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Freya   http://l2.ophylia.com   Open Beta

 

 

L2 Net protection

Good Geodata

Dedicate Server Machine

 

Experience: 15x

Spell Points: 15x

Party Experience: 2x

Party Spell Points: 2x

Adena Drop: 10x

Item Spoil: 10x (Blue Mobs Spoil)

Item Drop: 10x

Raid Boss Drop: 10x

Epic Jewels : 2x

Quests drop and reward:

Drop Quest Item: 3x

Adena : 5x

Materials: 3x

Quest Drop Chance of all quests for  s80 is 20%

 

 

 

 

Other Info:

Champion Mobs:

All Champion are passive monsters

Champion give same amount of Xp and SP as a normal Mob

5% chance for a mob to became champion

MinLevel 20

MaxLevel 85

Hp 4x

HpRegen 2x

Atk 1.5x

SpdAtk 1.5

SpoilRate 2x

Adena 2x

No Quest for SubClass and class change

Class Change - 1st 10.000 Adena, 2ed 100.000 Adena, 3th 1.000.000 Adena

Custom Shop - up top B Grade

Mana Potion - 500 Mp/potion

Buffs Time 1h - Npc Buffer

All S80 and S84 Full drops are remove  from Mobs (S80 and S84  can be obtain only if you craft or RB drop)

All Freya Armors  can be unsealed only with Festival Adena (Drops for all RB from  1  to 300.000 random amount)  

Festival Adena may be sold to other players

Low A Grade in Luxury Shop

Slots For No Dwarf 100

Slots For Dwarf 150

Dwarf Recipe Limit 100

Keep manufacture shop-list after re-log

Auto Loot

In order to balance the server  we keep buff amount as retail like

Max buff Slots 20

Max dance Slots 12

All players will receive 1.000.000 Adena as a Vitamin Gift when they get lvl 15.

Varka and Ketra ally quests drop rate are biger in order to help players craft S grade

Delevel Npc

Item Auction

Auto Activate Shots

Mammon is not in town we announce Mammon Spawn

 

 

Hellbound Full working ( retail like) Start lvl 0

All Epilogue  instance and zone done  100%

Freya  - 88% done

Posted

Not waste of time!

 

we need to set up server configuration 

geodata  Ram allocated to each function  ...  some of this parameters can be config with ppl on  + in  this time we can announce more ppl we will open a server so  all can  start in same day  ( you know how this works , you see a server will open you call a friend he call a friend ...)

+ is a chance for all to see  to see if server is  ok for them to join ( check zone  quest .. geodata , our bot protection )

 

For this  are made open beta  (if you want to join  you will wait one week)

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  • Posts

    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
    • 🎃 HALLOWEEN EVENT 🎃   ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
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