• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Medivia - discussion and announcement of a new world Unity

Yeah, I had mitigations in mind for misalignment issues, specifically all the terrain tiles: Upscale with chunks of typical neighbors, then cut out the appropriate spot where the original should be.

And I had wondered about over-training, which is why I thought maybe training on other non-tibia RPG sprites would be wise, as to not poison the well.

Thanks for your insight.
 
Along with HD graphics I would like to present to you how our new minimap rendering algorithm works. It's a work in progress for the mainland major overhaul, but you can already see the new shape of our world within minimap :)

Please note that minimap will no longer contain basic colors, but rather the Medivia map itself in a smaller form explored during your journey through Medivia lands:

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Along with HD graphics I would like to present to you how our new minimap rendering algorithm works. It's a work in progress for the mainland major overhaul, but you can already see the new shape of our world within minimap :)

Please note that minimap will no longer contain basic colors, but rather the Medivia map itself in a smaller form explored during your journey through Medivia lands:

View attachment 45408

Thats huge! 🤟
 
Dear players

The long-awaited Mainland update has now been completed.
Over the last months of the test server, we discovered and repaired most of the bugs thanks to the hard work of testers who helped speed up the work of our developers. We would like to thank all the players who did help us with the test server, therefore the most active testers will receive a small reward for their contribution.

All the content was created from scratch, it wasn't rushed and we paid attention to every detail so that the content and exploration would evoke excitement in every adventurer. The continent is filled with secrets and hidden treasures that you will certainly come across during your journey. Due to the development of the world and game as well as the world's increase in size, we have added new creatures that inhabit the depths of the new lands. This is the biggest update Medivia has ever had and we are overjoyed that together with you we've been able to shape the game to our and your liking. We have waited for months with the release with the purpose of making sure everything was perfect.

Behold the new mainland!

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Player owned houses

All players who own houses located in cities other than Novus, Abukir, Osaris, Yehsha, Icenhaal and Garrogat (and Cirone) will lose their ownership.
Players who will lose their VIP house will be refunded.

Changelog

It is impossible to mention everything that has been changed so we did our best to pick the most important ones.
This update brings the following changes:

Gameplay
• Completely new mainland
• Generic improvements to AI of all monsters
• Archini, Grim, White Light factions
• New spell names
• Many new items for every class
• New monsters for low, medium and high leveled players
• New bosses
• NPC Icons indicating quest status
• Beds are now walkable
• Poison Storm spell has been removed and in its place 4 variations of Elemental Shield spell were added
• Mana Absorb attribute can now be used by sorcerers and clerics only
• Amount of undead creatures on the lowest level of Caverns of Madness and Chambers of Tortures was slightly reduced
• Bonus speed of enchanted witches broom has been reduced to 40
• Successfully opening or closing doors using keychain now displays what key number does match the door
• Bankers will now exchange all of your gold coins to platinum coins.
• Warlocks and Tar Priests are stronger now
• Tar Priest's average loot value has been slightly decreased
• Added guard NPCs in every city, that will mark some of the most important locations in the city
• Mittenhoff cannot be chosen as a starter city
• Grazlin can now craft multiple items at once
• Burst arrow formula changed (maxDmg = level/3 + magLevel^(4/3))
• Light Magic Missile and Intense Healing Runes can now be conjured by free account players
• Widened all of the tight areas in the white rose tomb (abomination spawn) by 1 sqm
• Equalized all of the spawn timers within the Forgula Catacombs
• Made the way within the shadow drake spawn a bit more challenging and less rewarding
• Amount of undead creatures on the first two floors of the Serpentine Tomb was slightly reduced
• Made a small shortcut near the exit of Icenhaal
• Made changes to the route from Abukir to PoA to avoid noob characters from blocking it
• And many, many more

Game client
• HD sprites
• New minimap
• New character list
• New game fonts
• New questlog
• Auto update
• Built-in spellbook
• Enhanced VIP list
• Optional on error or timeout auto reconnect
• Optional new attack/select box around the creature
• Optional frames around items with attributes
• Optional extra left panel
• Optional extra top-left and top-right panels for an extended view of e.g. minimap
• 64-bit built only (Medivia does no longer support 32-bit systems)
• Removed both OpenGL 1/2 and DirectX 9 rendering engines in favor of new ones
• Added advanced SokolGP rendering engine (DirectX 11, OpenGL 3.3 or Metal is used depending on the underlying system)
• Added SDL2 and Blend2D rendering engines for low-end computers or to use without hardware graphics card
• Game client is now 64-bit built only
• Step lag compensation for players with higher ping
• Perfect angle rotation for missiles
• NPC pop-up window for certain actions
• Light flickering for static objects (e.g. a torch on the wall)
• A lot of optimizations for the better and smoother gaming experience

