak, Poviss 4th Arena) and from High Tier tasks.
To get more informations you have to use imbuing shrine in depot on one of the items with slots to get questlog update.


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Crystal Backpack
BACKPACK IMBUEMENTS
Pirate Backpack
Another important thing that we added is Featherweight Imbuement - all levels will be available without any aditional access. In order to make it all work - we have added Putrid Mummy spawn. It is located at South-East of Origmar City.

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NEW DAILY BOSSES ANNOUNCEMENT

Daily Group Bosses system is gonna come soon to the Erpegia Lands... We are preparing three challenging fights with precious rewards and interesting mechanics for the bravest adventurers...


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Bosses will provide Gold Tokens flow for more players and will have a small chance to loot one of the strongest items currently in the game...


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Gnome Items will have small chance to drop to make them unique items for 200+ players. They may be a little reworked (in terms of level or minimalistic stats) to provide new content for 200+ levels and award teaming up. Groups of maximum 5 players will be able to face bosses on daily basis.

Please keep in mind that this isn't finally done yet, it is still in test phase, but we wanted to share this - in our opinion - great activity other than regular things on our server. We will monitor situation with player levels and try to adapt the launch date so higher level player will not have to wait for it for too long!



NEW FUNCTIONALITY AND BALANCE

Auto-looter:
From now, your character will automatically try to walk to and loot corpse when you "right-click" on it from distance. Moreover, it will not try get to loot when you are not owner.

Picking items: When you pick items from ground it will stack it exactly where you want to - not at first stack in backpack.

Connection: Monsters will react much faster for connection lose. Also we have extended ignore time (altough it will not kick you from game while there are monsters nearby!)

Reward Shrines and Imbuement Machines: Now they are located in every depot (shrines) and temples (imbuements)




HIVE TASKS REWORK

We decided that Hive Tasks should be more rewarding...


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After update doing hive tasks will give 5 crystal coins, 10 gooey masses and 100000 experience for every 50 War Points.

Other important milestones:

- For every 50 War Points, you can obtain "Pheromone" for 48h, which will grant you access behind Hive Gates. As on RL, there you can find Hive Overseers and also gather gooey masses every 22 hours.
- For 200 War Experience you will be granted access to Gray Island bank machine and special shortcut - and you will also receive Insectoid Outfit. Shortcut is the same as the one for Special Task which means you can choose between doing Special Task or Hive Tasks.
- For 350 War Experience you will get ability to take First Insectoid Outfit Addon and Buggy Backpack.
- For 500 War Experience you can get Second Insectoid Outfit Addon - and also access to special teleport which will take you to Ankara.
Outfit Insectoid Male Addon 3
Full Insectoid Outfit will grant you:

+10% earth protection, +3% physical protection and also +2% mana leech
About connection problems...

We are aware of connection issues last few days. We have improved our game engine optimalization and tweaked some other things. It is much better now - altough if some issues will still happen - We will work hard to completely remove them, so you can enjoy smooth gameplay!

Stay tuned for next updates!
 
1st May Patch!

NEW BOUNTY BOSSES!

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Medusa.gif
Bonebeast.gif
Terramite.gif
Ghoul.gif
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Souleater.gif
Renegade knight.gif
Kalyassa.gif
We have added some new rare spawn bosses. As always, you can meet them at their respective hunting places. Check out our Wikipedia for more information about bounty bosses

Golem Wrench
INGAME CHANGES AND FIXES
  • City guards will no longer attack you (and monsters) behind walls.
  • Fixed stash on Rookgaard.
  • Selling many "one-stack" items (like backpack full of glooth axes) will no longer cause client lag/crash
  • Added many Postman Quest mailboxes to high-tier spawns.
  • Removed many bosses from Prey System
  • Aswell as some minor script and map bugs
Haste
GAME OPTIMIZATION
We have taken next steps to make gameplay even more smooth. Many mechanics like players' save, floor items save, happy hours and many "on-the-fly" functions has been reworked to use minimum resources. Unfortunately we had to disable "Battle Royale" event due to lag problems at start & end of each round. It will be re-enabled as soon as we will fix it.

Unfortunalely we are still trying to figure out what is causing occasional huge freeze at evening hours. From what we know, it is probably caused by our dedicated server provider (OVH). Aswell as you players, we are very annoyed by it. If someone will die due to such lag, he will be compensated by Exp Pass and Five Bless Sphere. But keep in mind, that we have monitor service that will easily exclude any false reports.

