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- Nov 17, 2010
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Quick info:
Titan Kingdoms is a 9.6 Custom OpenTibia project.
The scope of changes from Real Tibia is too large to explain in this forum post.
You can go to here to download the client, and here to create an account.
Log in and look around if you wish, however we are in Alpha.
There is no real content for players at the moment.
I'm notorious for walls of text, so I'm going to attempt to keep the original post simple and concise.
This thread, as the title explains is a thread dedicated to Titan Kingdoms.
This main post will contain mostly progress updates, and maybe a couple of links to specific posts.
If you have any suggestions/ideas for new content you can post them below.
Either @Werewolf or Myself will 'like' your post if we intend to add it into the server.
Titan Kingdoms is a 9.6 Custom OpenTibia project.
The scope of changes from Real Tibia is too large to explain in this forum post.
You can go to here to download the client, and here to create an account.
Log in and look around if you wish, however we are in Alpha.
There is no real content for players at the moment.
I'm notorious for walls of text, so I'm going to attempt to keep the original post simple and concise.
This thread, as the title explains is a thread dedicated to Titan Kingdoms.
This main post will contain mostly progress updates, and maybe a couple of links to specific posts.
If you have any suggestions/ideas for new content you can post them below.
Either @Werewolf or Myself will 'like' your post if we intend to add it into the server.
Updates
08/28/2016
- Many assassin based skills completed.
08/27/2016
- Water based lightning rune created.
--► Requires testing and damage adjustments.
- Deprecated mining system ready for removal.
- New mining system created.
--► Requires setup and testing.
--► To be implemented with today or tomorrow's server save.
-- Couple new spells created.
--► Spell ideas are fully fleshed out.
--► Should see good progress on spells in coming week.
08/13/2016
- Minor adjustments to spawn system.
--► Mostly related to checks and spawning.
--► No changes directly affect the player.
- Many new spells created
--► Requires additional bug/balance testing as usual.
- - - - - - - - - - - - - - -
- - - ► 6 week break ◀ - - -
- - - - - - - - - - - - - - -
06/26/2016
- Adjusted custom creature spawn system.
--► No longer possible to generate large amounts of monsters by luring creatures far out of spawn range.
--► Adjusted spawn timing to be more predictable.
--► Added dynamic spawn gauging. (increases spawn density depending on party size)
06/04/2016
- Adjusted regeneration formula.
- Fixed revive system graphical error.
06/03/2016
- Fixed bug, where player would gain speed while leveling.
- Fleshed out a couple idea's.
- Updated To-Do List.
06/02/2016
- Made this post.
- Fixed bug, where players were dropping items unexpectedly.
- Added some additional ideas.
To-Do List
- Quests (forever to-do)
- NPC's (forever to-do)
- Map Updates (forever to-do)
- Spells Overhaul
- Monster Overhaul
- Rework Alchemy System (deprecated system)
- Rework Farm System (deprecated system)
Ideas
- Global Vocation Buffs to defense/attack.
- Global restrictions/buffs to PVP/PVM Damage.
Known bugs/issues
-Players are able to gather large amounts of monsters away from spawn points. Patched [06/26/2016]
-When being revived, players sometimes become graphically glitched, 1 sqm away from character. Patched [06/04/2016]
- Farming System plants are not decaying properly.
-Players gain speed upon level-up. Patched [06/03/2016]
-Players sometimes drop items other then backpack. Patched [06/02/2016]
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