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Tibiantis - reversed old Tibia project - discussion thread

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Tibiantis is a project created by enthusiasts of old Tibia, out of pure nostalgia, to take you (and us) back to 2004. To the days when satisfaction about leveling up was overwhelming and death was so painful that your desk could never lack a glass of lemon juice to sober up, just in case... To times when danger was lurking around very corner and even the ordinary journey from Thais to Venore was often a cause of heart palpitations.

Tibiantis is meant to be an RPG server in the proper sense of these words. Where RPG does not mean "being a peaceful player and killing monsters", as it is commonly thought nowadays. It means playing roles, including the vicious ones, and constant interaction between players: creating guilds, establishing friendships, taking part in coflicts, alliances, and so on. And mostly - waiting adventures and constant struggle to find ourselves in a brutal world, where every deed may have grave consequences. It will be a "serious" server, as serious as Tibia was in the old days.
"Nothing new, servers advertised that way start every week..." - probably more than one has just thought... and no wonder! However, this time nothing could be more wrong. If you decide to keep reading, we may convince you how different this project is.

So, what exactly will Tibiantis stand out with?
Firstly, the exact recreation of version 7.4 gameplay, as accurate as nobody has done it before.
Secondly, thought-out own custom changes that will always be aimed at restoring these feelings from years ago, not just making the game easy and pleasant because someone asked to.
Thirdly, clear and justifiable server's policy.

But first things first.


Recreation of the old Tibia

An exact and accurate recreation of old Tibia is a point of honor for us. People claim that details don't matter, but we think details are a measure of commitment. And in recreating old Tibia we are characterized by nearly morbid pedantism.
Many servers claim to have recreated the old Tibia, but in fact they follow the path of least resistance, use the same "ready-made" packages that were never nowhere near real Tibia 7.4. They often do not even care about replacing all sprites. For us it is time to take the concept of "OTS 7.4" to another level and change the perception of these words once and for all. We've spenth months reverse-engineering the original CipSoft server and files only to learn about almost every function in order to recreate every detail for real! And when I say "every detail", I really mean it. :) Everything that may come to your mind (and probably way more) will work as it used to. After so many years of experience with OTS, some of the real Tibia 7.4 mechanics have long been forgotten because they had never been recreated. Until now.
But not to sound groundless, let me give you some examples:

Monsters on Tibiantis have a real old Tibia AI, they behave the same, move in the same way and use the same tactics. Nothing like monsters known from the OT servers. If you are wondering about differences, most of all, they can sam combos as they did back in the days.

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Who else misses the good old hunter shooting like a machine gun? :)

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What's more, these combos, or so-called "fast attacks", did not happen from a random case out of nothing. Of course, randomness is involved, but some circumstances are required as well, just like it was in old Tibia!
As you also see, fleeing monsters do not 'lag' every step and they even turn into target's direction every time. Monsters also move as they used to, they don't stand still like on the OT servers, as seen below:

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* One of the long-forgotten mechanics was also the so-called "overspawn". Few remember, but up to - and including - version 7.4 monsters used to respawn again when their previous instance went too far from the spawn site (or changed floor). Thanks to this, some places called as "hell" often turned out to be hell not only by name :)

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But don't worry, monsters in this version do not move on their own, when there's nobody nearby on the same floor, so they will not overspawn by themselves.

* Monsters' loot is generated at the time of respawn and placed in "virtual" inventory (sush as the player's one), so it may have an effect by for example increasing monster's armor. As it once worked. Also the algorithm deciding where to place the generated item (in which inventory slot, or maybe in the bag) is the same.

* Monsters can also train their skills up, the same way as players do! In addition, they do not all train at the same speed, but some have greater "skill potential" than others. Do you remember the old movie in .rec, where someone showed a trained spider hitting 70~? :) Yes, spider was one of those with the highest train-potential.

