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[USA] [CUSTOM] Tibia-MU Browser Game

Server Website/AAC
https://tibia-mu.com
Server Address
tibia-mu.com
Server Port
8080
Client Protocol
10
It's cool to see someone using the Gravak xd base.
success bro!
Thank you, sir.

To be honest, I do not know which base this is you are talking. I started the project using this post below as a starting point, but at this stage the project has been almost completely rewritten, around 95 percent, using more modern tools

 
Thank you, sir.

To be honest, I do not know which base this is you are talking. I started the project using this post below as a starting point, but at this stage the project has been almost completely rewritten, around 95 percent, using more modern tools


good job, you see Gravak - Play Tibia 7.4 in your Browser (https://otland.net/threads/gravak-play-tibia-7-4-in-your-browser.303357/)
 
Few updates:

- Migrated to a new server, much better since it was running in a free tier server before

- A lot of bugs fixes

- New Noria map with a new hunt on south exit

- New respawn on Lorencia North

- Reorganized equipament slots ( new ring and wing slots )
1767844474822.webp

- Chaos machine and wings

1767844270609.webp1767844426201.webp

- New aura effect ( the aura color reflects the avarage level of enchantment of all your items )

1767844592613.webp
 
Could you provide more details of how can I reproduce your issue, please? so I can fix
Right mouse click on monster makes my character attack it - and it's marked on screen.
If I open 'Battle' menu and mark monster, I do not attack it - no damage/effects on monster. It's marked as 'attacked', but server does not calculate 'damage'.

Also 'walking' with arrows/mouse click in that client is worst walking I've seen in my life and I played games in 90'.
It looks like AI is not ready to make real online games.

I thought that OTCR (Mehah) web client walking is bad (my OTS 8.6 OTCR webclient that works in Chrome web browser):
Login/password:
Code:
ppp
ppp
but your client is not even close.

Arrows walking on OTCR lags, but map/minimap clicks walking is super fast.
On your web client every arrow step lags, map walking lags too and minimap walking is impossible.
 
Right mouse click on monster makes my character attack it - and it's marked on screen.
If I open 'Battle' menu and mark monster, I do not attack it - no damage/effects on monster. It's marked as 'attacked', but server does not calculate 'damage'.

Also 'walking' with arrows/mouse click in that client is worst walking I've seen in my life and I played games in 90'.
It looks like AI is not ready to make real online games.

I thought that OTCR (Mehah) web client walking is bad (my OTS 8.6 OTCR webclient that works in Chrome web browser):
Login/password:
Code:
ppp
ppp
but your client is not even close.

Arrows walking on OTCR lags, but map/minimap clicks walking is super fast.
On your web client every arrow step lags, map walking lags too and minimap walking is impossible.
Ill work on a fix for these ssues, thanks for sharing
 
Right mouse click on monster makes my character attack it - and it's marked on screen.
If I open 'Battle' menu and mark monster, I do not attack it - no damage/effects on monster. It's marked as 'attacked', but server does not calculate 'damage'.

Also 'walking' with arrows/mouse click in that client is worst walking I've seen in my life and I played games in 90'.
It looks like AI is not ready to make real online games.

I thought that OTCR (Mehah) web client walking is bad (my OTS 8.6 OTCR webclient that works in Chrome web browser):
Login/password:
Code:
ppp
ppp
but your client is not even close.

Arrows walking on OTCR lags, but map/minimap clicks walking is super fast.
On your web client every arrow step lags, map walking lags too and minimap walking is impossible.
Just fixed the issues you reported with battle targeting and minimap walking

About movement, I slightly reduced the throttling for mouse walking. However, I believe the main issue is the server location and the high latency on your side combined with walking prediction. I will keep working on improving this anyway

Thanks again for the feedback

#############

A few updates:

- Fixed a bunch of bugs

- Improved minimap marker visibility and added an indicator showing your party members positions

- Increased the number of arena respawns
 
Jewel of Bless and Jewel of Chaos could potentially be sold to an NPC as an alternative way to farm gold.
 
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Another interesting thing would be adding an ATK speed system, or through skills or items.
 
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jewel of bless e jewel of chaos poderiam ser vendidas em algum npc, pra ser outra forma de farmar gold
outra coisa interessante seria a adição de um sistema de atk speed, ou por skills ou por itens

At moment I'm focused on bug fixing and implement the core features, when I have a solid build, I'll start to work on balance and economy


Achei legal a ideia, vou acompanhar
Thank you, really appreaciate it!
 
Sure! Here's a breakdown of each attribute with examples:

- Attack: Represents the damage dealt by weapons or attacks. It affects how much damage your character inflicts on enemies.

