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Whi World - Open Source Server with Configurable Features

1.4.7 + 0.2.5 == 1.7.2
lel I still don't follow xD

what do you mean by "greater" patches.
Hunter class will come out on patch 0.1.7 after lore-boss
I will try to make equally good items for him and add the items to already existing content.
around Patch 0.1.7 I also start with world pvp, arenas and battlegrounds.

None of the classes have pvp items so its easier to make them equally good, but cool.
 
:D
Soon Whi World will see the best food system found in any OT :p
Making it was harder than I expected, but the hard part is now over.
Just packing in lot of features on foods now and preparing it for the upcoming reputation system too.

In new feed system, players can all kinds of food at the same time and the best hp and mp attributes from foods will start first.
In addition spicing is much more cooler and worthwhile!
Tomorrow going to change food combinating.
Meanwhile, while i script, listen some some cool music.
 
Alright I changed the way damage system works and added lot of features to it.
Also might have found another possible TFS bug which made me spend some time on new way how to create conditions as automatic as possible.

Example: addMaxHP()
Just by using this function It will now automatically bind it randomly with one of the many conditions that are created on startup
I kinda got ahead of myself and added 12 of similar conditions, which most I will not be using for months xD, but well they are there now, whenever I need one.

Not sure when i will patch the server though. Monday I wont be doing anything. But there is lot of bugs in game what I will look into. It prolly will take me day or 2.
At best next patch will come out 8th
 
11.10 (sunday) around 21:00 (-2GMT)

Whi World will be streamed once again and we shall do some bosses and maybe even Hehemi quest with new people.
 
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I'm reworking upgrading system for future patch. And I got a little problem.
I have no clue how to explain the gem effect on shields in 1 or 2 words.
Maybe someone has an idea how to do so?

Here are 2 out of 6 effects: (more will be brought out if I see a point for it)
1. "Equipped elemental gem resistance is increased by 35% times total amount of same resistance gems"
Code:
Example:
player has used fire gem on helmet, body and legs and ice gem on boots.
This means he has used 3 fire gems and 1 ice gem.
The gems give 3% gem type resistance.

Without the "special" gem inside the shield player has total of:
9% fire resistance and 3% ice resistance.

With the "special" gem inside the  shield, player has total of:
18% fire resistance and 4% ice resistance.
(because 105% increased 3% gem is 3.15 and 35% increased 3% gem is 1.05)
2. "if you have 5 different elemental gems in your gear for each % your spectral damage will increase by 2%"
Code:
Example:
If player has all different elemental gems on each equipment piece expect shield and this "special" gem is added to shield then:
if all the gems at least give 1% then you spectral damage will do 2% more damage
if all the gems at least give 2% then you spectral damage will do 4% more damage
if all the gems give 3% then you spectral damage will do 6% more damage
(and it boosts each hit from spectral damage, so yeah, it means it does % more damage times 5)
 
So how many players didn't complete the tutorial is the real question?
82 out of how many completed the tutorial?

You have 175 accounts currently on your server, lets say hypothetically there is only 1 player per account, that means if 82 players completed the tutorial out of 175 that is little less than 50% of the player-base.

Although if you look at your active players in the past 4 days there is only 10 total and since you have 4 vocations that I know of, these 10 players could be from 3 accounts if the players were allowed to make 1 of each vocation per account.

If your going to prove your point with numbers you have to provide all the values not just the one's that support your statement.

Anyway a tutorial is supposed to be a summary of the inner workings of the game, it is suppose to prepare the player for the gaming world, every aspect of the tutorial should build on the next.

I tried your tutorial some time ago and although I was disappointed with the creature I had to kill, I never used any of the skills I acquired prior to the encounter with the creature.

Just looted some items based on my vocation and then ran down a corridor of fire only to meet with a creature that didn't want to die or if it did die i ran too far away only to come back to having to try to defeat this creature yet again.

Needless to say I lost interest pretty quickly, this is something you should avoid if you want your server to be successful.
I provided numbers to prove that my tutorial IS possible and lot of players have completed it.
My tutorial is providing inner summary of workings.
If you haven't noticed Whi World is in beta state and I'm improving server time to time.

When you killed tutorial boss without any skills then it was a bug due to I did not notice that resistances written on monster.xml file did not work.
I don't remember when this problem started, but after I found it out the fix came in just few days later.
Around that time I also did some map sharing with other OTLanders which caused me to loose the respawns, in which case I used the backup spawn file.
Unfortunately I did not notice that dummy spawns were on map too (they were no longer suppose to be there). That was fixed instantly as soon as I found it out.