In the following section we would like to tell you a bit more about the new creatures that you will be able to encounter by exploring the new lands. Please keep in mind that not all new creatures available within the incoming update were presented here. In fact, several of them will remain a mystery until they are discovered by players themselves. Enjoy!


Dragon Fledglings

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With female dragons only able to produce a handful of eggs every two years, and it taking nearly a decade for dragons to reach maturity once they're hatched, these legendary reptilians are extremely protective of their offspring. Predatory species know better than to mistake dragonlings for easy prey, as their guardians would surely see to their prompt and searing death. Make no mistake though, even when left alone, the fledglings of the children of Umos can pose a real and fiery threat to unwary travellers.


Wyverns

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It is not known if they come from the same ancestor as dragons - the dragon king Umos. They inhabit caves and mountain spots inaccessible to most other creatures. Thanks to their extremely powerful and efficiently built wings, they are able to navigate the air with outstanding manoeuvrability, allowing them to hunt virtually any kind of prey. Their hard scales make them almost invulnerable to any normal weapon. There are dubious tales that speak of Araki rituals for bringing young men into adulthood which include sending them to the wyverns' caves to fight the beasts bare-handed.


Stone Rotworms

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Rotworms are highly adaptable creatures, although they feed mainly on carrion, if their hunger grows great enough they can even devour and digest mineral-rich earth. The dwarves have long been aware of the rotworms' potential for digging tunnels, but their delicate teeth were not able to break through the hard stone of the Mittenhoff Mountain. Therefore, selective breeding of these creatures began and after many years the so-called 'stone rotworms' were created.


Dwarf Generals

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The most experienced dwarven soldiers, awarded the rank of general thanks to their outstanding strategic thinking and prowess in battle. Clad in full dwarven armor, with powerful runes to strengthen their bodies, they are able to defeat entire armies of dragons. The generals of the dwarves currently reside in the depths of the Mittenhoff mines where demonic presences have been discovered.


Dark Elves

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The dwarves watched on as the fog of the lake grew with the years, they knew that something not right was happening on the elf-inhabited island. It was impossible to see exactly what it was due to the fog, but it was very clear that an ominous dark force was behind it, you could feel it in the air and smell it on the breeze. The matter piqued the dwarves' interest more as time went on, especially when they found that the closer they came to the island with their underground tunnels the weaker they became, their arms grew weary and their pickaxes became heavier. It was said that the crushing force in the air there was so strong that lifting even a small rock was a considerable challenge. Old legends say that the body of a stone god fell down onto the continent of Medivia and so created the Mittenhoff mountain range, while one of its eyes sank deep into a huge lake. Perhaps this old tale could hold some truth about the source of the corruption that has taken hold of the elves.


Wasps and Bees

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Due to worsening conditions, the bees and wasps of the main continent have resorted to nesting deep underground, creating huge structures in which no threat can reach them. Year after year their colonies expand and grow stronger, so much so that they pose a threat to nearby populations of creatures whenever they leave their hives to feed.


Boars

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Due to their prolific reproductory abilities and high survival-rate, adaptability, as well as a general resilience, the Medivian boar population on the continent, is ever on the rise. Farmers often complain about them destroying fences and digging up crops. Hunters are hardly able to keep their populations under control. Even with the persistently high demand for their thick furs, boars are risky and difficult game to track - quick to flee and highly dangerous if they choose not to, their sharp tusks threaten evisceration to the soft-bellied humans who track them.


Sabertooths

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These fierce predators roam the tundra around Thoris. Their powerful jaws filled with razor-sharp teeth can penetrate even the heaviest plate armor, they are exceedingly agile and are able to move with such stealth that they make hardly any sound. The harsh winters and lack of food have driven these nature's assassins ever closer to the city in search of food, rendering even brief excursions outside the walls a deadly risk for its citizens.


