Introduction
Hello,
I'm currently writing this on behalf of the whole XioOnline team. Welcome to a thread that advertises a server created completely from scratch in order to ensure complete control over every aspect of the server. XioOnline has/will have features never before seen in Conquer Online.
Features
Pictures that might be worth looking at:
Here's a Speedtest of our host:
A picture of our custom launcher:
The Selecter feature:
3 second spawn protection:
NewbiePackage:
Contents of an Archer NewbiePackage:
Magic Lantern:
Pictures that might be worth looking at:
Here's a Speedtest of our host:
A picture of our custom launcher:
The Selecter feature:
3 second spawn protection:
NewbiePackage:
Contents of an Archer NewbiePackage:
Magic Lantern:
As you might have noticed, there are many servers out there that advertise that they are completely 'classic', while still using CPS, Battlepower, Lotto or anything else that's quite 'new'. We are here to tell you we have no intention of ever introducing such things to our server. There will not be any second reborn and the maximum level is 130.
Do you remember the times when you had to really grind for your gear? Do you remember the times where, when you had some elite and super items that were +2/+3 and you had a maximum of 2 sockets, people were astounded? We would like to bring this back. Drop rates will not be very high, you will not reach full super with 2 sockets very easily. The only way to get sockets in your headgear/ring/necklace/armor/boots is to upgrade your gear in Twin City using meteors.
Also, the time of actually hitting level 130 and feeling proud of yourself for doing that are about to return. We handle the official TQ exp rates and will not change them under any circumstances except during happy hours (everything x1,6). If you are looking for an easy server, you'd better get out of here. Hard work is rewarded.
We offer a completely unique feature within the world of Conquer Online. Namely a character selection screen. No more creating multiple accounts for 1 character. On each account you can store up to 4 characters. And I hear you thinking 'yea but you can only logon 1 of them at a time..' No, if you have an archer on the account and you select it, and you also want to login your trojan because somebody killed you, you can just log that character too, under the same account, without disconnecting. It's obvious though, that you cannot log the same character twice.
Updates
Many updates have been done to make the server more stable and to make it crash less. Now that we are almost finished we can show you the change log of what exactly has been changed since we made this thread, which is A LOT.
Feature update #4:
################################################## ########### 30th January 2015, Rev 775
--Yuki
BUG: NextInstance() Returned wrong values, and KillInstance() didn't really free the old one
BUG: Screen System fuck up resolved.
CORE: Async Scriptengine implemented!
CORE: Pathfinding Implemented. Almost entirely the C7 code just on another Task to make it awaitable.
NOTE: Ram Usage from 430 to 1580 MB due to Path Grid. Meh. We won't load 325 maps on the live server and even if, we have enough ram.
################################################## ########### 29th January 2015, Rev 764-769
--Impression
CORE: Fixed a tiny issue with spells attacking.
FEATURE: Reduced the amount of squamas spawned everywhere, Also added some conditions for spawning.
FEATURE: Last Man Standing Event completed.
DB: Added Squama Rewards to the map files (Thanks to Elite).
################################################## ########### 28th January 2015, Rev 763
--Yuki
CORE: Phasewalk implemented. Probably a Halloween event or something
CORE: Smooth Day/Night cycle implemented
ITEM: 8 Item Threads now.
################################################## ########### 28th January 2015, Rev 761
--Impression
CORE: Melee Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Magic Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Attack Calculations (Mobs) fixed, used to do more damage due to Damage going below 0.
################################################## ########### 28th January 2015, Rev 760
--Yuki
CORE: EPIC 2.0 System implemented. "Extremely Parallel Instancing Core 2.0" Faster, cleaner and more flexible than EPIC 1.0 from Crystal Seven
CORE: Threading issues resolved, additional threads for ItemDrops (Stacks items above eachother now... needs to be fixed asap)
NET: Slightly modified the NETCODE. Packets are faster, Login takes 1/3rd of the time and I'm just happy overall.
CMD: We can now switch instances by doing @ini #
################################################## ########### 27th January 2015, Rev 747
--Impression
CORE: Fixed an issue with 2 socketed item dropping.
CORE: Fixed an issue with spell damage returning the value 9.
DB: DateTime values are now going to load/save properly (Special thanks to Yuki for correcting an issue with the saving formats).
DB: Added 2 additional warehouses to market to allow more storage space.
FEATURE: Created a class for Last Man Standing tournament (Only Init(); is complete, Also some checks done on the Map Thread.