* As for respwn, Tibiantis uses the same algorithm as Tibia 7.4 did, which is why every monster will appear in the right place, square to square. What's more, the respawn time is also calculated accurately, it is not constant, but each time partly randomized and depending on the number of players online, according to the formula once used by CipSoft.

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* All monsters have been reversed back to version 7.4, i.e. demons drop coconuts again, dwarf guards give 170 exp (not 165), old wands have been added to the loot, etc.

* All spells have 100% accurate formulas as well as their properties. For example, some spells (but not all) used to have a minimum power set, so that even the lowet possible level/mlevel guy would not hit below a certain value. They also have it here.
Each spell works correctly, fields in PvP deal half the damage, the power of paralysis is correct, spells with physical damage are correctly reduced by armor, poison storm has its due range (greater than UE) and correct damage etc.

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* Even the incantations work as they should, so you can skip the quotation mark for one-word parameters, seperate first syllable with a space (e.g. ut ani hur) and so on.

* Tibiantis also has a polished exhaust system, as it really was in the old days, even with the forgotten mechanics of using UH and exura vita simultaneously (yes, it was possible).

* Even the system of delays has been recreated in every detail. Spamming spells, changing weapons or performing various actions may cause delay to our attacks.

* On the other hand, on Tibiantis you won't experience the annoying delay after 'use', which appears in the most OTS distributions. :) Here you can drink mana fluids and immediately move a vial, without delay.

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(Yes, "Aaaah..." does appear, I just tend to ignore my own character sometimes:))

* There is also no other common OTS bug with paralysis. On Tibiantis paralyze condition is always cured smoothly even by using a rune.

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* The players' push mechanics have also been recreated. As in Tibia, moving does not cancel the push that was sent earlier :)

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* Needless to say, all other combat formulas, i.e. damage, hitchance, defense, armor etc. are also 100% correct. Not "more or less", not "by eye". We have exact formulas that we had obtained via RE-ing the original server.

* Just as monsters, items have also been reversed back to 7.4. They all have correct values (e.g. spears 30 attack, corrected weight of some items etc.). We also use the original 7.4 Tibia.dat, so there will be no mistake in sprites. Even the minimap will always be in accordance with 7.4 (there were slight differences in the most commonly used 7.7 file).

* All objects descriptions are displayed as in 7.4, which means oldschool runes descriptions, weight in 0.0 format, shields showing its attack (by the way, you may wear two shields at once, as in old Tibia :)), even the plural form for each countable item is correct.

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* Tibiantis has a 'reset floor' system that works like in real Tibia. When there are no players near the place at certain time (a few times a day), some squares might be refreshed. But only those marked with the "refresh" flag - the same as on the original map. Other squares will not be refreshed even during save server, so you can hide your lootbags for several days. Of course, if you know where, but old players always used to have their own spots :)

* The map, of course, has also been reversed back to 7.4, and I do not mean only these obvious changes like Tiquanda or Cathedral...

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...but also countless small differences that you most likely didn't know about:

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As you can see, all the smallest details are in place, also the old bank in Carlin, the so-called "daily respawns" and many, many more. :)

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But all these things listed here are merely a few examples, it would probably take weeks to describe everything (of course, the most known 7.4 flagship mechanics like uhtrap or the old magic system are also present). As you can see, we've put in a lot of effort in order to make you feel like you are really playing old Tibia, not another regular OTS. :)


Custom changes

But I mentioned "custom changes" at the beginning, what about them? Our goal is not only to create a perfect copy of Tibia 7.4. It is merely a starting point. Although we think that such an accurate recreation, together with several forgotten mechanics, will alone be a breeze of freshness, we also realize that it may be not enough to keep the game interesting in the long run. In the olden days no one had so many years of experience behind. Today almost everything has already been said, and probably everyone knows the map like one's own pocket (apart from these minor differences). Therefore, we will introduce several changes that in our opinion - atleast to a minimal extent - may help to bring back the feelings that once accompanied Tibia players daily.