Jothuns

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A mighty and secluded race of frost giants who have made their home a uniquely formed mountain to the west of Thoris for centuries. They are not aggressive and do not strive to conquer or disturb nearby lands, their home is all they need or care for. However, they will not refrain from destroying anyone who dares enter their sacred mountain uninvited.


Cave Trolls

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The strongest of all troll species that inhabit our world. They make their damp and smelly homes in deep caves and cavernous, they hate the daylight and are highly active at night when they do all of their hunting and scavenging for food. Their unrestrained and often blinding aggression allows them to keep fighting even at the brink of death and when suffering massive injuries. As such they are extremely hostile and should be avoided at all cost.


Lunar Trolls

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Purple-furred trolls that inhabit the lands of Lucindel. They seem to be slightly more intelligent than their cousins and are the only troll species able to use any amount of magic, even if it is only basic. Each of them brandishes a painted purple moon on their shoulder as a kind of ritual homage to the celestial body they so highly revered.


Swamp Demons and Winged Vermin

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An ancient artifact buried deep beneath the lake between Thoris and Lucindel affected not only the elves who lost their very selves to its influence, but also the earth and ground themselves, infusing corruption into them and bringing into existence abominable beings which now inhabit the depths of those swampy caves. Few witnesses have been fortunate enough to lay their eyes upon these beings, fewer still to do so and live to tell about them. The aptly named winged vermin, for example, are oversized creatures that resemble something like an amalgamation of a snake and a mosquito. They are dangerous because of their stealthy and quick attacks from the air. As for the so-called swamp demons, which we now know don't really have anything demonic about them, they have these mysterious lumpy growths on their backs which are likely some type of parasite that controls the rest of the flesh, the origin of which is still unknown.


Dark Grims

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Once a great mage order of the city of Eschen, the great and powerful summoners who built the city of Thoris using stone golems, now a small esoteric guild hated by all who believe in the natural order of the world, the Grim guild kept the dark secrets of their order hidden for hundreds of years. Specifically, a sect exists within the guild which secretly deals with the magic of death and degeneration - necromancy. They are referred to as the dark Grims, their main goal is the resurrection of the demon lord Thor'Garak. Other than that, not much is known about their activities and connections, or their numbers and power. Whether their demonic lord's return would mean the fulfilment of their dreams or perhaps their end, is a question that will hopefully (for the good of Medivia) remain unanswered.


Ancient Watchers

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The tragic fall of the kingdom of Sheol and the virtual obliteration of its lands at the hands of unthinkable magical energies meant the beginning of the great migration of the watchers into our world. They journeyed here on an enormous ship with a thousand sails. Following their arrival, the bonds that tied them to their homeworld were broken, and the energy they knew was replaced by our river of mana. Those who allowed themselves to assimilate and accepted the influence of this new energy lost most of their inborn power, not only magical but also intellectual, they devolved into not much more than beasts. Those who rejected the temptation succeeded in maintaining their sanity and went on to seal themselves inside an ancient tomb to guard a sacred artifact for all time.


White Light emmisaries

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With the spread of its influence over Eschen's territories and the general major increase of the number of faithful throughout the continent, worship of the white goddess became the leading religious orientation on the continent. Faith in goodness, purity and the eternal Light that burns in our hearts and keeps darkness at bay are the church's main teachings, but behind the veil lies the awful sinful truth: burnings of those they deem heretical, torturing of any and all who speak against the archbishop's decisions, and a desperate skirmish for control fought by means of atrocious deceit and shameless manipulation... Is there hope still for this faith? Can the bright Light ever be restored again, and its flame cleansed?


The wizards of Arcanum

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Tales say that in the endless depths of the infinite dwarven-made mazes below Arak slumbers a being grotesque and unimaginable, a creature so heinous that none of the sane mind would ever believe it. The legends call it a leviathan, a remnant of the first gods, an immense worm who could swallow the city whole with his huge mouth. A mouth filled with teeth like thousands of serrated daggers, with a toxic stench potent enough to suffocate anything living. Perhaps even more intriguing than the leviathan itself is the mysterious order of wizards who have claimed him, they used the nearby ruin of an ancient dwarven temple as the foundation for their base which they can use to study the beast. The mystical nature of the worm, due to its origins, could hold the key to uncovering entirely new facets of magic and secrets of the world, and that is what the mages seek. With time, their new base grew into an astonishing underground citadel, now inhabited and defended by many of their association's wizards. Likely one of the greatest libraries of magical knowledge ever to exist, hidden far and deep below, enchanted and protected so that no prying eyes of outsiders may ever penetrate its walls or the pages of its books.