Giving the bugs you had to face you played at the end of July. Most likely on Patch 0.1.4.0 - 0.1.4.1
Lot of changes have been made since then. You might want to give a new try.

Even thought it doesn't change the fact that tutorial is still hard, but let me remind my intention again with this hard tutorial.
The server itself is hard and requires new way of thinking to progress.
If player is not capable or willing to complete tutorial, I rather save their time by keeping them away from actual game, because this tutorial is very easy compared to challenges what wait ahead.

When the time comes and I start changing client, the server will get times easier, due to no longer having to be confused what to focus on and longer required to have 3 hands to play.
But all that on Patch 0.2+
 
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Whi World PATCH 0.1.4.6.5
Created new system for ALL the conditions I use in game.

Skilltree:
scabbard:
Fixed bug where weapon scabbard sometimes didn't remove cap from player when all skills were removed.

Map:
Improved tutorial, several fixes and additions have been made (nothing new, just better)
Improved building system (when trying to step on unbuilt areas it will hint what do next)

Potions:
Knight and hunter potion are now working again.
Improved potion making and usage.

NPC's:
Tonka: Fixed and improved some hints.
Liam: Fixed bug where Liam didn't know what to do next when his escort died.

Food:
Food system got updated!!
Looking food shows what it does.
Different food types can be eaten at same time!!!
Spicing food gives it much cooler effects!
Combining food is totally worth it!!

Vial of water:
You can now missclick Vial of Water on container slots without fearing to loose one.

Spells:
Fixed bug where player could cast higher level spells when he had enough magic level.
Dispel: Fixed a small typo what cause spellBook not to show spell info.

Missions:
Liam Escort: Mission is now little harder. :p

Monsters:
Your Shadow: Buffed boss even more :p (but in return added hint of his shadow explosion spell, can you understand the hint.. well thats an another question xD)
 
Alright so I forgot to add 1 more function to enable food combining xD
This will come with next patch.

So I have highscore boards and new gems ready here.
I think only 1 more improvement left to do: armor stone changes. (they just will get nerfed hard!)

And then next patch shall be ready. Sadly all the new players have been killed one after another by dummy so I wouldn't know is there any new bugs.
Although I have noticed that some people are very persistent at trying REAL hard to kill the dummy (5+ deaths) day after day xD

So I had an idea:
If you take 50+% HP from Dummy next time you try it it has 100 less HP and it scales.
So if you have tried dummy like 5 times already, then it will loose total 500hp

This means if you want to play that bad, then fine I let you grind yourself into the server.
But this doesn't make the server easier one bit, so no clue how are you going to handle next obstacles. I hope you at least realize you need to make the first town your home town and help npc's
 
I provided numbers to prove that my tutorial IS possible and lot of players have completed it.
My tutorial is providing inner summary of workings.
If you haven't noticed Whi World is in beta state and I'm improving server time to time.

When you killed tutorial boss without any skills then it was a bug due to I did not notice that resistances written on monster.xml file did not work.
I don't remember when this problem started, but after I found it out the fix came in just few days later.
Around that time I also did some map sharing with other OTLanders which caused me to loose the respawns, in which case I used the backup spawn file.
Unfortunately I did not notice that dummy spawns were on map too (they were no longer suppose to be there). That was fixed instantly as soon as I found it out.

Giving the bugs you had to face you played at the end of July. Most likely on Patch 0.1.4.0 - 0.1.4.1
Lot of changes have been made since then. You might want to give a new try.

Even thought it doesn't change the fact that tutorial is still hard, but let me remind my intention again with this hard tutorial.
The server itself is hard and requires new way of thinking to progress.
If player is not capable or willing to complete tutorial, I rather save their time by keeping them away from actual game, because this tutorial is very easy compared to challenges what wait ahead.

When the time comes and I start changing client, the server will get times easier, due to no longer having to be confused what to focus on and longer required to have 3 hands to play.
But all that on Patch 0.2+
I'll assume lua is the 1st language you've ever learned.
All these bug fixes you're making, you might want to consider learn a new language that utilizes classes, this way when you write out how the server functions, it uses a class like hierarchy & a bit of inheritance.

As of right now, according to how you've produced code for others, this concept of classes and or inheritance does not exist in your code, you might be adding functionality to existing metatables but I highly doubt you are creating your own, which is what is making your code problematic.

