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LooSik

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Everything posted by LooSik

  1. Craft system on our server:)!
  2. Hits 60 daily, tho its increasing everyday ;)
  3. So? What's wrong with it when server got much to offer.
  4. Updated first post with KEY features, server had ultimate boost progression, and we're not UNIQUEE, just check server to see on your own eyes. Ex. Legions, warehouse, godstones, stigma skills, thousands of quests, spawns for all zones, functional abyss zones, abyss ranks, mail system, titles, missions, better monster AI, guard AI and whole bunch of performance optimizations ;)
  5. * Added Duel System * Added Private Stores * Changed xp rate to 5x and quest xp rate to 3x * Fixed some issues with the new quest engine * Update of NPC Templates ( XP / HP / NPC Titles ) * Increased monster difficulty for Elites, Heroic and Legendary monsters * Added Inventory View of other players * Support for Block trigger skills for Templar class * Monster attack animation should be a bit better now * A bind animation has been added * Fixed Critical, Attack, Accuracy Mana Stones * Fixed stats bug exploit * Fixing packet overflow with inventory packet ( it will no longer crash your client when you have 100+ items in the inventory ) * Updated drops for Morheim and Eltnen zones * Fixed stats bug for elite, heroic and legendary monsters. * Stumble effect wont push back so far * Few ranger skills ( the self-buffs for ranger still need correct implementation ) * Several new gladiator skills * Spawn Engine reworked - From now we're able to easily cleanup the duplicated & flying spawns - A lot of spawn fixes in Eltnen & Morheim * Announce will be shown on middle of player's screen now. * Rework of creature states - Powershards will no longer loose their animation - This will fix all animation issues regarding seeing a new player which for example rests or is in combat mode. * Some Templar skills * Fixed bind points * Added missing Heiron and Belusian rifts. * Support for casting break condition for certain skills ex. Steel Defense * Added monster spawns to rashanta, they need still a lot of cleanup, especially at fortresses * Client support 1.5.1.10 NA North American Client 1.5.1.10 or 1.5.1.9 is REQUIRED in order to play on our server. If you have the 1.5.1.10 NA client and still can't play, make sure you use updated no_ip_restrict.rar from fyyre website: http://fyyre.ivory-tower.de/
  6. What I meant was exacly the thing you are mentioning for the 2nd time... Infinite has few more working things than us... Okay... SO WHAT? Just because we've started 3 months later than them does it make us unworthy to get population on our servers? I'm just pointing, that we're going to be more developed than them at some point, just because we're a team and Infinite is just one server ;) I'm quite respectful to Erb's work as I know how hard coding alone can be, but right now they are running "monopoly" tactic for aion servers, and you are one of those people which actually is inside it. Why monopoly? Well new servers don't get even a chance to get population, thats what I mean.
  7. Sorry, you are not first ;)
  8. You see that's the thing that pulls good servers down and get's the wannabe server up... Why should I do anything for a server which has no players... But most people don't see the months of work behind the server ( not talking about copy & paste servers ). Oh well, but it's just better to support top servers, right? And btw. your post is a joke, not the server. So instead of writing bullshit on servers you are not going to play anyway, go back to your beloved infinite playing.
  9. * PvP is now possible * Fixed attack speed bug on weapons which included percent values. * Rewrote part of our Skill Engine in order to support Area of Effect skills - Skills like Arrow Deluge, Seismic Wave, Winter Binding, Tranquilizing Cloud should work correctly now, more - coming soon * Two new admin commands ( //set <class> ID and //give_all_skills ( gives all skills from lvl 1 of the current class to current level ) ) * Fix for bug on rifts which would stop them from spawning * Major Quest Engine rework - Split static data from actual quest script so it's way easier to write quests and update reward changes on updates anytime - Extended quest engine to support wider range of quests - Rewrote big part of engine in order to get the code a lot more efficient than it was before - Quest Items will be given & consumed in proper way now - A lot of other stuff related to quest engine I don't remember now ( after all it was like 4000 line changes ) * Several quests in Eltnen * Manastones implementation ( they're fully working now, you can socket, unsocket - and yes stats work too ) * Added named monsters spawns & drops to Eltnen * Some Quest Engine extending to support some looonger quests * Fixed missing magic boost, magic accuracy and accuracy on weapons and armors * Erosion stack fix * Added II, III and IV levels of Erosion * Fixed manastone socketing on armors * Few more fixes for DOT's skills and few new ones * Added Morheim named mobs spawnlist * Added Morheim correct droplist * Fixed several skill cast ranges
