SacredConquer - a Conquer Client browser port/rebuild

09/04/2026 06:16 Asphy×ia#1
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hi,

it's been 7mo since I started development of this browser port / rebuild. originally just a research project and turned into many hurdles many changes many bugs (many headaches)

at a point now I think i want to open it to get a little feedback on systems, functionality (both client/server) and anything else you might suggest

my goal is to have na/eu/as servers with an interconnecting market/dungeon/raid system so that progress is not respective to geography. players can enjoy a good host for PvE and PvP but an economy runs worldwide as well as having a LFG system for dungeons 24/7.

I debated on a pure emulation and ultimately decided against it. .

you'll be able to collect pets, enjoy a much more in-depth arena system, make more of guilds, search market from a single NPC (:o), grind for end-game sacred items, do some fishing, and embark on adventures with your friends and take on bosses for great loot.

the core system remains true to original conquer. gear, calcs (mostly with some reference to other public work), reborns, hunting, market while giving it a fresh new spin.

thank you to @[Only registered and activated users can see links. Click Here To Register...] and @[Only registered and activated users can see links. Click Here To Register...] for some pen testing and help scripting. not 100% yet but inching to it

of course, please expect bugs (both minor and potentially game-breaking), some features/systems are not fully finished yet

no download - just play on [Only registered and activated users can see links. Click Here To Register...] / [Only registered and activated users can see links. Click Here To Register...]

would like to give a helpful thanks to @[Only registered and activated users can see links. Click Here To Register...], @[Only registered and activated users can see links. Click Here To Register...], @[Only registered and activated users can see links. Click Here To Register...], @[Only registered and activated users can see links. Click Here To Register...], redux and pro4never for their CO contributions, releases and documentation.

yes, my friend claude also helped in the following parts of this project
Css design
Asset organization
R&D on some systems
Understanding conversion of dds -> threejs - dxt1/3/5 and rgb/rgba
Client-sided performance analyzation

client is referenced from soul for most original systems, algorithms, math
server is referenced from copsv6, redux, and soul as well

cheers. would love your feedback!
on a free host atm so sorry for not super fast caching / high er ping
09/04/2026 10:41 _DreadNought_#2
This is absolutely amazing. (are we still thanking the guy who scammed everyone and ran off though? pro4never?)


And this is all being hosted on a free host? This is amazing x2.

portals not implemented? I can't seem to get to Bird island.

also; did you see that other guys web client of co too?
09/04/2026 16:48 Asphy×ia#3
thank you. and only crediting chris for his work, not him as a person lol

portals have been neglected while testing bc of scrolls lol. portals in bi were set to older version of the map and I have not updated them to fit the new ones. i'll be sure to fix.

cloudflare offers a free tier but as soon as it gets just a bit of traffic it'll prompt an upgrade lol

and the one on xt100 - I did check it out early yesterday. lots of cool development going on for sure!
09/04/2026 16:58 _DreadNought_#4
Quote:
Originally Posted by Asphy×ia View Post
thank you. and only crediting chris for his work, not him as a person lol

portals have been neglected while testing bc of scrolls lol. portals in bi were set to older version of the map and I have not updated them to fit the new ones. i'll be sure to fix.

cloudflare offers a free tier but as soon as it gets just a bit of traffic it'll prompt an upgrade lol

and the one on xt100 - I did check it out early yesterday. lots of cool development going on for sure!
didnt know there was one on xtop!

i meant the guy who i saw acc posted in this forum too!


hes using rust and i see you went three.js route - v different approaches!!

Super interesting and inspiring!


P.S: i made a test acc to mess about but forgot pw and its limited to one per network
09/04/2026 21:09 Asphy×ia#5
Quote:
Originally Posted by _DreadNought_ View Post
didnt know there was one on xtop!

i meant the guy who i saw acc posted in this forum too!


hes using rust and i see you went three.js route - v different approaches!!

Super interesting and inspiring!


P.S: i made a test acc to mess about but forgot pw and its limited to one per network
yes! dek's preservation project. he and I have communicated and helped each other with a few things.

and dm me on discord I'll update it for you. or on here

i don't have any account edit/reset functionality on the ws yet, my next task!
09/13/2026 07:41 Asphy×ia#6
update 9.12

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from discord:

Quest repolish. You'll have daily, city, weekly as well as lifetime quests/events each day. These of course are scaled to give you a boost but not become overpowered or economy breaking. lifetime follow milestone achievements such as level N, reborning, first socket, cume item +, etc.

Spawn analysis - found that alot of mob mesh/textures were incorrect. also found some spawns were heavy and some were not. have considered a teetering spawn multipier based on players on a certain map (outside of cities) but for now, have just given some juice to most spawns out there (at least main 6 maps)

Rate analysis - have run several 30m/1h long tests for drops. Feel pretty comfy with where they are at now.
Experience - I know you don't have the time you used to, me either. early game scales faster with end game falling back into slot. Gives you a quicker jump while keeping it from becoming too easy. Team experience is boosted of course but not like regular experience (this is to prevent water farming from being extremely easy, especially with jump-follow now) Sockets are 1:1 with TQ.

1:1 emulation - I've tried hard to make sure the animations, effects, models and textures accurately resemble co. some effect data i've yet to crack (newer effects possibly using dxt9 or something)
chars are not rendered at oblique 45, rather 37. I personally like this better. skills are rendered at 30, not 45. anims are rendered at 30fps consistent with real co.

server-side doctoring-
have been knee deep in R&d on packet analysis, especially those who like to overrun ticks. Most have been resolved on unnecessary secondary or even several calls to db where one would suffice.
Lots of fixing happening to make it run good, hopefully.

what's left to do:
dungeon scripting, guild system build out, clan rewards and 2v2/3v3 ladders, pet ai refresh, more co stuff and smore custom stuff:)

Thanks to all who have stopped by, sent words of encouragement and especially those who've logged in and messed around.
09/13/2026 14:53 _DreadNought_#7
this is amazing work
10/16/2026 06:17 Ody00#8
Can i get source code