- Magic (ML): Refers to the damage dealt through magic spells or abilities. It's useful for dealing damage without relying solely on physical attacks.

- Defense: Indicates the amount of damage your character can withstand before being hit. It includes both physical and magical defense, so it affects how much damage you take from attacks.

- Agility: Represents movement speed or reflexes. A higher agility value allows for faster reactions and potentially avoiding damage.

- Lucky: Affects the probability of successful gold drops or other random events. It's more about chance than a fixed stat.

- Skills: Represent special abilities or talents that can enhance various aspects of gameplay, such as healing, speed boosts, or defensive buffs.

- Items: Can provide temporary or permanent bonuses to stats like attack, defense, or agility. They can also grant passive benefits or special effects.
 
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Yes, you can definitely use the tool. It's great that the project is interesting and would be beneficial if there were no reset to waste time for everyone. I believe it would be good to provide a continuous experience from the alpha, offering bonuses for those who played alpha, such as outfits or something similar. I think it's important to address the issue of taking too much damage even with better items from mobs, and whether enchantments can resolve this. It seems like the current damage formulas and defense stats might not be effective enough.
 
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I played a bit to test it (I left it standing still killing mobs), and when I went to test some things, like the Chaos Machine, when I put Bless and Chaos in a pack (62 Bless and 11 Chaos), when I removed it I only received one of each.

I didn't test it again afterwards; I don't know if it would happen again, but it's something to look into anyway.
 
poderia explicar para que serve exatamente cada atributo, exemplo
attack - dano da arma
ml - dano das magias
defence - defesa, mas conta defesa magica também ou apenas defesa física ?
agility - velocidade ao andar ?
lucky - influencia no gold dropado ou apenas na chance ?

attack = regular attack
ml = spells
defense = only fisical damage
agility = move speed + attack speed ( fixed an bug right now that wasn't making it count )
lucky = just critical chance at moment
( keep in mind none of this will be fixed, are just placeholders that can be changed at some point )

dá pra usar o utevo res não?
Post automatically merged:

Muito interessante o projeto, seria bom se não houvesse reset pra ninguém perder o tempo, já que o jogo é de reset, acredito que não seria ruim dar continuidade a partir do alpha e dar alguma bonificação pra quem jogou alpha, alguma outfit ou coisa assim, acredito que precisa dar uma olhada nas fórmulas de dano e defesa, você acaba tomando muito dano mesmo com itens melhores dos mobs, não sei se com enchant resolve, mas eles padrões quase não muda nada

A bunch of skills are just placeholders at the moment, but the goal here is having then all implemented at some point.

About resetting the game, it will definitely happen at some point, but I will find a way to reward everyone who created an account during the alpha.


I played a bit to test it (I left it standing still killing mobs), and when I went to test some things, like the Chaos Machine, when I put Bless and Chaos in a pack (62 Bless and 11 Chaos), when I removed it I only received one of each.

I didn't test it again afterwards; I don't know if it would happen again, but it's something to look into anyway.

Thanks for reporting, I'll work an fix


View attachment 97433
to cheer you up guys i have been working on tibia + mu server for 2 years and maybe this year i will make an annoucement
Wish you all the best lucky and I'll play it for sure
 
attack = regular attack
ml = spells
defense = only fisical damage
agility = move speed + attack speed ( fixed an bug right now that wasn't making it count )
lucky = just critical chance at moment
( keep in mind none of this will be fixed, are just placeholders that can be changed at some point )



A bunch of skills are just placeholders at the moment, but the goal here is having then all implemented at some point.

About resetting the game, it will definitely happen at some point, but I will find a way to reward everyone who created an account during the alpha.




Thanks for reporting, I'll work an fix



Wish you all the best lucky and I'll play it for sure
It's a shame that there is going to be a reset of the game. The game is entirely based on resets, it could continue from there, it's only the people who liked the project who are playing. It would be a recognition of the players. Whether you like it or not, the game is about resetting the character multiple times, this wouldn't affect anything in the future, it would just be people who have played for a longer time, there wouldn't be any difference in the official game.
 
It's a shame that there is going to be a reset of the game. The game is entirely based on resets, it could continue from there, it's only the people who liked the project who are playing. It would be a recognition of the players. Whether you like it or not, the game is about resetting the character multiple times, this wouldn't affect anything in the future, it would just be people who have played for a longer time, there wouldn't be any difference in the official game.
Your frustration is understandable, but the alpha exists exactly for this purpose. Not resetting would give an unfair advantage to other players, since it is a PvP game. Sorry about that, and I hope you keep playing
 
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