Gorgons

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Gorgons are exceptionally mysterious creatures, but exceptionally deadly as well. Their strength is comparable to that of a regular demon, but they are able to turn any being into stone and destroy it using the most potent venom that exists in all of Medivia. Due to their isolation from the rest of the world, any information gathered about these ancient beings is highly dubious. What we know is that their home, a stone fortress surrounded by ocean, survived the first cataclysm. We suspect that the island is what remains of a Leviathan, which crashed into the ocean after a different great calamity. Gorgons love toxic environments, dozens of venomous vipers decorate their heads, but there is beauty in this demise, as their beautiful eyes glitter like stars. It is often said in stories that their stunning eyes are the very final sight that those foolish enough to venture onto their stone island ever glimpse.

Phoenix

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These blazing creatures made of living mana appear in places of great concentrations of magic. These beings are born from dense energy which somehow gains consciousness. No sorcerer has yet been able to examine them in depth because of their incredible power, their scorching attacks can pierce the most powerful magic shields and the power behind their claws penetrate the finest dwarven runic armor. Even the complete destruction of a phoenix does not kill it, quite the contrary, the tiny magical particles which make them inexplicably coalesce again and rebuild the phoenix even stronger and deadlier. Luckily for us, these creatures only inhabit the most deserted corners of Medivia, and are therefore an extremely rare sight, often viewed as no more than folk tales in the eyes of most.


?̵͕͔̖̪̲͛̚?̴̻͕̤͙̏̆̍̚͝?̶͖̎͗͐́?̸̮̙̳̒̌̋̄͝?̶̨̫͙̩̟̉͝?̴̡̺̭̺̪̊̆̋͌͘


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T̸̡͒h̶̨͒e̸̳̓ ̶̙̌e̴̛̼n̸̪̔d̵̤̒ ̷͇̾ḭ̵͋s̷͓͛ ̵̛̺n̴͈̓è̵̳ȧ̶̱r̶̙̅,̶̺͆ ̴̟̊ț̶͋h̴̫͆ë̴̠r̴̦̓é̶͍ ̸̻̌i̶̟͝s̴̯̅ ̵̛̱n̴̙̒o̴̼̎ ̸̦̋è̷͓s̸̯̋c̴͈͆a̵̹͝p̶̲̽e̵͔̾ ̶͖̓f̷̹̒r̴͚̋ǫ̷̂m̷̡͆ ̷͎͑s̷̘̈́u̶̝͊f̶̲̔f̵̳̂ȇ̸̺r̵͑ͅì̷ͅn̸̙̂ġ̷͜ ̷̬̋ẏ̵͇o̷̖͆u̸̙͒ ̶̠͆h̵̞̚a̸̞̎v̸̘͝e̷̛̫ ̷̜̋b̶͚̋ŗ̶̓ȍ̷͈u̸̦͘g̷̱̑h̴̹̉t̵̘̄ ̷̡͝u̵̬̕p̷̮͒ȏ̸̻n̵̜̋ ̶͎̀ỳ̷̺o̷̱͒u̶̗͆r̷̍͜s̸͉͑e̸͒ͅl̸̪͠v̶͉̕e̷͎̿s̴͙̀ ̷̱͌m̴̝͗o̷̧͛r̸̰̆ť̵͖ḁ̷̕ļ̶̑s̴̘̃.̸̣͋ ̸͈͂T̶͕͗ḧ̶͇́e̵̓͜ ̵̞͂r̴̲̽e̴̟̔s̶̱͛s̷̫̎ü̵̠r̷̺̂ẹ̸͆c̵̰̾t̷̞̓i̶̖͘ó̶͚n̵̪̆ ̵̫̎ǒ̸̦f̸̻̀ ̸̖̂ò̷͙ȗ̶̪ȑ̷̘ ̶̺̓l̸̺̋o̴̪͋r̶̳̈́d̸̡̋ ̷͙̂i̸̻̽s̵̏ͅ ̸͕̓à̶̗t̵̢͋ ̵̥͝h̸̘͝a̴̤̕n̶̠̉d̶͚̒ ̸̻͐a̸͕͐n̷̩̋d̶͓̊ ̷̞͛ẘ̵͜i̴̿͜t̶̩̅h̴̩̏ ̸̖͆i̴̙̍t̶̠̿ ̸̲͗ẅ̷͖́ē̵̺ ̸̹̊s̵̭͑ḥ̷͐ă̷̰l̸̘̔l̴̫͠ ̷̩͊r̸̥͆ė̸͙t̴̜͊u̸̟̽r̵̬͊n̴̳͊ ̵̰̈́ä̵͜n̵͍̔d̴̩̅ ̸̯̓t̶̹́ḁ̸̀k̶̩̓ḛ̸̿ ̸̧̉w̵̦̑h̸͍͗a̷̳̓t̷̢̔ ̴̱͠ī̶͕s̴͓͛ ̶̭͊ẏ̶͖o̴͜͝u̵̗̚r̸̟͠ŝ̷͔.̷͍͌ ̵̣̚Ţ̴̈́h̷̜͗e̵̤͝r̷̞͗ę̸͂ ̷͔̌ś̷̢ḣ̸̩ă̴̳l̸̦͝ĺ̷̨ ̵͚̓b̸̢̌ĕ̶͖ ̸̺̔n̵̻̅o̸̠̓ ̵͇̓e̷̥̚n̶͔͂d̵̜́ ̴̙̆ṱ̴́ó̸̙ ̷͉̋s̸͍̈́l̴̯̅ȧ̶͈ư̷̺ǵ̴̤h̸͚͊t̴̨̿ḛ̶͛r̷̠̕ ̴̘́a̷̹̐n̶̻͌d̴̖̆ ̶͇͊o̷̭͑u̵͉̅r̸̤͌ ̷̗͆d̴̤̑o̷̼͋m̵͓͋i̶̜͝n̷̦̐ǒ̶͙n̵͔͝ ̷̫̉s̷̪̓o̸̼̓ö̴̞́n̸̬̏ ̷͈̓s̴̘̑h̴͖͝a̷͜͝l̶̖̓ľ̸̹ ̶̋ͅb̷͍̃ȩ̶͛ ̴͔̈́s̸̗͗e̶̡͠c̷͍͒u̴̗̔r̷̢̽è̸̖d̴̙̊.̴̧̍ ̶̡͗