* The first - and perhaps the most 'controversial' - change is the lack of the city of Ankrahmun. The area itself will still exists, but we used it for new content, writing an alternative story of the Djinn war. Why? First of all, we want Tibiantis to include things to be yet discovered, but we didn't want to expand the map too much at the start. The basis for mantaining close interaction is in our opinion the size of the map tailored to the number of players. Too much dispersion of server's population would cause a feeling of 'emptiness'. This can be referred to today's Tibia, which has probably reached 30 cities already and even with 300 active players online in some of them you won't meet a living soul for a long time.
But why getting rid of Ankrahmun? After a broader analysis, and our own experience too, we came to the conclusion that today's game on version 7.4 has become a boring schema in which almost all events revolve around Ankrahmun and the nearby hunting places (tombs). This is due to the bad design. Tombs are simply too good, as if they were designed purely for GFB shooting, in comparision to what else the game offered at the time. While the city itself is one big protection zone, which allows to move around safely in any situation. Originally it was even worse, as initially there was no PZ on the pyramids whatsoever, which resulted in the impossibility of killing anyone who jumped on them. Hence CipSoft "fixed" it. Which only confirms the thesis about poor design (or not-so-well thought at least). And although Ankrahmun and tombs were added in 7.3 and 7.4, and truly had its climate, we find that it did not quite match the then gameplay. At the time, we may have not realized it, but from the perspective of years it can be clearly seen.

This is why we decided to break the schema. There will be one city less, which - we hope - will slightly help to people other cities as well as stimulate the creativity of players in inventing others new-old ways of hunting. And meanwhile it left us enough space to create some new content full of secrets.

Also on Mainland (and other isles) you may notice some slight changes, but definitely not as drastic. We've added some interesting and more or less hidden quests and places, fully integrated with the original Tibia lore. We will keep sure that there's always yet another thing to be discovered in Tibiantis. And yes, the so-called "epic quests" will be present as well, those will also be embedded in the Tibia lore and have a coherant and logical sequence (not just some senseless and completly random crap :)) leading to reward.

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* We also plan to balance some of the existing original quests and the properties of some items. In the olden days everyone dreamed of shiny armor, there was a high demand of inventory items despite they were valued much more. For a long time prices remained at a high level. Today, however, hardly anyone buys equipment on trade, because most of the items can be easily obtained at low cost from no-risk & no-effort quests. Usually all you have to do is to reach the required level and go grab your reward. Who is going to buy a crown armor today, knowing he will get it for free once level 50 is reached? Or what could be the price of - for example - a bright sword, considering that every 45+ level takes it, but only maybe 5% of these people actually need it? So 95% of these swords go on trade, where there certainly is not enough demand?
In addition, players have long come to the conclusion that the best pieces of armor don't really do much and are not worth a lot of monney. It is considered much better to buy some runes instead, e.g. People then stopped caring about typical loot hunts, like camping a single demon spawn and so on. That's why we will slightly balance some of the quests, those that only rely on passing the level gate and taking rewards (all the 'smaller' quests will remain original). In the same time we will raise armor value of the best armor pieces to increase the difference between them and only the average. This way we'd like to regulate demand & supply a bit in order to revive the market and bring back the satisfaction of upgrading your equipment.

* We will also balance the druid profession a little. Although this profession is quite underestimated, we still can't deny there are some issues. Soon we will provide more information, but the changes will be rather cosmetic. "Poison UE" or anything similar should not be expected. :) We'd rather like to differ it a bit more from a sorcerer vocation than the way around.

* Other minor changes will also include, for example, slightly higher travel costs. This is to atleast insensibly help slow down inflation by an additional outflow of gold from the server, as well as make players more willing to choose the path on foot, as we often used to in the old days.

Of course, these are also just some examples of planned changes. What we do is not limited to what's said in here, but don't worry, we'll be able to present everything in details long enough before the start.


