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Posted

Lineage II Legend Website

mybannerblinky40d6dc2e7.gif

 

Server Features:

Xp: 45x

Sp: 45x

Spoil: 8x

Adena: 250x

Quest drop: 1x

Raid Drop items: 1x

Items Drop Rate: 8x

Manor Drop Rate: 8x

 

Enchant Rates:

Safe enchant: +3 (Armor/Weapon/Jws)

Normal scroll enchant: Retail

Blessed scroll enchant: Retail

 

Server Addons:

Npc buffer (Only PP Buffs)

Subclass with quest

Hero system retail like

Olympiad system retail like

Custom shops in giran

Custom Items Added on server

Strict seven signs

Castle Siege work 100%

Geodata work 100%

Skills work 100%

Clan Hall work 100%

Clan Skills work 100%

Raidbosses work 100%

 

Server Hardware Features:

 

100/100Mbit Dedicated

CPU: Quad Core X3363 3GHz@1333FSB 2x6MB cache, QuadCore (total 4 cores)

8GB DDR2 EEC

1000 GB bandwith

73x4 HDD SCSI RAID

 

 

Become witness of the greatest server with an big and friendly community.

We wait you to join us and become an legendary player.

We work for you. Come with ideas for an ideal server.

 

Lineage II Legend Website

mybannerblinky40d6dc2e7.gif

Posted

"News:

- Anti L2Walker

- Anti PHX "

 

No such thing. And by anti walker, the ONLY thing that could be done for that is a few small buffer checks. Otherwise, it's fail. And L2Net and other bots work fine, so it's only Walker that gets affected.

 

Unless of course you're some miracle worker and found some magic code that does true anti-both-of-those.

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  • Posts

    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
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