T̶̨̺̣́̅͒̓ͅh̸̲̰̰͆͜ȅ̴͔̊ ̵̝̞̣̈͐̿̑g̸̫͓̣͈͒̑̽ă̷̙̦͈t̷͕͉͕͛̐ȩ̴̮̱͋̆͘͝ŝ̶͈̯̯͇́̂͘ ̸͎̠͒̕t̶̨̢̞̀ͅơ̴͕̍ ̸̱͛̋͛̌S̸̢̗̲̑̍ͅḥ̸̹̠̙̓͊̂ė̷͍͍̼̰͐̅̕ó̷̬͈̟̈́l̵̼͊͊̇̅ ̸̙̠̊ͅa̶͕̤̖̞̽̉r̵̫̩̯̤̐́͐̆ẽ̷̜̋͋ ̴͎̋͆͗̓o̸͎̫͂p̸̡̖̀͑͂ͅé̴̮̃͘n̸̘̖̉i̴̲̊̂͠n̷̗͓̺̏̀̚ğ̸̣̩̘̯̕ ̵̟͋̆͝


In game screenshot from our players:

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It's always a pleasure to watch Medivia grow, but it's not Tibia anymore - (not sure if sadly or not).
That being said, I'm positive to watch Medivia have yet another strong update that changes map, lore, and gameplay.
With spells getting a low-key rework (changed incantation, replaced useless spells with useful ones, restricting mana shield attribute and so on) I am here waiting for yet another move - to get some quaint system to replace runes, as they seem to be the last unnecessary thing that feels out of place.

Graphics - even tho they are not my style - is consistent, look coherently and "different but familiar". There are still a few things that seem to be an ugly representation of what they are meant to be (e.g. fire), but it's still readable.

Looking forward to what Medivia brings as it's clearly one of the most influences in OTLand community.


P.S Getting rid of 32b hurts more than we think. What's the reason for this decision? Is it due to a new rendering thingy?
 