Server's policy

Tibiantis will be characterized by a strict anti-cheating policy. Any use of bot, macro or multiclient will be utterly punished. There is no option of turning a "blind eye" to increase the online counter. We're not interested in flooding the server with zombie-players. We'd be more happy with 100 real players online than 400 with multiclients. We're also not trying to bite off more than we could chew - we do have the knowledge, skills and ideas to counter cheaters. How? For obvious reasons I cannot reveal any details, but we're not going to rely on any magic "anti-bot". There will be several "layers" of different types of anti-cheating functionalities, both client and server side, and eventually a man checking the logs and players manually in game. The assumption is that even if someone bypasses some of the "layers", which will very likely happen, in the long run it will be difficulty to bypass them all and escape our attention.

On the other hand, trading game items and accounts will be decriminalized (although not supported). While we think it is possible to efficiently fight against cheating - trading is another story and would be very hard to eliminate satisfactorily. In order to avoid any controversy and 'strange situations', we decided to decriminalize this practice and focus entirely on catching bots and multiclients. The wrost thing to do is setting a rule you're not going to (or cannot) enforce (or enforcing it only once in a while). That's what we want to avoid. We also find that the vast majority of "full-time" gold sellers are supplied by using bots and/or multiclients anyway, so eliminating cheating we may also eliminate most of them, as a side effect.
We may also introduce a recovery-keys system to limit the possibility of trading accounts. However, we will not ban anyone for the trade itself.

As for the premium, there will be a premium system like in Tibia, i.e. pacc will be required for travelling, promotion, additional spells, buying houses, founding guilds etc.
Tibiantis administration will offer you nothing but ordinary premium, nickname change (with restrictions) and maybe recovery-key change (also with restrictions). We will never introduce blessings, exp escrolls, unbans or any other aberrant functions to facilitate the game for real money.

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Technical stuff

Tibiantis will be a server of x1 rates (or slightly customized around x1).
It will use the original client with OpenGL and DX9 support and 7.4 version of .dat and .spr, as well as the oldschool look of equipment and conditions window (as below). It will also have a built-in cam player/recorder and an auto-updater.

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Tibiantis will probably start as hosted in Europe, although the east coast of North America is also under consideration. As soon as decisions are made, we will inform about everything.
The start has been initially planned for around Christmas time, but there's still a lot to do, so we cannot provide the exact date just yet.

The official domain will be available under tibiantis.online (currently not online yet, but the domain is reserved).

Administration

The server administration consists of five people passionate about old Tibia:
working together under the mark of NeedleSoft.

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The server's name comes of course from the combination of the words "Tibia" and "Atlantis" and was inspired by one of the Tibian books about a lost civilization. Although the book comes from a newer version, we thought it would fit our server as it is also like the mythical land, that many don't believe in. :) But contrary, Tibiantis will come true.

We encourage you to follow the development of the project in this topic and join the official project's discord server: Tibiantis Online
Polish thread can also be found in torg.pl forums: [7.4] Tibiantis Online

We invite you to discuss the project and share your opinions. This topic can also be used to talk about the good old days, if you're curious about how something worked then, feel free to ask. :)
Is this real or am I tibia dreaming? 😲
 
All sprites already replaced now? ☺

Not using it for playing yet, cause it may sometimes crash due to a few differences in my converted .dat, but easy to fix, so it's almost done. We chose to convert it rather then replace all sprites one by one, to ensure we won't miss any single sprite. Like it could happen if done manually.
Apart from sprites, it will also use 7.4 minimap colors and top order, which was different than in 7.72.

Any ETA for beta/test server?

Not yet, but think we should be able to provide more concrete info in a few days.
 
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maybe you should put high rate first to check for bugs/ stability?

It is confirmed we will host a test server first. It shouldn't be considered as "high rate edition" or something, just a test server.
It will have all custom content disabled, high skills, exp and regen rates, probably some NPC to give cash so people can afford whatever they want to test (as loot will stay x1) and of course free premium. The purpose is to let players test the authenticity of our server's mechanics before they decide to join Tibiantis on its start (or decide not to join), but we don't want to reveal any content, so TS will be pure 7.4.
It will also give us a chance to properly test the hosting machine, and a few other things. TS will then stay online for some time until we are ready to launch Tibiantis for real.