I am only speaking from experience, I've been programming in many languages for many years, once I discovered the concept of OOP the world was my oyster and it could be yours too.

Edit: see not all my posts are negative towards you :p
 
I'll assume lua is the 1st language you've ever learned.
All these bug fixes you're making, you might want to consider learn a new language that utilizes classes, this way when you write out how the server functions, it uses a class like hierarchy & a bit of inheritance.

As of right now, according to how you've produced code for others, this concept of classes and or inheritance does not exist in your code, you might be adding functionality to existing metatables but I highly doubt you are creating your own, which is what is making your code problematic.

I am only speaking from experience, I've been programming in many languages for many years, once I discovered the concept of OOP the world was my oyster and it could be yours too.

Edit: see not all my posts are negative towards you :p
Well I have self learned java about 6 months or so too, but the same way i started with LUA (inside out and trough examples)
I have actually started writing codes very similar to OOP (around the time i started creating spellCreating System), but I have not yet found a reason why should I make function for 1 line, if I just could it write out on the script itself.

Sometimes bug isn't that big of a deal, it may as well mean that I misspelled a variable name or forgot to register something specific, etc.
Because past few months, I have stopped testing my scripts thoroughly and I just assume its somewhat working and if not, well then perhaps somebody notices it so I could fix it.
Yeah its not really good the way I do it (testing every line of my code), but so far it has worked for my favor.
But these bugs occur on the things where I create huge system around and I will keep using the functions, so eventually these bugs will pop-out

There is difference between Whi World codes and the selected few I have made in OTLand to help others. Here I do the scripts with one shot, without testing and without making the code look good. Even when people have ordered scripts I do my best to make it as dynamical and good looking as possible, but when script is ready and I find places where I could improve it, I don't really bother, because script is working either way.
Sometimes even on my own scripts if I think I will come back to this script in future I wont refactor the script right away and let it wait instead.

BTW: updated Post1. Also you can find the upcoming unusual gem effects in Scripting section. If you are interested to see what are these.
 
Should I push patch 0.1.4.7 on live server this weekend? (improved gems, food combining enabled (currently disabled), bit better tutorial and few bug fixes)

Or skip that patch and work on patch 0.1.4.7.4? which will also include new missions, partly done reputation system and challenge feature!! (what some of you may have been waiting for 3 months now)

Reputation system is the main attraction (in patch 0.1.5) along with it comes challenge feature.
Challenge is minigame/event offered by task master.
Challenge can be accepted in team or solo. (but don't forget, monsters scale in Whi World and on top of it challenge will be harder if join in with team)
There will be 2 challenges at first: forest and bandits. (after each content update, new challenge will be added)
Upon accepting challenge, you or your team will be teleported to room where you have to survive 10 waves of accepted challenge theme.
The more waves you survive the harder the next wave will be.

For example:
first wave has 4 wolf, 2 deer, 1 boar and 1 bear.
second wave will have 3 deers, 2 boars, 2 bears
wave 10 will have 2 white deers, few boars and bears :D (you see, shits getting real xD)

And if you are about to ask: "could it be that in bandit challenge, we have to fight Borthonos and Arcahnos at once?"
then answer is: "yes you do."
But there is balance involved! I will reduce the boss HP's greatly, because I know you can't last forever with limited food.

Rewards are going to be: gem pouches or when reaching certain wave you are rewarded with skillpoint(once). I think upon surviving wave 4, 8 and 10
 
Hmm, guess I was wrong about your server.

EDIT: No more negative feedback. ;)
 
Currently the progress has been quite fast.
Reputation system created, currently only enabled towards task master.
2 new items has been created (fur bag and fur backpack)
2 new collecting missions has been created to task master.

Right now I'm creating bidding system for challenge event.

Because the way it will work is very different from what you expect it to be.
player/team has to bid for the challenge and if nobody in 10 seconds doesn't overbid that, then you will be teleported to challenge zone.

The thing is, only one player/team can do each challenge theme at the same time.
So if server gets populated enough players with more in-game gold can skip the line by dumping some gold into this if they have no patience to wait.

Its serves a purpose as gold sink, but won't be such a problem, because each player has to only complete all the 10 waves once.
Eventually all players will be equal in terms of power, but players who spend more time in game can achieve it faster.
 
Dayum I'm feeling quite hyped atm xD
Creating the formula which will decide how many monsters and how strong they will be depending on team size.