Spider
MONSTERS BALANCE
  • Deepling Bosses - Increased overall loot
  • Ancient Scarab - Lowered melee damage
  • Frost Dragon - Lowered paralyze power
  • Dark Faun - Lowered AoE damage and health
  • Dwarf Soldier - Lowered chance and power of range attack
  • Hydra - increased loot slightly
  • Crystalcrusher - increased spikes drop

Kaer'Morhen visual rework teaser
As most of you probably noticed, Kaer'Morhen is currently worst city in terms of visual and gameplay aspect. Thats why we have taken steps to make it in beautiful Venorean style. In addition, there will be few new short quests there. We are showing you a small teaser of it. However - this is still in progress and will take some time!
MubT1UJ.png
 
We have took further steps and contacted OVH, which is responsible for the lags. You should not be bothered anymore.
In a few days, maybe tomorrow, we will introduce new daily bosses. Stay tuned!
 
Annoucement and micro-patch!

Due to recent connection problems and lags.

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We want to really apologize all of players for recent problems with connection stability and server lags. Unfortunately it was caused mostly by our server provider (OVH). That's why we have decided to move server to another backup machine for a while. For now problems with lags are gone. However, we are still in contact with OVH support - what we know is that this problem occured not only on our server.

To compensate these problems, we have made two special vouchers, available to all players for next week

One voucher will provide you +50% experience for 2 hours, and can be activated by using !expvoucher command. Keep in mind however, that you cannot "pause" it, and use it while other exp boost (like from Exp Pass) is active.


Second voucher is for +200% skills and +20% magic level - it can be activated using !skillvoucher command, and will last for next 8 hours. Both vouchers can be actived indepenent from each other.

Golem Wrench
LITTLE BALANCE CHANGES
  • MONSTER AI - from now, monsters will move more like on RL Tibia (especially from diagonal position). It will help killing them especially by Paladins.
  • DEEPLING BOSSES - only one boss can be killed per character in one day. However same boss can be killed by multiple teams each day.
  • Fixed problem which could cause server crash.
  • Fixed gaining Green Stamina when in PZ
  • Hellfire Fighter, Phantasm, Lost Soul - fixed their attacks
  • Lowered damage when staying underwater without Helmet of the Deep
  • Grim Reaper, Ghastly Dragon, Nightmare - buffed loot
DAILY BOSSES
Soon ;)

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TECHNICAL UPDATE

Game Mechanics
Paralyze - From no you cannot use any rune/potion/ring/amulet while walking paralyzed. (Now it works SAME as on RL Tibia)
Double/Triple Push - Fixed. You can now use such technique in PVP fights.
Stair-Hopping Push - Fixed. You can now use such technique in PVP fights.
Stack-Push - Fixed. You will now push FIRST person on stack.
Stack-Targeting - Fixed. Single target runes and items will now affect FIRST person on stack.

MONSTERS AI:
-Monsters aggresion system revamped. Monster will now have proper distance from which will start to attack you. Also they will loose aggro slightly faster than before (from 10x10 SQMs to 9x7 SQM). It will help luring monsters, escaping from them and is crucial for entering harder spawn places.
-Monsters "dance" around target fixed. E.g Dragon will no longer step 2 SQMs around you per one shift
-Fixed some of monsters behaviour with fiels like: Medusae, Serpent Spawn, Black Knight, Grim Reaper

Monsters' Spawns:
Frost Asura Palace - increased spawn time to actually use all roomspace when hunting. Blocked one stack from ability to use Levitate. Slightly lowered loot. However we will still look forward at this place to balance it properly. Keep in mind that this place should not be considered as "end-game" spawn.

-Grim Reapers Drefia - reduced ammount of Grim Reapers and moved their spawns slightly from each other. Much easier to exp as mage there.
-Killer Caimans Port Hope - increased spawn time. Place is not supposed to be solo-resp for 150 level mages
-Kaer'Morhen Souleaters - increased spawn time to prevent backspawn.
-High Class Minotaurs - increased spawn time
-Serpent Spawn Tiquanda Cave - increased spawn time, Medusae and Serpent Spawns can be spawnblocked from now.
-Glooth Mines -2 - increased spawn time
-Hive - removed Hive Gate from -1 spawn.
-Fabulous Forest -2 - increased spawn time, removed some Dark Fauns. Much easier to exp there!
-Grimvale Main Hall - increased spawn time to prevent backspawn.

Monsters Balance:
Draken Warmaster, Draken Spellweaver, Draken Elite, Draken Abomination, Ghastly Dragon, Black Knight, Souleater and some few low-level monsters - toned down damage to be more comparable to RL tibia.
 

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