  10. * Lot's of new altgard's quests added. * Monsters now give up pursuit after exceeding 80 meter range from spawn, they also have increased regen * Added base hp regen to monsters which will make them a bit harder to kill * Correct droplist for Eltnen * Rework how items are added, should cause less troubles * Added quest reward support * Added quest reward of player's choice support * Added message when item is added to inventory * Several new skills * Optimized how quest list is broadcasted * Added gladiator skills Aion Strength I / II / III * Implementation of toggle skills * Implementation of mantra effects * Several new skills for chanter class ( including 8 mantra's and few damage type skills ) and Sprint I for assassin class * Monsters now give up pursuit after exceeding 80 meter range from spawn, they also have increased regen * Added base hp regen to monsters which will make them a bit harder to kill * Implementation of Abyss Gates, Teleport Towers and Teleport Devices * Starting cinematic has been added * Rift system implementation - The system should upkeep 2 random rifts all the time for now - So far Eltnen & Morheim rifts are done so 14 in total - The rifts have their player limit as well as level limit which is shown on the rift - Rifts disappear after 26 minutes - It broadcasts the rift appearance and shows the rift animation on the sky * Prevention of using more than 3 mantra effects at once ( it will disable the first one you've used if you try to use 4th ) * Lower and upper teleports added to Abyss. ( there is still a lot of work on them ) * Lot's of new skills for Chanter, Gladiator, Ranger
  11. Few changes from last 2 days * Improvements and tweaks on AI handling * Skill Engine - lot's of fixes and tweaks ex. - Fixed channeling, will break upon movement - Added support for several cool effects ( Stagger, Spin, Stumble, Aerial Lockdown ) - Split target condition into two variables ( firstTarget and targetRelation ) - Added initial support for area skills ( still no real implementation yet ) - Implemented support for Protective Shield ( will show animation upon damage and will break effect after the shield will run out of damage absorption ) - Backstab implementation - Initial support for Aura type skills ( Mantras effects ) [ Skill's remain undone tho ] - Several new passive skills - Implementation of weapon range for skills ( now bow skills shouldn't have less range than they should anymore ) - Support for Natural Regeneration buffs / potions - Lot's of new skills - Changed how Return works, it will instant teleport you instead of reloading the map incase you died in same zone you were binded to * Fixed SM_EMOTION, all of the packets should contain movement speed instead of sending a another packet. * Fixed physical defense being not applied when monster attacks you * Added more close to retail mp / hp regen values * Fixed bug with item equip / unequip related to mp & hp * Monster spawns for Morheim and Eltnen ( need duplicates fixing ) * Some new altgard's quests * Fix for formulas to use correct stat type for parry, block and evade * Fixed NPC Shop's to count the prices good * Fixed Soul Bound items, they should be tradeable before equipment now * Fixed player to player trade bug * Implementation of effect stacks. * Sleep & Root will break upon damage now * Droplist for eltnen * Fix for question message of soulbinding * Fixed bonus from armors / jewelery / belts ( accuracy, critical, attack ) which were not applied correctly. * Added few skills * Monster won't attack player from it's will until he reeeeally hates him... =D * Player Search works now * Fixed monster movement, they won't have turbo mode anymore, also they shouldn't really walk backwards aswell
  12. - Updated drop data, they no longer contain doubled quest drops, also they should match retail. - Fixed a bug related to killing a monster with DOT effect - Divine points should not increase futher 4000 ;) - Added missing passives for Staves, Orbs and Spellbooks - Fixed arrow equipment ( now it works, sigh ) - Added missing flyzones in Verteron - Rewrote movement system: * AI Movement works a way more smoother * You can slow monsters down using skills * Proper support for buffs that change speed - Added support for Open-Aerial abnormal condition - Added proper support for abnormal conditions and their messages after expiration. - Fixed several small issues regarding our new skill engine - Added several potions ( hp & mp ) - Support for mp regen animation
  13. 1st of all Happy New Year to everyone :) We've finally finished the rework of our skill engine. Now it supports far more greater amount of skills! So what's working now? - Around 250 skills including many skills for 2nd classes - Emnity skills ( aggro related ) - Buffs & Debuffs - Stun, Sleep, Slow - Potions - Food's - Magic Damage has been added and it has retail like formula, so it includes magic resistance of target, magic accuracy, magic boost. - Physical Damage has been reworked, now your weapon affect damage output of skill - Proper support for chain skills - A better performance There been also many fixes unrelated to skill engine: - Physical Defense should now properly decrease amount of damage from mobs - Zone Manager has been implemented, it means we're free off any flight hacks ;) - Flight Timer works now - Flight speed is applied instead of movement speed during flight mode - Group related crash has been fixed, also kick from group and disband works correctly now - Arrows should be equip-able now - Many improvements in the code to achieve even better performance
  14. Recent updates ( 22-12-2009 ) - Skill books implementation - Class change implementation - Potions / Foods / Scrolls handler, only few work for now, more will be added after rework on Skill Engine* - Major refactor on inventory engine - Support for item movement inside item container ( it saves slot it's left on now ) - Support for item stacks ( you can subtract from stack and join stacks ) - Basic implementation of Power Shards ( they work, but animation is bugging ) - Some serious update on item templates - Added support for Soul Bound items - Fixed objects to unregister the drop after respawn - Fixed exploit related to shops - Update on question window to match retail, it will no longer bug - Player stats are now precalculated during server start, instead of on fly calculations. - Arrow consumption Also there is lot's of skill engine fixes. * But, we've decided to rewrite the whole Skill Engine again, so it will be more bug-less, more efficient, and will support a bigger amount of skills.