MISC: Added several announcements for lucky drops (Super items, Dragonballs) and lucky chances for equip sockets (First socket, Second socket).
################################################## ########### 28th January 2015, Rev 746
--Yuki
BUG: If you inspected players after they leveled up, you would still see the old Level displayed
BUG: Summoned Pets were overriding itself.
BUG: Dropped items had no "Screen"
BUG: DisCity had some nasty NRE's
CORE: Warehouses now work completely. All 40 Slots are accessable
BUG: Fixed a bunch of NRE's
MAP: We can remove MapEffects now.
MAP: We can spawn Traps now.
MAP: We can spawn Dynamic portals now.
MAP: Squamas work
CORE: Added spawn protection for 3 seconds along with a timer being displayed next to your character
BUG: The counter of XP skills will work properly again
BUG: Fixed an issue with players could not drop items
MISC: Improved the Crystal Analyzer by 1.000%~
MISC: Added Online Players to the launcher along with their levels and classes
BUG: Fixed some more bugs on the launcher
MISC: Async Await is 70% faster
BUG: Fixed all scripts again
BUG: Fixed an issue the Screen system
################################################## ########### 13th January 2015 -Moved to dropbox, no more revisions but dates.
--Yuki
MISC: Joined the team again :P
MISC: Made the launcher work again
CORE: Async/Await fixes
MISC: Changed the output directory to .../.../Binaries and added a Cleanup script so the folder stays nice and clean.
CORE: Fucked up the scripts :P
################################################## ########### Rev 606-612
--Impression
CORE: Code Clean ups and optimizations.
CORE: Fixed a bug where it threw null reference exceptions upon jump if a player doesn't have a shield equipped.
CORE: Fixed Auto attacking, Attack speed.
CORE: Fixed Arrow count updates.
CORE: Fixed an issue with item dropping, It will no longer throw NREs.
CORE: Fixed item pickups.
CORE: Preparations for transformation.
CORE: Preparations for Pet and Guard AIs.
CORE: Optimizations to the Attack classes (Melee Handler & SkillSpell).
SPELL: Pervade, Piglet spells added back again.
SELECTOR: Added Inspect option - Not released yet.
SELECTOR: Added Customize option - Not released yet.
FEATURE: Fixed a problem with guild gates not openning correctly.
NPC: Various NPC Fix ups.
NPC: Promotion NPCs used to over write spells already known by players. Well, Have no fear... I'm here.
BUG: Gold Drops random amounts dropping fixed.
BUG: Fixed a problem with Player.Vote();, Now it wont let anyone double vote.
BUG: Fixed Cyclone and Superman counter on NPCs. (Mobs wont work for some reason -.-).
MISC: Fixed several crash fixes and optimized code.
MISC: Fixed 2 NREs.
################################################## ########### Rev 605-606
--Impression
CORE: Handled characters disconnecting and their relationships with their associates.
CORE: Fixed another issue with StatPoints not saving.
CONSOLE: Added notifiers for disconnects.
################################################## ########### Rev 603-605
--Impression
AUTH: Fixed a problem with the logon server throwing exceptions upon connection.
CORE: Fixed a few issues with Player.Disconnect(); Now it disposes and disconnects properly.
CORE: Screen system has been reviewed and improved, Now it should no longer keep offline players on your screens.
BUG: Fixed a bug with hight checks on birth village, Now jumping on the floating rocks wont disconnect players.
MISC: Adjusted gold and item drop rates.
BUG: Fixed a problem with attribute points distribution, Now it will automatically recalculate stats automatically.
BUG: Fixed attribute points loading for none reborned characters.
BUG: Fixed attribute points saving, Now it saves attributes points correcly including the unspent points.
MISC: Set the Database to correct those who has invalid attribute points upon logon.
BUG: Fixed a tiny issue with the reborn script.
################################################## ########### Rev 590-603
--Impression
BUG: Equip viewing got bugged again due to packet offsets not being correct, Corrected the issue.
BUG: Warehouses fixed up.
FEATURE: Implemented BOT AI for future use.
SPELL: Redid spells experience calculation, should be better now.
################################################## ########### Rev 555-572
--Yuki
BUG: File in use on equip / drop
BUG: Skillpacket failure (no effect) tweaked. Less likely but not working everytime.
CORE: Prevade & Fireofhell working now
--Impression - HAI IM BACK!
BUG: View Equips now works properly.
BUG: Fixed a small problem with Weapon Master.
BUG: Fixed how items are handled after upgrade, Now items are being equipped after upgraded by weapon master.
NPC: written Godly Artisan.
NPC: Fixed Shelby.
NPC: written Surgeon Miracle.
ITEM: written Ninja Amulets.
NPC: written Prison Officer (Bot Jail).
NPC: Fixed a bug with ShopBoy, Now it teleports to the correct location.
NPC: Barber NPC written.
NPC: ArtisanOu written.
CORE: Added Item.Socket(Player P, Item I, Socket) method running async.
MISC: Fixed 3 NRE's and an OORE.
ITEM: Common Item (Bombs) and their effect on guild gates.
ITEM: Hair Dyes.
SPELL: Fixed a few issues with spell experience.
NPC: Written Guild Director (Create, Disband, Add Deputy, Add Ally, Add Enemy).
CORE: Fixed GuildInfo Packet.
CORE: Fixed a problem with the Melee auto attacking range.
CORE: Optimized GuildWar and it's now fully functional and playable.
NPC: Adjusted POLE's MaxHP field to 50,000,000.
MISC: Fixed a NRE caused by guild bulletin being null upon creation.
CORE: Fixed some issues with the guild funds.
NPC: Added Remove Deputy to Guild Director.
CORE: Fixed some issues with guilds displaying to players correctly, Now it sends spawn and displays correctly.
ITEM: Written Moonboxes.
CORE: Adjusted gold, plus, db rates.
CORE: Attempted to fix the crazy amount of boots being dropped.
NPC: Added StoreKeepers and Armourers in all cities.
ITEM: Fixed an issue with some item usages that could've been explioted (Meteors and Dragonballs).
################################################## ########### Rev 515-550
--Yuki
CORE: Another solution wide Code Cleanup. No more issues show up in Code Analysis - even fixed the design flaws.
CORE: Packet Handler was a little ugly. No more!
CORE: Message Board base code finished.
CORE: Message Board packets and handlers in place.
CORE: Implemented IDisposable correctly everywhere neccessary.
SCRIPT: All scripts now look like a real .cs class file.
SCRIPT: Scriptdebugging with line number n shit.
SCRIPT: Exception Handling improved. StackTrace n shit.
DB: DMap Loading time improved.
DB: Script Loading time is 3 times faster.
DB: Recoded the Database system to be much more reliable - there were some race conditions that screwed some savings
DB: Character Creation works again
DB: Script Database now Synced across all dev PC's.
DB: I/O ops per Player reduced from 21-26 to 11-13
BUG: File Caching made it so new characters didn't fully create for 5 seconds till the next global flush.
BUG: Saving the Model to nil on logout.
BUG: Saving the Map to nil on logout.
BUG: Instead of SetUInt32 I called GetUInt32 ... nothing would have been saved that relies on that.
CORE: Optimized Screen system. It's now async.
DB: Deleting of Files and Directories optimized to be more safe.
BUG: Item:estroy() fixed
SCRIPT: Namespace updates
LIB: Re-ordered files
BUG: Lag spikes caused by a faulty thread
BUG: Saving delay of 5 seconds removed
CORE: Made more parts async
BUG: Not getting blue after a missed attack on a player
BUG: DirectionSector missing
-- Impression
BUG: Enabled Mining on Jail
CORE/DB/SCRIPT: Redone almost all Scripts
--Yuki
BUG: NextInstance() Returned wrong values, and KillInstance() didn't really free the old one
BUG: Screen System fuck up resolved.
CORE: Async Scriptengine implemented!
CORE: Pathfinding Implemented. Almost entirely the C7 code just on another Task to make it awaitable.
NOTE: Ram Usage from 430 to 1580 MB due to Path Grid. Meh. We won't load 325 maps on the live server and even if, we have enough ram.
################################################## ########### 29th January 2015, Rev 764-769
--Impression
CORE: Fixed a tiny issue with spells attacking.
FEATURE: Reduced the amount of squamas spawned everywhere, Also added some conditions for spawning.
FEATURE: Last Man Standing Event completed.
DB: Added Squama Rewards to the map files (Thanks to Elite).
################################################## ########### 28th January 2015, Rev 763
--Yuki
CORE: Phasewalk implemented. Probably a Halloween event or something
CORE: Smooth Day/Night cycle implemented
ITEM: 8 Item Threads now.
################################################## ########### 28th January 2015, Rev 761
--Impression
CORE: Melee Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Magic Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Attack Calculations (Mobs) fixed, used to do more damage due to Damage going below 0.
