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The Lost Kingdom Revival (Custom Vocs, Indepth RPG Map) Discussion/Feedback

First few floors of Carass Tomb is going live in an hour as part 1 of todays update, part 2 will feature a larva cave and some more npcs.

Edit: It's up.

Edit2: I've added something cool. In the Carass tomb there is a state. At random times the statue will be gone, and a boss will be spawned inside the tomb. The tomb guardian. Kill the tomb guardian, get the reward bag and the statue will be back.
 
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Already working on tomb #2. I've also imported 2 map parts that were outstanding and edited them (A mountain pass, and a necromancer crypt.) to fit the theme of the map.

A teaser for tomb #2. While the first one is themed with the classical tomb we know, this one is from the era of darkness.
Obviously a Work In Progress but it gives you an idea.

lrsreWp.jpg


Inspired by Mackans thread.


Edit: Updated at 06:58 to 0.47 -
Mountain northwest of Radania updated. A lot. Needs finishing.
2x Necromancer spawns started, not finished or accessible.

Oil tomb started.
Carass tomb finished up to the point of the actual Pharao fight.
lots of bug fixes
Nimea updated
library updated.
 
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Already working on tomb #2. I've also imported 2 map parts that were outstanding and edited them (A mountain pass, and a necromancer crypt.) to fit the theme of the map.

A teaser for tomb #2. While the first one is themed with the classical tomb we know, this one is from the era of darkness.
Obviously a Work In Progress but it gives you an idea.

lrsreWp.jpg

looks cool
 
got some bugs to report:

-Earth and Flame familiar summoning cost no mana.

-Prices of wands in the magic shop are not adjusted to their level requirement

-the npc at drakonia which can escort you out of it should have a confirmation sentence after you say "escort" to him. (he teleports you straight after you say escort)
 
There probably won't be a big patch tonight, only bugfixes.
I'm going to create an open Google Doc where everyone can add bugs they find, and see what I've fixed.
 
Report a Bug:
Click Here


Bug List & Status
Click Here


Edit: Added a new necromancer spawn in the Radanian crypts and fixed some bugs. Working on a bigger map part at the moment that I can't release unfinished and fixing bugs.
 
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I'm sorry, i won't be able to test tonight. My internet keeps crashing every 5 mins :(
 
well i dont know why it just doesnt make me feel good having to wait till level 25 to get a attack spell on a crusader
 
well i dont know why it just doesnt make me feel good having to wait till level 25 to get a attack spell on a crusader

This is feedback thats been recieved by a lot of parties. I'll be revisting and rebalancing the order at which vocations get spells and what they do sometime this weekend.
We're also introducing a new vocation; the Conjurer.
Either on Saturday or Sunday, depending on how development goes.
 
Today I've just fixed some bugs. Currently reworking the familiar and companion system a bit to make the more in line with what I visioned. Also adding the Conjurer, no more patch until that's finished.
(Tomorrow probably)
 
No patch today, big one tomorrow with
- Restructured spellorders and a few new spells.
- New Vocation (Conjurer)
- Restructured familiars and companions
- Lots of new map content and quests.
grFuhsI.jpg
 
I've launched 0.5 -- Featuring Conjurers.

Things it includes:
New area under radania crypts.
New area east of Radania.
Conjurers
Rework of Familiar System (Only the base, this is very much a WIP)
Lots of bug fixes

Not even half of what I wanted, and conjurers are far from done but they're finished up to level 60.
To use conjurer spells the spell words are !command 1 -> !command 4 and of course any numbers inbetween. Command 4 needs a player param like !command 4 Kyoushirou.

I'll write down more of how everything works when I get back home, had to cut development short today.
I'm really excited for this vocation as it features new mechanics and I think it'll be great. Videos etc will come when I get back home.
 
Figured out how to make familiars and conjurations not hurt their master, so I'll be working on fixing all summons today before I finish anything else.
 
Ok. Fixed a lot of bugs today mainly other than the summon fix, only new addition is a scarab cave (and ancient scarabs, southeast of radania) and the Screamer spell for Conjureres.

Here's a short Conjurer summary.
Conjurer Summary


Explanation

The Conjurer is a summoning vocation, who uses many different summons at his disposal to either disrupt, support, or deal damage enemies. They have a variety of damage spells, including the strike spells and a vast amount of runes.


Summons

There are four main summons, which are with the conjurer at all times. The bulky tank, the agile melee DPs, the destructive ranged DPs, and the supportive summon.


They all have a number of spells which the master can call upon, to make the utility of each summon potentially more dangerous – especially in PvP when you can time their abilities just right.


They also have temporary summons, which they can call upon to get some extra burst damage or extra support. Maybe even to confuse their enemies.

Spells

The conjurer can use few instant spells, among which are the strike spells. They also have the potential to use runes to amplify their damage and to support their Summons – or even to sustain when, or if, the summon dies.

They have the ability to concoct potions and sell to other players, and create most runes.

Tomorrow there'll be a bigger patch to fix what I wanted to fix yesterday but didnt have time to do:
- End of the Undead Task
- Zann buying undead creatureproducts
- More tasks
- A npc wandering the desert selling dromedary mounts
- More of the djinn quest

And current plans after that:
The Wizards tower + quest chain
continuation of horned helmet quest
Charge spell for warriors
Finishing up Erlands Trade contract quest
Promotions
Fisherman NPC in Radania
Beggar NPC in Radania
The Garrison in Radania finished (+ quests, tasks)
Surprise Bags fixed and updated
New paladin spells
Coding the rest of the conjurer spells

On another note, map size is now 4 mb. On 10 MB It'll be ready for a launch imo.

If you have any suggestions on wanted spawns or quest ideas, hit me up here or in a PM! Any used ideas are welcomed and rewarded with points (For outfits, custom houses etc after beta)
 
Is there a way to download full map?

Good idea, I'll sort a minimap upload of everything finished with markers once I deploy tomorrow's patch.

Here's a bit of the minimap atm.

BRAVCG5.png


uCWP4yL.png
 
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