If specified, this will replace the title
- May 21, 2013
- Best answers
- Reaction score
As it was stated - yes, custom content will exist (other than changed "ankrahmun"). You may always find something unexpected here and there, expanded plot, a new place, some new quests (minor or 'epic') etc. But it's focused on this kind of stuff more than new spawns, so in terms of map-editing those will be rather slight changes. Certainly not as drastic as the "new ankrahmun". We want to keep the Mainland original look but also have something to surprise, cause, as you said, it's not so exciting when you know there's nothing else to find.When I think of old time tibia playing, exploring everything for a first time was great experience. Today otses is just standard going to known resp places to exp as fast as u can, so I just don't play on those without custom map/mechanics.
So my question is - any custom content will be available on Mainland?
Ofc I read part, where u said there will be changed quests and it's great, but will there be any added map/monsters (not just modified)?
I'm sure, that if after few days server will feel alive, I'm gonna buy premium just to explore edited Ankrahmun, but it would be cool to know exploring rl map of Mainland (yet again...) is worth it, bc u can find some new interesting stuff ;].
Btw those won't keep me going, yea I know, that I'm pleb ;/
I don't know what you mean with the iron.what about the items level will they have level requirements because in old tibia you could collect 100 pieces of iron to make a sword and a lvl 8 could use a decent sword as long as they had decent sword fighting
You indeed don't have any memories of that occurring, because that is just a mere superstition. Reverse engineering on their leaked binary from 7.7 showed that spawns were dynamic, but not so much, they would have their spawn time rate based on how many people were online at a certain time.Did rookgaard mino hell use to overspawn? I played almost exclusively as a rookstayer during that version and I don't have any memories of that occurring down there.
What you're saying has nothing to do with overspawn. In 7.7 it obviously couldn't exist, as it was supposedly replaced with anti-luring system in 7.5 update. No one said this specific one was reverse-engineered. We do RE the 7.7 binary to know how things worked, but we also downgrade them accordingly to 7.4.You indeed don't have any memories of that occurring, because that is just a mere superstition. Reverse engineering on their leaked binary from 7.7 showed that spawns were dynamic, but not so much, they would have their spawn time rate based on how many people were online at a certain time.
Nowhere it is said it only worked in that place, so the hell you're talking about?Also if you're in the reverse-engineering scene and you're doing your job right, you should know that they don't have such a spawn setting as "only in minotaur hell there'll be overspawn".
And who says they'd even care to fix it back then? Who says it was even a bug?I still think that, if overspawn was ever a thing, within 3 years from 2001 to 2004, since the 7.1 version came out, they would've fixed that pretty quick. I myself started playing tibia back in 2003 and I have no memories about seeing such a thing.
The 2nd one actually IS from Tibia 7.41, you can see a date of 29th July 2005 in the beginning. That's just a week before update to 7.5.Both movies are not from Tibia 7.4
In 7.7 monsters belonging to one home spawned on a wider area, away from each other, so I thought maybe that was what you referred to as "spawn area", I don't know. That's how the algorithm worked, but no area was defined 'per se' in the spawns file, so I have no idea where you got that from in your "compiled map". And I've side-noted that the algorithm was way different back in 7.4 anyway (monsters spawning around the point).also what is the point of the monsters spawning clockwise or not, they cannot spawn when you're standing there anyways.
You've come to my thread and called my research a "superstition", but you did not care to atleast check it carefuly (when I literally put it in your face to let you verify for yourself) or provide any valid counter-point whatsoever. You haven't thrown any fact in here, dude. This is the only reason I called you ignorant, not the opinion itself.My simple opinion and some thrown facts and a picture are just enough for you to call me highly ignorant and my memory biased, I no longer feel the need of having a chat no more, enough of internet for today.
An open pitfall used to close EXACTLY 5 minutes after it was FIRST opened (if someone falls in 4 minutes after it was opened, it will still close after 1 minute)
When you throw items above a closed pitfall, the items stay ABOVE.
All the items above a closed pitfall should fall inside when it is opened.
You can push other players / monsters into closed pitfalls (and they of course open)
Monsters don't "detect" closed pitfalls (i.e. they can fall inside without someone having to push them in).
And a very minor one...When standing at the ground floor, the client ONLY receives information from the floors ABOVE. You can, in no way receive information from underground floors, 100% sure of it.
When standing BELOW the ground floor, the client receives information from up to 2 floors BELOW, and 2 floors ABOVE (here I'm not sure if you could look at the ground above, I think not.
When standing ABOVE the ground floor, the client receives information from 2 floors above and 2 below, down to the ground floor.
Using original client doesn't mean it's not modified and we let people log in just with ip-changer, don't worry. We ofc have our own code attached to it. OTClient doesn't change anything in that case, I could give you an example of currently running "7.4" server that's apparently a botting heaven, despite using an own OTC.Personal suggestion: Use some kind of custom client, or it'll be a cheating hell.