################################################## ########### 28th January 2015, Rev 760
--Yuki
CORE: EPIC 2.0 System implemented. "Extremely Parallel Instancing Core 2.0" Faster, cleaner and more flexible than EPIC 1.0 from Crystal Seven
CORE: Threading issues resolved, additional threads for ItemDrops (Stacks items above eachother now... needs to be fixed asap)
NET: Slightly modified the NETCODE. Packets are faster, Login takes 1/3rd of the time and I'm just happy overall.
CMD: We can now switch instances by doing @ini #
################################################## ########### 27th January 2015, Rev 747
--Impression
CORE: Fixed an issue with 2 socketed item dropping.
CORE: Fixed an issue with spell damage returning the value 9.
DB: DateTime values are now going to load/save properly (Special thanks to Yuki for correcting an issue with the saving formats).
DB: Added 2 additional warehouses to market to allow more storage space.
FEATURE: Created a class for Last Man Standing tournament (Only Init(); is complete, Also some checks done on the Map Thread.
MISC: Added several announcements for lucky drops (Super items, Dragonballs) and lucky chances for equip sockets (First socket, Second socket).
################################################## ########### 28th January 2015, Rev 746
--Yuki
BUG: If you inspected players after they leveled up, you would still see the old Level displayed
BUG: Summoned Pets were overriding itself.
BUG: Dropped items had no "Screen"
BUG: DisCity had some nasty NRE's
CORE: Warehouses now work completely. All 40 Slots are accessable
BUG: Fixed a bunch of NRE's
MAP: We can remove MapEffects now.
MAP: We can spawn Traps now.
MAP: We can spawn Dynamic portals now.
MAP: Squamas work
CORE: Added spawn protection for 3 seconds along with a timer being displayed next to your character
BUG: The counter of XP skills will work properly again
BUG: Fixed an issue with players could not drop items
MISC: Improved the Crystal Analyzer by 1.000%~
MISC: Added Online Players to the launcher along with their levels and classes
BUG: Fixed some more bugs on the launcher
MISC: Async Await is 70% faster
BUG: Fixed all scripts again
BUG: Fixed an issue the Screen system
################################################## ########### 13th January 2015 -Moved to dropbox, no more revisions but dates.
--Yuki
MISC: Joined the team again :P
MISC: Made the launcher work again
CORE: Async/Await fixes
MISC: Changed the output directory to .../.../Binaries and added a Cleanup script so the folder stays nice and clean.
CORE: Fucked up the scripts :P
################################################## ########### Rev 606-612
--Impression
CORE: Code Clean ups and optimizations.
CORE: Fixed a bug where it threw null reference exceptions upon jump if a player doesn't have a shield equipped.
CORE: Fixed Auto attacking, Attack speed.
CORE: Fixed Arrow count updates.
CORE: Fixed an issue with item dropping, It will no longer throw NREs.
CORE: Fixed item pickups.
CORE: Preparations for transformation.
CORE: Preparations for Pet and Guard AIs.
CORE: Optimizations to the Attack classes (Melee Handler & SkillSpell).
SPELL: Pervade, Piglet spells added back again.
SELECTOR: Added Inspect option - Not released yet.
SELECTOR: Added Customize option - Not released yet.
FEATURE: Fixed a problem with guild gates not openning correctly.
NPC: Various NPC Fix ups.
NPC: Promotion NPCs used to over write spells already known by players. Well, Have no fear... I'm here.
BUG: Gold Drops random amounts dropping fixed.
BUG: Fixed a problem with Player.Vote();, Now it wont let anyone double vote.
BUG: Fixed Cyclone and Superman counter on NPCs. (Mobs wont work for some reason -.-).
MISC: Fixed several crash fixes and optimized code.
MISC: Fixed 2 NREs.
################################################## ########### Rev 605-606
--Impression
CORE: Handled characters disconnecting and their relationships with their associates.
CORE: Fixed another issue with StatPoints not saving.
CONSOLE: Added notifiers for disconnects.
################################################## ########### Rev 603-605
--Impression
AUTH: Fixed a problem with the logon server throwing exceptions upon connection.
CORE: Fixed a few issues with Player.Disconnect(); Now it disposes and disconnects properly.
CORE: Screen system has been reviewed and improved, Now it should no longer keep offline players on your screens.
BUG: Fixed a bug with hight checks on birth village, Now jumping on the floating rocks wont disconnect players.
MISC: Adjusted gold and item drop rates.
BUG: Fixed a problem with attribute points distribution, Now it will automatically recalculate stats automatically.
