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Posted

And what's wrong with that? some players are happy because of these updates since some characters where useless in pvp.

 

You don't need to break the entire ideal of what a class means just to make them work in PvP.  For instance Dwarves, they're like little tanks.  Increase their damage a little, add some class specific reflect and problem solved.

 

And rather than working on Dreadnought skills to make them decent, they just add rush skills?  This goes against every rule of Fantasy RPG creating and updating.  Anyways it doesn't matter. anyone that would use a compiled patch over L2J SVN shouldn't be making a server.

Posted

Y have a little problem  when y try to spown eny of the custom mods like    "custom/5000_MissQueen "  or add custom npc to my server    it will say  " your target cannot be found" what shud y do??? (version 7864)

Posted

Update with Revision 7881

Fixed in this Rev:        

- Cursed Weapon Fix.

- Moving duped code from derived L2Item classes also added warnings in some configs to avoid people changing IPs where they shouldn't.

- Support for NEGATE/CANCEL abnormalTypes

- Minor improve for multisell log

- gameserver.Util.java improvements

- HTM/SQL: Some NPCs fixes.

- XML: Minor fix.

- JAVA: Fix fir Ticket 5394

- XML: Fix/Cleanup some Item Conditions.

- Fix for :  http://www.l2jserver.com/forum/viewtopic.php?f=41&t=21618

- JAVA/XML: DP-Part for [L4547], also added a missing thing from [7875]

- HTM/JAVA: Fix for Q73 Saga of the Duelist (updated to Freya)

- SQL: Following NPCs should be L2RaidBoss

- XML: DP-Part for [L4545]

- XML: Tiat & some Kratei Cube skills

Posted

Ok folks there is not much time left until Hi5 is out :D

 

Please read: http://www.l2jserver.com/forum/viewtopic.php?f=40&t=21632

 

More info is comming!

 

This is the last step for the Hi5 release.

 

also you should read this

 

Hello everybody out there using L2j

 

After discussing and talking for a while with people from almost every group in the L2j community, we figured out several key changes in the way this project development should continue from now on.

 

All this time the development have suffered some slowdown and we think that H5 release might be a perfect time to revert and sort some of the issues that caused such delay, and that -we are aware- have diminished developers+community interaction/flow of goods.

 

At this point team and community should be one and the same, collaborating towards a single ideal of perfecting our beloved free software piece, teh L2j. With the upcoming changes we're going to reinforce our commitment with this perspective, and we're counting on you to succeed.

 

Starting from H5, further development will take place in a public branch, named (surprise) unstable. Initiates and devs should work there at will, with the single premise of taking L2J to the next possible level of perfection and stability. Fine grain details such as naming/coding conventions will be derived from current ones, but may evolve as the group of persons working there see fit. This way all of us will be able to test ideas, contribute and provide consistent feedback, and see the talent of our teammates in action from the very beginning. Trunk will still contain CT2.5 'till H5 reaches enough stability. At this time a 2.5 branch will be created and trunk will be stable H5. Unstable branch will remain in service for H5 and the upcoming expansions.

 

Nightlies, that are now fully functional again will be taken from stable/trunk only, and source code exports will be created from time to time for FS/OS reference directories such as freshmeat, SF.net, etc. BUT there will be no nightly from unstable. People interested in giving a try to it will have to catch it up on their own. This way we should keep newcomers apart from bugs and stability/installation issues the unstable branch may hold now and then.

 

In the next couple of days we'll be informing you about more changes, and the ways you can join the team to make L2J roar again.

 

Oh, and the diff_view thing should be back one of these days.

 

Gotta say sorry for the delay too, but better late than never. Hoping to hear from you soon. Sincerely.

 

The L2J development team.

 

and this

 

To simplify a bit the FIRST of a series of announcements.

 

From now on, we will change the way you get the lastest version of L2j, there will be two new flavors on the SVN: Stable and Unstable.

 

Stable branch will be considered the READY TO USE version, solid build tested over months and considered the ideal one to start a new server, Nightly builds already compiled and avaliable to download on the website will be generated from this files.

