Jump to content

Recommended Posts

Posted

As I can see in da pt farm area video, ur dagger skills rarely land in de front. And if they do land,dmg is kinda small. Have u done smth about it?

Actually there is about 10-15% chance of failure in front skills. Backstab has very low fail chance but it can only land on players back and the reuse time is bigger.

The damage is fine, the fake pcs are meant to have strong defense but lower hp, so we can avoid titan soloing them.

We have tested daggers in PvP and they look just fine. Besides, there will be beta period :)

 

About the Drugs, it would be nicer to have more complex use, like Kelrzher said, but most of the players wouldn't really understand it or it would be annoying for some. Still it's a funny feature ;p

 

Thanks everyone :)

Posted (edited)

Haha thanks guys :)

 

Information about Lucky Monsters added, check main post.

Edited by An4rchy
Posted

Ohh I forgot about something..

 

 

What about dwarves that have skills like Siege golem etc

I don't see why we should keep these skills

The reason to keep em is: the castle's walls can ONLY be destroyed by siege summons. So, if you will go with custom way, then don't forget to edit the core, so the walls can be destroyed by players :)

Posted

Ohh I forgot about something..

 

 

The reason to keep em is: the castle's walls can ONLY be destroyed by siege summons. So, if you will go with custom way, then don't forget to edit the core, so the walls can be destroyed by players :)

dis

Posted

I guess then this will depend on poll's voting :)

 

Perhaps a unique way to learn these skills or something.

then why my suggestion for drugs is complex and you are going to make a unique way to learn 3 useless skills :P ? Well just add siege golems on dwarfs and for example add restriction to skill (be casted near walls) (fast hit time) and reuse about ++++ hours if golem gets killed) so this will make sieges more interesting or else make the sieges more interesting like Revenger and Vago made on their last project (dont remember the name)

Posted

then why my suggestion for drugs is complex and you are going to make a unique way to learn 3 useless skills :P ? Well just add siege golems on dwarfs and for example add restriction to skill (be casted near walls) (fast hit time) and reuse about ++++ hours if golem gets killed) so this will make sieges more interesting or else make the sieges more interesting like Revenger and Vago made on their last project (dont remember the name)

Indeed Emineo had a nice siege system. But i don't see how it would fit with a PvP server. I'm thinking to add what you said though, make the skills castable near Castles.

Posted (edited)

finally a interesting project ill give it a shot :)

 

good luck,keep it up

Thank you mate :)

 

Make sure to check & register in our forums. There is no email verification needed, plus you will catch up with the latest updates, suggest, ask and help the server's community to grow!

 

Update: Our auto-updater has been uploaded to both site and forum. You may download our latest patch from our auto-updater.

 

P.S. The patch will be uploaded on the forum along with the server's opening.

Edited by An4rchy
Guest
This topic is now closed to further replies.



  • Posts

    • Some new features that we added: - 2 new quests - PvP Arena (to get hero status) Olympiad is disabled - Love Event - Dressme for armor/weapons/accessories - HWID Protection - More monsters - New farm zone - New autofarm system (works almost like adrenaline) - Auto enchant - Auto augment - 3 levels of armors - 3 levels of weapons - Anti KS System - Rebirth Manager - 30 days checking rewards - Small event (daily checking with small reward for all online players)
    • Added FloodProtector utility to prevent packet flooding for actions like item use and dice rolling. Integrated flood protection checks in relevant client packet handlers and registered/removal hooks in player lifecycle. Updated movement logic in L2PcInstance for improved position synchronization and geodata handling. Minor fixes and refactoring in attack logic, private store handling, and admin NPC editing. Refactored AI classes to enhance movement, attack, and skill usage logic for characters and mobs. Improved distance checks, attack range calculations, and skill casting conditions. Removed unused intention command logic from L2CharacterAI. Updated configuration to enable CellPathFinding. Minor code cleanups and bug fixes for more reliable AI behavior. Enhanced GeoPathFinding with detailed debug and error messages for region loading, including success/failure counts and file checks. Refactored L2AttackableAI and L2CharacterAI to improve attack range tolerance, immediate attack behavior, and added safety checks for missing targets. Updated configuration to disable CellPathFinding by default and added a new ShowRedName option for aggressive mobs. Minor config and log updates included. Applied TCP socket optimizations (e.g., TCP_NODELAY, buffer sizes, keepalive) in ClientThread, Connection, and SelectorThread to reduce latency and improve throughput. Enhanced L2AttackableAI with better random walk, aggro, and attack logic, including silent move checks, quest monster handling, and improved faction/raid/minion behavior. Added silent move support to L2PlayableInstance and quest monster flag to L2NpcTemplate/L2NpcInstance. These changes aim to improve server responsiveness, AI realism, and overall stability.
    • I’ve been using this Escape from Tarkov Hack for about a week now with no issues at all. ESP works great without any lag, and the aimbot is smooth and doesn't feel obvious. Had a quick setup with the loader, and support answered my questions right away. The HWID spoofer also did its job without messing with my system. So far, the cheat's staying undetected on my side.
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock