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Herskera Online [8.60]

Rotflturion

I like Toes
Joined
Mar 26, 2013
Messages
63
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11
Location
Poland

akvYV7d.png


Hello and welcome to the discussion thread of the Herskera Online - a project I am working on at the moment.
This thread will serve as a change log with some general information, and a place for discussion and feedback on the added/planned features.

An outline of what the server will be like:
- Custom, home made RPG map
- Low exp rate / High death loss rate
- Additional systems [crafting, resource gathering and more]
- Hundreds of secrets, quests and challenges to overcome
[there will always be something yet awaiting to be discovered]

We are aiming at an old Tibia style world, before the game was changed into a candyland
for milking kids of their parents money. We promise you blood, tears and high risk of death on every step you take in our world - be it by fire, traps, poisoned food, random encounters, player-made random encounters [luring] or other players themselves.

There will be NO teleport rooms. You never know if you will get out alive from that journey to the other city you are planning. No shortcuts.

---
Note: The server is not finished yet. This is not an advertising thread. I am posting it here, as I could not find a better forum for this [as it is not ready yet and I am not trying to advertise]
 
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Changelog

2014-07-01
- Started working on the custom map
---
2014-07-10
- Finished the starting island [mapping, spawns, quests]
- Started the outline of main continent
- First mainland city halfway done
- The first resource system, Mining, in place
---
2014-07-17
- Crafting system basics finished, "lever crafting" system removed.​
To craft the item [Blacksmithy/Artificing/Alchemy/Cooking] you now have to use
the right tool [ex. Iron Hammer] on the right crafting station [ex. Anvil] while
having the needed materials in your inventory.​
- Started working on the Dwarven Faction lore, and thinking about a way to connect
what you are able to craft with your rank in the faction.

Example Crafting Screenshot:
EElj7VY.png

---
2014-07-19
- Added an outline of the central mountain range
- Added the elven magic institute
- An avalanche at the mountain pass blocked off the western part of the map [the server will be in playable beta sooner, with higher level areas being mapped and 'unlocked' on th fly, to prevent the situation where I become too tired of mapping the whole world, and try to cut corners by making the areas/map smaller OR lower quality]
- Working on the concept of random encounters [many small fireplaces, locations and 'camps' located all over the map, with bandits and possibly NPC's/spoils spawning there randomly, for more unpredictable and interesting travelling]
---
2014-07-20
- Reworked the mining system to be more player friendly, and less bot friendly [decaying mining spots - can no longer spam one tile with the pick]
- Added an iron mine
- Added a cyclops spawn near the mine [lure cyclops onto a botter, and loot his ores!]
- Added a small graveyard outside the town [beware of skeletons!]

Current mainland starting town area progress:
jFc6BCx.jpg

---
2014-07-21
- Herb gathering system in place [tool: golden sickle]

Example herb:
MbhcNvh.gif


- Potion brewing system in place

The Alchemy Hall:
KVniy45.png

--
2014-07-24
- The tailoring workshop in place - tailoring system soon to come
- Added more wildlife to make the map feel less empty
- Several new places [wild warrior cave, rotworms, ghouls and more]
- GM Island added - We are no longer homeless! :)
--
2014-07-25
- Added another iron mine: first one owned by the dwarves - to mine here buy a permit, or face the guards!
- Added a mysterious ice crystal crash site
- Modified/added several hunting areas
- Updated the blacksmithy system with new items/materials - crafting recipes WIP
--
2014-07-27
- Filled in some empty areas
- More undergrounds
- Started working on the Tailoring system and its resources

Current mainland starting town area progress:
EIcnFQ0.jpg

---
2014-08-01

- Added crafting recipes [you need to learn how to craft most of the items]
- Added numerous new map areas [hidden rebel dwarf mines, spider caves, ghost island and more]​
- Changed blacksmithy a bit [you have to smelt the iron ore before using it now]
- Several new NPC's [crafting NPC's, healing priestess etc]
 
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What do you guys think about the progress so far?

I am thinking about a feature that would make botting resources even harder - the mines would become PVP zones, with no skulls, which would make it easier to kill the botter without suffering any consequences, and also allow groups of people / guilds to claim a mine for their own, and attack anyone who enters without having to care for punishment [don't worry, there WILL be enough mines, they will only vary in size/ore quantity and location]

Also, what do you guys think about the crafting system, as a possible way to let people get stuff [like higher level equipment] on a fresh / low playerbase server, where higher level items are impossible to buy? In Tibia, there are always enough players to sell to/buy from - on the OT servers players rarely care to trade with others, and oftentimes it is hard to get an upgrade, even if you have the resources/money [knight armor for example - you could use it at levels as low as 15-25, but you can not kill a Black Knight so early, so the only options without crafting would be buying it from someone OR looting it from someone]
 
Epic! I cant wait for this server :)

About hardcore-pvp mines hmm u must balance it or some ppl like me gonna PA random rpg players and they gonna leave ot very fast or... team up aganist power abusers

Crafting is good but u must balance it too or some ppl earn huge money on it
 
The mines will be numerous, so if one mine is taken by "bandits" [PA] people will have enough other choices [some of them hidden too, so it won't be so easy to just circle them all and kill everyone inside]

About crafting - I agree, it will take some balancing to fit it into the economic system, but I'm pretty sure it will pay off in the long run - so far it looks promising [time will tell - open beta is coming soon :)]

Thanks for the comment! :)
 
It was, a lot of things have happened at once and I had to put it on hold without a warning - I have something a bit bigger in mind now, that needs careful planning and might not be finished in the next year or two.
 
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