P.S Getting rid of 32b hurts more than we think. What's the reason for this decision? Is it due to a new rendering thingy?
Is it really?
I'm not sure if someone decided to install Win7 32bit version, but if you switch to Win10 you can upgrade it to 64bit.
 
but it's not Tibia anymore - (not sure if sadly or not).

I'm glad it finally came to that. Also, I did forget that this section is regarding "OpenTibia discussion", so I suppose we should ask for this thread to be moved to "Games" instead.

P.S Getting rid of 32b hurts more than we think. What's the reason for this decision? Is it due to a new rendering thingy?

It's actually way long overdue to stop living under a rock and take benefit from 64-bit instruction set. 64-bit CPUs are around for at least 15 years by now. Also, our main rendering engine requires DirectX 11 with DirectX 10 hardware* for the sake of more advanced effects (shader model 4.0, so at least 12 years or so old hardware). That being said, it was my own decision to move forward with the game and to drop support of hardware older than 12-15 years.

* Even though the main rendering requires DirectX 10 hardware, there are some players with DirectX 9.x or lower hardware for which the game can run on SDL2 or Blend2D rendering engines.
 
Is it really?
I'm not sure if someone decided to install Win7 32bit version, but if you switch to Win10 you can upgrade it to 64bit.
I do not know statistics of Medivia players, and the steam hardware survey is against it, but this is probably cognitive bias as 32b players do not tend to use steam for various obvious reasons, but I remember even 2-3 years ago switching to only support 64b players did hurt most of our Latin-America players (a bit of Brazilians but most Venezuelans. It turns out the latest ones tend to use much more frequently than Europeans/North Americans do). This was one of the reasons I reverted my decision to switching only to 64b.
So from my experience, if you have a Latin American player base, it might hurt them (and you in the long run). But please keep in mind that I am talking only from my experience and it might vary between my(ours) experience and yours/Medivias.

I do respect that choice to switch game completely and cut off from Tibia/Cipsoft, but whenever you decide you are part of Tibia or not anymore, please keep us updated on your progress as Medivia is one of the biggest motivation that drives a lot of developers out there.
P.S How many people are working for medivia out there? either on daily-basis and/or contract of mandate (I don't know if that's how it's called in english?)
 
You serious? Zezenia looks like ass compared to Medivia. They're completely different in every possible way.

Also, you can say that every single Tibia OT is a rip off of Tibia. Your comment upset me.

what

what i'm saying that this ot server is not tibia anymore and shouldn't be labelled as such, and the only reason for doing all of those changes was due to iryont wanting to get on steam to get money from "his" game

and yes, every single tibia ot is a rip off of tibia. Except some owners lead their servers better than CipSoft.
 
I do not know statistics of Medivia players, and the steam hardware survey is against it, but this is probably cognitive bias as 32b players do not tend to use steam for various obvious reasons, but I remember even 2-3 years ago switching to only support 64b players did hurt most of our Latin-America players (a bit of Brazilians but most Venezuelans. It turns out the latest ones tend to use much more frequently than Europeans/North Americans do). This was one of the reasons I reverted my decision to switching only to 64b.
So from my experience, if you have a Latin American player base, it might hurt them (and you in the long run). But please keep in mind that I am talking only from my experience and it might vary between my(ours) experience and yours/Medivias.

I do respect that choice to switch game completely and cut off from Tibia/Cipsoft, but whenever you decide you are part of Tibia or not anymore, please keep us updated on your progress as Medivia is one of the biggest motivation that drives a lot of developers out there.
P.S How many people are working for medivia out there? either on daily-basis and/or contract of mandate (I don't know if that's how it's called in english?)
It might be true but when did you experienced that outflow of SA players? In general we can say that there is a big percent of old specs among Tibia fans/players in comparison to any other games, but I think it's not that big as it was before. There is less than 0.50% that uses 32bit systems on Steam and Brazilians are one of the biggest communities. So probably you're right about Venezuelans but I think that they are rather small community.

2009, 1.95%
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2016 no data for Venezuela but still Brazil in top.
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Even if you look at otservlist stats, there aren't many servers in Venezuela.
So I think that today its a good move made by Medivia team.

what

what i'm saying that this ot server is not tibia anymore and shouldn't be labelled as such, and the only reason for doing all of those changes was due to iryont wanting to get on steam to get money from "his" game

and yes, every single tibia ot is a rip off of tibia. Except some owners lead their servers better than CipSoft.
Are you trying to say he doesn't earn now or what? And is it bad that he wants to (if he really does) be on Steam? This is a big step forward and possibility to gain a lof of new non toxic players like in ot community.
 