Btw, I'm not going to bother testing it too much, so be prepared for IMPOSSIBLE challenges xD
Code:
monsters = {                    table for the monsters what are going to be used in event
            [STR] = {                   STR == monster name in lower letters
                startAmount = INT       What is the first amount of monsters what going to be summoned
                                        DEFAULT = 1
                                     
                teamAmount = INT        How many monsters added to start Amount for each team member
                                        DEFAULT = 0
                                     
                decrease = BOOL         Is the monster amount decreasing with each wave?
                                        DEFAULT = false
                                     
                startWave = INT         In what wave the monsters will appear first
                                        DEFAULT = 1
                                     
                waveInterval = INT      In how many waves the monster will appear again
                                        INT = 0 means never again.
                                        DEFAULT = 1
                                     
                amountInterval = INT    In each wave how much is the monster amount changed.
                                        INT = 0 means doesn't change
                                        INT = 0.5 means every second wave its 1 more.
                                        DEFAULT = 1
                                     
                monsterHP = INT         What will be the created monster HP
                                        DEFAULT = actual monster HP
                                     
                teamHP = INT            How much monster HP is increased for each team member
                                        DEFAULT = 0
                                     
                skipWave = {INT}        What waves this monster skips summoning itself
            }
        }
Hopefully you guys will help me to balance the strength of challenges and the way they scale.
 
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Today I'm probably going to finish with challenge event.

After that I will improve tutorial and look into the php which creates accounts and characters and doubleCheck why the fuck they sometimes put town 2 (tutorial second part) as starting position.
Also going to relocate the tutorial hint messages, make it so that if tutorial room takes too long for you to pass or you die, you will be reminded again what you had to do.
Then I will give it a day or maybe even 2 to wait and see if someone can compile new source for me, which has couple of endgame fixes on it and improves the way I can script.

And finally the patch will be released!!
I'm sure to hype that patch a little, because it holds lot of changes!

Gems aren't really new items, but they are as good as new items and I have 6 of them!!
If you know anything about Whi World items, then you know they are epic and unique and something what has never seen before!!

Reputation system towards task master (right now) doesn't really give more content to do for new players, but for old players it gives something to do for at least a day right now (then you will scale out and harder to get rep in currently available zones)

Challenge event. (still don't know what to do call it xD, any suggestions :D?)
At reputation level 1 - forest challenge will be opened and you can try your best to compete in event what has infinite waves (but I don't think you last more than 8 waves)
I have tested it with BEST knight gear +12% physical reduction + 8 meat. and reached to wave 4 (and then "error", but that I'm going fix it today, xD) [Test Character is level 3 with 10 skillpoints]
challenge monsters: wolf, deer, boar, bear, white deer

At reputation level 2 - bandit challenge, haven't made yet, but going to. (if I get the first challenge done right, adding this would only take me about 30mins or so) (including my horrible "map" 16x16 tile square)
challenge monsters: bandit -knight, -druid, -hunter, -mage, -sorcerer, -rogue, -shaman, Archanos, Borthonos
 
OH my GOD.
I think I have little bit too much fun alone here with my server xD
currently 5 attempts and finally I was able to reach wave 10 where 2 white deers just 100% stunlocked me!! ahah, but eventually i did kill 1, but i rak out of mana so.. i died (throwaxe is heavy cost you no)
Conclusion. I have to make challenge harder.

Going to make environment in challenge zone better. No more afking in corners (like me xD, had to abuse everything to get wave 10).
I will make flowers randomly spawn and disappear , when stepping on them you take damage.
+I will add "monkeys" on top of trees, what will look like they throw you with stones. But the way they do it is so that you can always dodge it you keep moving (like borthonos machine shots)
 
OH my GOD.
I think I have little bit too much fun alone here with my server xD
currently 5 attempts and finally I was able to reach wave 10 where 2 white deers just 100% stunlocked me!! ahah, but eventually i did kill 1, but i rak out of mana so.. i died (throwaxe is heavy cost you no)
Conclusion. I have to make challenge harder.

Going to make environment in challenge zone better. No more afking in corners (like me xD, had to abuse everything to get wave 10).
I will make flowers randomly spawn and disappear , when stepping on them you take damage.
+I will add "monkeys" on top of trees, what will look like they throw you with stones. But the way they do it is so that you can always dodge it you keep moving (like borthonos machine shots)






You went way too far, Your game is not even like tibia anymore... Its just a crap machine by everything I have read.



In the trash it goes!
 
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