  15. Recent updates: 13/12 - Temporary fix for object's respawn - Fixed the animation of "In Use" channel bar on objects like Grain Sacks, Barrels etc. - Added movement check for "In Use" channel bar - Added movement check for skill channeling - Added loot ownership support - Added creature unspawn in case you closed the loot window and it was empty 11/12 - Support for certain skills ( activated upon success of evasion ) - Fixing Belt's after relog ( you are no longer ORC ) - Added static values for DamageType flags - Fixed attack speed issues, added emotion that handles it as well on retail ( still need to send them for monsters ) - Added support to range weapons - Fixed bow attack - Basic support for Group system * Sharing experience * Group chat * Invite / Banish / Pass leadership / Leave Group, also it disbands group when less than 2 players - Small spawn update in Poeta 07/12 - Nullpointer fixes - Final fix for speed update packet, now it should keep speed no matter what - Implementation for resting regeneration - HP and Mana should get properly restored during level up now - Commenting Use Item Action for now, until it will be handled proper way - Packet support for knock back effect ( no core support yet ) - If you unequip main hand weapon while having equipped offhand one, it will unequip both of them - Fixed item level restrictions - Introducing a light-weight dynamic system for percent stat modifiers, it can be used for item stats buffs and debuffs - Implementation of percent stats on items - Fix for the Critical Hit animation of players. - Now npc properly takes items on loot task quests. - Experience corrections - Fixed offsync on attack system, now it work's without any weird delays - Fixed critical damage
  16. Well they have started some time before us, that's their primary attitude at the moment ;) We're few miles ahead Aion-Unique powered projects, but still few miles to Infinite, to be honest Erb is hard guy to catch up to atm ;) Currently we're focusing to get a stable server, and getting most retail like features which we currently have, before adding those which we lack at the moment, this is something what Infinite had some time for ^^.
  17. Looking for good, stable, well developed server? You couldn't hit any better. On short introduction of short information. We're NOT yet another random aion-unique server, having some random developers, which are doing, well something they have no idea about... We know precisely what we're doing, and why we're creating this server. So why? YOU are the primary reason, player which looks for good, stable server to play on. We just like providing the most quality gaming ever possible to achieve. So if you still hesitate, just try us out! Required Client Version: 1.5.1.10 North American Box Spec: CPU: Q9300 2.5Ghz RAM: 8GB DDR2 NET: 1Gbit Unmetered Location: United Kingdom Rates: 5x XP ( including Quest XP ) 4x Drop Key Features ( just key ones, for bigger list look on website ) Divine Points system with retail like rewards and skill usage Groups with support for XP and loot sharing. Legions Warehouses including warehouse expansion Complete Mail system Proper support for player's inventory including cube expansion and slot save Support for splitting/adding/subtracting the item stacks Skill engine which supports hundreds of working skills with retail values. Trade / Friends / Block / Duel Consumables. Combat system which is really close to retail! Quests system which supports thousands of quests already! Mission quests Advanced gathering system Rifts WORKING Abyss Zone Private Stores Transformations with faction support. Manastones Godstones Power Shards Equipment of stigma skills Weather system Quest Titles Channel system WWW: Website: http://www.moonlight-aion.eu Forums: http://forum.moonlight-aion.eu/ How to connect: http://moonlight-aion.eu/how-to-connect
  18. If you reading this, means you're really bored person and have nothing else to do than read topics in introduce section... So hello there ! :D
  19. DDOS, the thing I hate most as sysadmin... :<
  20. wow is pretty awesome game, if not the candy graphics that makes me stick away from it...
  21. SG1, SG Atlantis, Big Bang Theory ( FTW! ), Prison Break, Heroes, Joey!, A-Team ( ^^ )
  22. Diablo III, Assassin Creeds 2, SC 2, Blade & Soul ( sick ncsoft game youtube it ), and probably some other titles i forgot about now :>
  23. Windows 7 > Win XP. Seriously, I actually use it since first beta came out, and its lot better than XP. The game performance is on same level :)
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