 

Unstable branch will be now our sandbox  iconexclaim.gifHIGHLY UNSTABLE, NOT FOR USE IN LIVE SERVERS  iconexclaim.gif  and we will dump there our work in progress, this branch is open development with the community, so they can know on what are devs working on and what they can help with (contributons), of course, you can expect your server to crash, explode, or just burn your house and eat your cookies.

 

Will this change L2j in some way?

 

Actually not much yet since from the official developers point of view it just means that they can show on what are they working on to the community.

 

iconidea.gif From now on, instead of directing new users to "download the code and compile the server yourself" we will recommend to use the nightly build for starters

 

iconexclaim.gifIf you know how, you can keep compiling your server from SVN, but be advised... the new Unstable branch is not-as-stable as the old trunk, you can expect a lot of nullpointers, crashes and errors, since this is WORK IN PROGRESS.

 

iconidea.gif Once the Unstable branch gets to the point that it can be considered stable, we will update the Stable branch with it.

 

iconexclaim.gif The Unstable branch will have experimental features on it, new content will be developed and tested there before going to the Stable branch, trying to port or use this features on your live server can cause serious balance problems or just crash your server, but if you are willing to help to develop L2j then you are welcome to test them.

 

iconarrowh.gif  iconarrowh.gifCOMMUNITY will have now have an important role on the L2j Development:

Devs will be working on their normal speed, there is no change on this, but being able to show to the community what are they doing, gives you (who is reading this) the chance help with their work, we expect that the community gets more involved in the L2j development and not just stalk us in the forums waiting for new releases and code to leech off.

If you want to see a faster L2j development,

then you need to help to get it done faster!

Hope this works well  :P

 

 

Posted

diff_view is back, dont need any tool anymore to see what's new on timeline.

 

Update with L2jServer BETA (H5)

Fixed in this BETA:        

- BETA: Support for Shield of Faith

- BETA: H5 Party exp bonus changes:

 The Party System has been adjusted in favor of larger parties. Each party member will now receive bonus experience points depending on how many players are in the party:

 Party of 2 players: (Before) 30% (Now) 10% experience point bonus.

 Party of 3 players: (Before) 39% (Now) 20% experience point bonus.

 Party of 4 players: (Before) 50% (Now) 30% experience point bonus.

 Party of 5 players: (Before) 54% (Now) 40% experience point bonus.

 Party of 6 players: (Before) 58% (Now) 50% experience point bonus.

 Party of 7 players: (Before) 63% (Now) 100% experience point bonus.

 Party of 8 players: (Before) 67% (Now) 110% experience point bonus.

 Party of 9 players: (Before) 72% (Now) 120% experience point bonus.

- BETA: H5 pvePower support for Aura Blast & Aura Cannon

- BETA: H5 Chain Heal support

- BETA: H5 Arcane Shield core-support

- BETA: Unhardcoding tele check from UseItem? client packet also little rework of it.

- Experimental: Switching to bonecp

- BETA: New H5 Skills.

- BETA: H5 New Cross-Class Skill in skill_trees.

- SQL: Some missing raidbosses. (Queen Shyeed, Gwindorr, Water Spirit Lian)

- XML: New Skill Containers.

- BETA: scripts/custom (now in java)

- BETA: Allowing lastest h5 client protocol version.

- BETA: H5 Server packets update now h5 client is compatible :)

- BETA/STABLE: better way for comments

- BETA: Bugfix for Certification Exploit.

 

 

 

If you want to see a faster L2j development,

then you need to help to get it done faster!

Hope this works well  :P

 

BETA links are:

Core: http://svn.l2jserver.com/branches/unstable/L2J_Server_BETA

DataPack: http://svn.l2jdp.com/branches/unstable/L2J_DataPack_BETA

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    • Very nice and passionate effort. Good luck.
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    • L2-IMBA — SEASON 2  Custom PvP / PvE Interlude · Every Class Playable BETA — LIVE NOW GRAND START — 11 September 2026, 20:00 GMT+2 https://l2-imba.com · https://discord.com/invite/jmhVpj8ySv ═══════════════════════════════════════ RATES & CORE SETTINGS ═══════════════════════════════════════ Chronicle — Interlude XP / SP — x45, level-adjusted curve Adena — x1 Max level — 90 Subclass — 1, to level 80 Starting hub — Giran Skills — Auto-learn, post-80 via custom trainers Loot — Auto-loot with low-value filtering Buffs — Extended duration, expanded slots, saved schemes Client limit — NO DUAL-BOXING, one client per player Automation — Built-in auto-farm with daily time limit Offline — Trading and crafting enabled Current beta configuration. Final values confirmed at launch sign-off. ═══════════════════════════════════════ All 31 third classes are developed to level 90 through five specialized trainers — there are no dead classes here. Tanks, daggers, archers, warriors, summoners, healers, buffers and crafters all have real post-80 progression and a role worth playing. Full PvE progression through ten farm zones, thirty-five themed encounters and eighteen tracked raids, feeding into gear-equalized Team vs Team and open-world PvP. This isn't a stat patch with a new name. L2-IMBA keeps the combat, classes and world of Interlude and builds a new endgame on top of it — new equipment branches, custom class development past level 80, purpose-built farm ecosystems, boss progression, crafting, and augmentation, all connected into one progression loop. Level and develop your class → choose an armor identity → clear themed farm content → collect materials and boss resources → craft and upgrade without abandoning your build → compete in equalized and open-world PvP → reach God's equipment. ═══════════════════════════════════════ ROLE MASTERY ARMOR ═══════════════════════════════════════ Starting at Dynasty, armor becomes a real build choice instead of a mandatory set everyone wears. Each armor type offers three role masteries plus a flexible Universal path — twelve paths per tier, sixty full-set configurations across the progression. The chest piece selects your mastery; a matching five-piece set activates it. HEAVY   Juggernaut — frontline wall, shield synergy, reflection   Spellbreaker — anti-magic fortress, spell disruption   Slayer — heavy armor turned offensive, vampiric sustain LIGHT   Bowmaster — ranged pressure, kiting, accuracy   Assassin — positional burst, blow reliability, dagger lethals   Berserker — high-risk carry, power rises as HP falls ROBE   Arcanist — rapid-fire critical casting   Invoker — high-impact nuking and debuffs   Oracle — dedicated healing and support Upgrade recipes preserve your chosen path through every tier: Dynasty → Zariche → Valakas → Cursed → God's The system is gear-driven, not class-locked. Build creatively. ═══════════════════════════════════════ LEVEL 90 CLASS DEVELOPMENT ═══════════════════════════════════════ Max level extended to 90. Five specialized trainers — Archer, Tank, Rogue, Warrior, Mystic — cover all 31 third classes in post-80 progression, with 470+ learning entries. Every race gets a custom passive from level one. Tanks get distinct Human/Elf/Dark Elf identities. Duelist gains a two-handed greatsword path. Fortune Seeker becomes a real fighter without losing its spoil identity. Maestro gets a durable frontline route. Summoners, cubics and servitors get deeper combat logic rather than stat scaling. This is backed by server-side combat work — dedicated handling for debuff proficiency, PvE skill damage, blows, lethals, bow reuse, vampirism and reflection. ═══════════════════════════════════════ THE FARMING WORLD ═══════════════════════════════════════ Ten dedicated farm destinations via Global Gatekeeper: Farm Coins 1 & 2, Holy, Fire/Water, Wind, Earth, Unholy, Golden, Chaotic and Night zones. Seven themed enemy families — Undead, Demon, Angel, Beast, Bug, Water, Fire — each with four stages and a mini-boss. Thirty-five distinct encounters, each with its own resource identity feeding crafting. Eighteen tracked raids — twelve Farm Raid Bosses and six Custom Epic Raid Bosses. Plus a scheduled group-based Party Zone with dynamically managed normal and rare spawns. ═══════════════════════════════════════ CRAFTING & ENDGAME ═══════════════════════════════════════ SOUL FORGE — recycle old weapons into tier resources, convert boss and farm materials, craft Legendary components. Old gear becomes input, not warehouse clutter. CURATED AUGMENTATION — data-driven Top-Grade and Legendary profiles with meaningful stat, active and passive pools. Active effects are categorized so the same effect can't be stacked through equipment swapping. EXTENDED ENCHANT — Custom Crystal and Legendary stages. On the Legendary route, a failed enchant does not destroy the item or reduce its enchant level. Long-term progression, not an all-or-nothing gamble. 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