BUG: Fixed attribute points loading for none reborned characters.
BUG: Fixed attribute points saving, Now it saves attributes points correcly including the unspent points.
MISC: Set the Database to correct those who has invalid attribute points upon logon.
BUG: Fixed a tiny issue with the reborn script.
################################################## ########### Rev 590-603
--Impression
BUG: Equip viewing got bugged again due to packet offsets not being correct, Corrected the issue.
BUG: Warehouses fixed up.
FEATURE: Implemented BOT AI for future use.
SPELL: Redid spells experience calculation, should be better now.
################################################## ########### Rev 555-572
--Yuki
BUG: File in use on equip / drop
BUG: Skillpacket failure (no effect) tweaked. Less likely but not working everytime.
CORE: Prevade & Fireofhell working now
--Impression - HAI IM BACK!
BUG: View Equips now works properly.
BUG: Fixed a small problem with Weapon Master.
BUG: Fixed how items are handled after upgrade, Now items are being equipped after upgraded by weapon master.
NPC: written Godly Artisan.
NPC: Fixed Shelby.
NPC: written Surgeon Miracle.
ITEM: written Ninja Amulets.
NPC: written Prison Officer (Bot Jail).
NPC: Fixed a bug with ShopBoy, Now it teleports to the correct location.
NPC: Barber NPC written.
NPC: ArtisanOu written.
CORE: Added Item.Socket(Player P, Item I, Socket) method running async.
MISC: Fixed 3 NRE's and an OORE.
ITEM: Common Item (Bombs) and their effect on guild gates.
ITEM: Hair Dyes.
SPELL: Fixed a few issues with spell experience.
NPC: Written Guild Director (Create, Disband, Add Deputy, Add Ally, Add Enemy).
CORE: Fixed GuildInfo Packet.
CORE: Fixed a problem with the Melee auto attacking range.
CORE: Optimized GuildWar and it's now fully functional and playable.
NPC: Adjusted POLE's MaxHP field to 50,000,000.
MISC: Fixed a NRE caused by guild bulletin being null upon creation.
CORE: Fixed some issues with the guild funds.
NPC: Added Remove Deputy to Guild Director.
CORE: Fixed some issues with guilds displaying to players correctly, Now it sends spawn and displays correctly.
ITEM: Written Moonboxes.
CORE: Adjusted gold, plus, db rates.
CORE: Attempted to fix the crazy amount of boots being dropped.
NPC: Added StoreKeepers and Armourers in all cities.
ITEM: Fixed an issue with some item usages that could've been explioted (Meteors and Dragonballs).
################################################## ########### Rev 515-550
--Yuki
CORE: Another solution wide Code Cleanup. No more issues show up in Code Analysis - even fixed the design flaws.
CORE: Packet Handler was a little ugly. No more!
CORE: Message Board base code finished.
CORE: Message Board packets and handlers in place.
CORE: Implemented IDisposable correctly everywhere neccessary.
SCRIPT: All scripts now look like a real .cs class file.
SCRIPT: Scriptdebugging with line number n shit.
SCRIPT: Exception Handling improved. StackTrace n shit.
DB: DMap Loading time improved.
DB: Script Loading time is 3 times faster.
DB: Recoded the Database system to be much more reliable - there were some race conditions that screwed some savings
DB: Character Creation works again
DB: Script Database now Synced across all dev PC's.
DB: I/O ops per Player reduced from 21-26 to 11-13
BUG: File Caching made it so new characters didn't fully create for 5 seconds till the next global flush.
BUG: Saving the Model to nil on logout.
BUG: Saving the Map to nil on logout.
BUG: Instead of SetUInt32 I called GetUInt32 ... nothing would have been saved that relies on that.
CORE: Optimized Screen system. It's now async.
DB: Deleting of Files and Directories optimized to be more safe.
BUG: Item:estroy() fixed
SCRIPT: Namespace updates
LIB: Re-ordered files
BUG: Lag spikes caused by a faulty thread
BUG: Saving delay of 5 seconds removed
CORE: Made more parts async
BUG: Not getting blue after a missed attack on a player
BUG: DirectionSector missing
-- Impression
BUG: Enabled Mining on Jail
CORE/DB/SCRIPT: Redone almost all Scripts
Feature update #3:
It’s been quite some time since the last fully fledged Dev Update eh? So let’s not waste any time and get right into the nerdiness!
Hint: There is also a new Easteregg for you to find. I will tell you this much: It’s on the Login Server and you find it if you use the Login Server the wrong way. Have fun! Applause to you if you manage to find it!