All I'm saying is that it's really cool to me to see TFS/OTClient/Tibia OTs branch off into other games. Some games out there that are based on TFS/OTClient are actually in the Android/IOS App Stores now. That's crazy. 10 years ago, I would've never expected such a thing to happen. But our community is full of creative people. Don't shun them for that because their game is a little different. It's helping us as a community grow and it's helping the software we all use be developed in ways that one single team or person would never be able to think of themselves.

The mental collective of all of us together made OTs what they are today. Just be happy. I feel that this is a turning point in our community and eventually we will get split up into separate types of development, but don't let anything discourage you from making the software better for the collective group. It's communism time.
 
Congratulations to Ironyt and all the staff, this update really was an achievement. I came back from retirement and I'm really enjoying the game.

Hilarious how some people get mad because "it isn't Tibia anymore". Well, to that I'd say that Medivia is more "Tibia" than current Cipbia is. The original retro Tibia gameplay and feel is still 100% in here, even if the graphics are different and the map is fully customized.

That being said, if someone took the task of updating some of the classic sprites to HD, would they be usable? The only thing that I miss from before the update is the retro outfits and certain graphics like runes / weapons.
 
Congratulations! I really like progress of Medivia.
There was Zezenia, later Bloodstone, now we got Medivia as next fully custom game which comes from Tibia.
We should celebrate! 🎉🥳🎉
 
That being said, if someone took the task of updating some of the classic sprites to HD, would they be usable? The only thing that I miss from before the update is the retro outfits and certain graphics like runes / weapons.

I'm like 65% sure its not the sprites. It's Sokol gfx. Project is on GitHub.
 
I overall like the latest update.
Most HD sprites are looking good and the new mainland map is really nice.
Hope for more content soon. ☺
 
I do not know statistics of Medivia players, and the steam hardware survey is against it, but this is probably cognitive bias as 32b players do not tend to use steam for various obvious reasons, but I remember even 2-3 years ago switching to only support 64b players did hurt most of our Latin-America players (a bit of Brazilians but most Venezuelans. It turns out the latest ones tend to use much more frequently than Europeans/North Americans do). This was one of the reasons I reverted my decision to switching only to 64b.
So from my experience, if you have a Latin American player base, it might hurt them (and you in the long run). But please keep in mind that I am talking only from my experience and it might vary between my(ours) experience and yours/Medivias.

From what I can tell you now most players affected by the update simply adopted to the changes by upgrading their operating systems. In most
cases they had 32-bit system running on perfectly capable 64-bit CPU, so why waste the potential of the CPU?

P.S How many people are working for medivia out there? either on daily-basis and/or contract of mandate (I don't know if that's how it's called in english?)

Actual developers Xuna, Saphron, Eldrin and me. Also, Madragor as a community manager.

That being said, if someone took the task of updating some of the classic sprites to HD, would they be usable? The only thing that I miss from before the update is the retro outfits and certain graphics like runes / weapons.

The game client can load third party sprites from png files as long as they do match internal format (HD - 64x64, normal - 32x32), so I guess it's doable if someone wants to waste his time on it.

I'm like 65% sure its not the sprites. It's Sokol gfx. Project is on GitHub.

Sokol gfx is just a wrapper around GLES2/WebGL, GLES3/WebGL2, GL3.3, D3D11 and Metal. It is used for the main rendering engine to support shaders and more advanced effects for the "newer" hardware. I did drop support of DirectX 9 and OpenGL 1/2 in favor of the new rendering engine. Even though the game can run on older hardware with or without a GPU by using SDL2 / Blend2D rendering engines I do still set SokolGP as default renderer for the game since I would like to have more interesting effects in the future.

Waiting for Pendelum EU!!!

About that:

Dear players

Mainland update is now behind us and as promised we would like to announce a new world "Purity" which will be launched on 21st (Friday) of August 2020 at 20:00 CEST.

Purity will be fully free (free premium) for the period of the whole weekend since its launch date! The world will have the same rates as Pendulum, but the host will be located in Europe. Please note this might be the most exciting launch of a new world in Medivia! :)

CumoLKQ.png

 
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