Oldschool 7.4
A TFS 1.5-based server with HD graphics(optional), real-time translation (by request), Bestiary, Charms and performance-focused systems.Hello everyone,
This is not an advertsing. I would just like to share and discuss some ideas I had to improve what we had in oldschool.
Idk if this is the right place, and there is still alot of work to do, but i need to share what im doing to someone.
This is a project I have been working on: an oldschool Tibia server based on TFS 1.5, focused on the 7.4 era, but with a custom client, modernized systems, performance improvements and several quality-of-life features.
The idea is not just to run another real map server, but to build a solid, stable and polished oldschool experience, using a modern base without losing the classic Tibia feeling.
Real-time Translation
One of the systems I am most excited about is real-time translation. Communication between players has always been one of the biggest barriers in online games, especially on international servers. The goal is to allow players from different countries to interact much more easily, without depending so much on a shared language.On the server, messages will be translated directly through the client integration, making communication more accessible between Brazilian, European, Latin American and other communities. The idea is not to replace the original chat experience, but to add an optional accessibility layer that brings players closer together.
The translation is handled server-side, so the player does not need to worry about performance or their own network being used to process translations.
This is basically the first (and only, for now) feature I want to discuss with you guys, but I also wanted to share everything I've been working on so far.
Base and Architecture
The server uses TFS 1.5 as its foundation, adapted to the 7.4 protocol. One of the main priorities has been keeping the client and server tightly synchronized, instead of treating the client as just a visual layer.Several systems were adjusted or implemented on both sides, including:
- Custom communication between client and server through extended opcodes.
- Client UI systems connected directly to server-side data.
- Proper handling of oldschool mechanics on a more modern TFS base.
- Compatibility work between the 7.4 protocol, the datapack and the custom client.
- Careful server-side validation of requests sent by the client.
HD Graphics and Custom Client
One of the most visible parts of the project is the optional graphical upgrade.The client was adapted to support HD/upscaled graphics, including item sprites, creatures, outfits and map elements. The idea is to make the game look cleaner and more pleasant, without losing the oldschool identity and while keeping performance as close as possible to regular sprites.
The client work includes:
- HD sprite support.
- 64x rendering adjustments.
- Custom UI modules.
- Improved inventory layout.
- Custom character bonus window.
- Bestiary interface.
- Trade/shop interface improvements.
- Client-side sprite and outfit fixes.
- Performance work related to sprite loading and rendering.
- Optional preloading improvements to reduce stutters.
Performance Optimizations
A lot of time has been spent analyzing and improving performance, especially because oldschool servers can become expensive when many players and creatures are active at the same time.Some of the optimizations already implemented include:
- Creature movement optimization, focused on supporting a large number of monsters moving simultaneously with low impact on server usage.
- Significant cost reduction in the classic attack speed system.
- Packet optimization when switching attacks between creatures.
- Protection against spam from buttons, interface actions, target switching and other repetitive actions.
- Blocking or discarding unnecessary repeated packets.
- General cleanup of expensive logic paths.
Bestiary System
A complete Bestiary system has been implemented and adapted to the oldschool environment.Current features include:
- Creature overview.
- Creature details.
- Kill progression.
- Loot display.
- Loot rarity classification.
- Server-side creature data loading.
- Integration with the Charm system.
Charm System
The project also includes a Charm system, starting with Savage Blow.The first implemented charm adds a critical hit mechanic adapted to oldschool gameplay, with heavily reduced power so it does not break the balance of the version.
Current features include:
- Unlockable charm progression.
- Persistent charm states.
- Active/inactive charm control.
- Charm points obtained through Bestiary progression.
- NPC-based charm activation.
- PvE critical damage.
- PvP-adjusted critical damage with reduced bonus.
- Character bonus interface showing active bonuses.
- Visual feedback for critical hits.
NPCs, Shops and Economy
A large part of the work has also been dedicated to NPCs, shops and the server economy.The server economy is under constant review. The idea is to take into account that players today have much more knowledge than they had during the classic Tibia era. Because of that, item prices, loot, quests, rewards and gold sinks are being carefully reviewed, with the goal of controlling inflation and keeping the economy healthy for a long time.
Progress includes:
- Reworked merchant NPCs.
- Functional shop interfaces.
- Revised buy and sell prices.
- Clickable keywords to make NPC communication easier.
- Gold sinks in several game activities.
- City-by-city NPC review.
- Planning for travel NPCs.
- Planning for quest-related NPC behavior.
- Safer handling of player names and dialogue variables.
Actions, Quests and Map Systems
A lot of work has also been done reviewing map actions, levers, chests, teleports and quest-related mechanics.This includes:
- Fixing broken or missing action scripts.
- Reviewing important levers.
- Implementing trap mechanics.
- Checking chests and quest rewards.
- Investigating teleports with missing destinations.
- Validating critical map interactions.
- Fixing doors, keys and access-related actions.
Custom Systems and Quality of Life
The project also includes several custom or modernized systems, such as:- Ragnarok/Miracle-style shop interface.
- In-game calculator with minimum/maximum damage calculation.
- Training calculator for all vocations.
- Character bonus panel.
- Improved client UI behavior.
- Server-side open container restoration system.
- Better packet validation.
- More useful debug tools.
- Loot simulation tools.
- Offline tools to test drop rates.
- Cleaner client/server integration.
Development Philosophy
The project is being built around a few clear principles:- Oldschool feeling first
The goal is to preserve the gameplay feeling of version 7.4, not to turn the server into either a clone of old Tibia or modern Tibia. - Modern technical base
Using TFS 1.5 allows better maintenance, performance and present/future expansion. - Performance matters
The server needs to be prepared for real multiplayer conditions, not just local testing. - Economy matters
NPC prices, loot rates, progression and item circulation are being handled carefully and reviewed by an economist/programmer. - No rushed release
The project is being reviewed system by system to avoid launching something incomplete or easily exploitable.
Current Status
There is still work to do, but the core of the project is already solid and moving forward quickly.My goal is to create a serious oldschool server with modern polish, good performance and long-term potential.
If you had unlimited resources to build an oldschool server, what features or ideas would you like to see? I'm curious to hear what you think would improve the oldschool experience while keeping its original spirit.