@top
Some more mechanics examples:

Double push wroking correctly

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And actually it's not limited to double, with enough people you can process more pushes and even faster than here. I've recorded this one alone on MC.

Funny fact 1: very few remember that, but UHs did not cause any exhaust at all, you could use it together with another spell. Mana fluids did exhaust tho.

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It can be changed, but for now we're recreating all the original mechanics, and that's exactly how it worked.

Funny fact 2: rings of healing actually regenerated only 450 mana in total, not 900~ as many people think. They shared the same part of the code with life rings, both adding 1 hp and 1 mana each time (roh every second and lr every three seconds).
So the correct values are: 450 mana in 7.5 min for roh, and 400 mana in 20 mins for lr.

We're slowly getting there. More to come tomorrow :)
 
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nice man i remember those team pushes from real tibia beware of the noob chars

now that you say it, i used to uh before exoris and do those uh vita combos
but after so long i began to doubt it all

and that's why it was better to carry uh than mana fluids for survival because they exhausted
i wouldn't change that because it forces people to play smarter than drinking manas between rounds
question remains how well this will be recieved in today's community
 
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Exhaust on mana fluid, there goes all intrest in this joke server.

You never really were interested then if presenting one autenthic old tibia mechanics made you "lose all interest" and instantly turned our project into "joke server". Even tho I added it could be changed later, but our first goal is to recreate everything first.
What more am I supposed to say?


One thing i haven't seen replicated in any OTS is item throwing, for example you could throw items beyond the scope of your vision and you could throw items over certain smaller buildings (this is on 7.7 cip files, i dont know if it was the same in 7.4)

We have these as well. You didn't mention but you can also shoot runes outside your screen using that method shown on the second animation. This is only limited to 7 squares away tho, so it only works off north and south edges.
As for throwing items over buildings I'm not sure whether it worked in 7.4, but I think so. It's honestly always the hardest part - not reverse engineering itself, but ensure a certain reversed mechanics was correct for 7.4 too or been changed in the meantime. I now have a lil doubt about climbing part (it was correct for cip server, but something brought me a thought it could have been different in 7.4), so I removed it from the post for now and addressed it for further investigation.
Anyway going step by step, we should be able to get there eventually.
Btw you can use img tags, you just need to change mp4 to gif in your links.

now that you say it, i used to uh before exoris and do those uh vita combos
but after so long i began to doubt it all

and that's why it was better to carry uh than mana fluids for survival because they exhausted
i wouldn't change that because it forces people to play smarter than drinking manas between rounds
question remains how well this will be recieved in today's community

Spamming manas between rounds is not so viable regardless of exhaust, because 'use with' actions have delays anyway. Even tho uhs don't cause exhaust you are not able to use them more often than normally for that reason. It only plays a role when you try uh + spell combo. And the same goes for mana fluids.
The difference is that uh doesn't cause exhaust on spells, but checks for exhaust before its usage, and mf is the opposite - it causes exhaust but doesn't check before use. So in both cases it's possible to combo it with spell, it's just that uh needs to go before spell, and mf after spell. That's what the decompiled code and live tests have revealed.
 
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in both cases it's possible to combo it with spell, it's just that uh needs to go before spell, and mf after spell
that's it exactly 👏

you can also shoot runes outside your screen using that method shown on the second animation. This is only limited to 7 squares away tho, so it only works off north and south edges
same goes for distance attacks right? e.g. spears
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Exhaust on mana fluid, there goes all intrest in this joke server.
which part were you actually interested in if i may ask?

don't be discouraged yet @kay there's hope true players will adapt
you do good with educating them on how to take advantage of these features before they discard any of your work in ignorance
 
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