So what has been done in the past weeks besides transforming pepsi and pizza into code? A whole lot! Let me start off by saying that I’m getting more and more used to blogging and being high on caffeine. I just saw a squirrel outside my window woah.. anyways lets not get distracted by my surrounding things… like my desk.. that shit is a mess.. Okay where was I? Oh yeah Dev Log… nobody reads that bloody shit anyway… might aswell post random stuff so it looks big.
Seriously now, I’ve been working on summons and skills lately, you can now summon guards (not in the market tho – thanks to Gray for pointing this and about 2 trillion other bugs out – they also have their advanced AI active but they still are somewhat buggy if they loose the sight on you. Polarbear with me until I get to fix that. Their advanced AI is really not advanced in general but opposed to TQ’s AI it will act much more dynamic. For example, you get hit by a mob and you did not attack any mob yet, the guard will start attacking that mob until its dead or another mob is dealing more damage to you. If you health drops below a specified point he will attempt to heal you if his cooldown isnt active (healing disabled on this revision) and buff you with a shield spell (disabled on this rev too). While you level up your guard, the skills he uses to support you level too and the cooldowns decrease. A guard can also revive you every x minutes (disabled for now aswell).
Will post more about guards later and keep you updated!
Database Server… we’ve heard you. You did not like the freeze while the backup ran so I decided to move the I/O to another application to not compromise the gameplay while the DB is copied and compressed. It was a crapload of work and not really essential to be done that way but I liked the idea of an Database Server so I did it anyway. There however is one issue yet to resolve: For some reason everything saves correctly but X and Y coordinates. They fuck up *sometimes* for no apperant reason. BiPolarbear with me on that one aswell. You still have access to @scroll and @tp X Y MAP commands so you will be fine.
The other stuff was mainly bugfixes (check trello for that) and code cleanups to allow a better workflow.
I hope you are happy with the progress so far, we are aware that we are way behind our schedule but thats sadly the way it is. We’re so lucky to have our lifes fuck us sideways everytime we try to put something great together but we shall not give up! The next update will be bigger – we expect to have two more major revisions until we leave the alpha stage and go advertise the open beta!
Much love, Yuki
Hint: There is also a new Easteregg for you to find. I will tell you this much: It’s on the Login Server and you find it if you use the Login Server the wrong way. Have fun! Applause to you if you manage to find it!
So what has been done in the past weeks besides transforming pepsi and pizza into code? A whole lot! Let me start off by saying that I’m getting more and more used to blogging and being high on caffeine. I just saw a squirrel outside my window woah.. anyways lets not get distracted by my surrounding things… like my desk.. that shit is a mess.. Okay where was I? Oh yeah Dev Log… nobody reads that bloody shit anyway… might aswell post random stuff so it looks big.
Seriously now, I’ve been working on summons and skills lately, you can now summon guards (not in the market tho – thanks to Gray for pointing this and about 2 trillion other bugs out – they also have their advanced AI active but they still are somewhat buggy if they loose the sight on you. Polarbear with me until I get to fix that. Their advanced AI is really not advanced in general but opposed to TQ’s AI it will act much more dynamic. For example, you get hit by a mob and you did not attack any mob yet, the guard will start attacking that mob until its dead or another mob is dealing more damage to you. If you health drops below a specified point he will attempt to heal you if his cooldown isnt active (healing disabled on this revision) and buff you with a shield spell (disabled on this rev too). While you level up your guard, the skills he uses to support you level too and the cooldowns decrease. A guard can also revive you every x minutes (disabled for now aswell).
Will post more about guards later and keep you updated!
Database Server… we’ve heard you. You did not like the freeze while the backup ran so I decided to move the I/O to another application to not compromise the gameplay while the DB is copied and compressed. It was a crapload of work and not really essential to be done that way but I liked the idea of an Database Server so I did it anyway. There however is one issue yet to resolve: For some reason everything saves correctly but X and Y coordinates. They fuck up *sometimes* for no apperant reason. BiPolarbear with me on that one aswell. You still have access to @scroll and @tp X Y MAP commands so you will be fine.
The other stuff was mainly bugfixes (check trello for that) and code cleanups to allow a better workflow.
I hope you are happy with the progress so far, we are aware that we are way behind our schedule but thats sadly the way it is. We’re so lucky to have our lifes fuck us sideways everytime we try to put something great together but we shall not give up! The next update will be bigger – we expect to have two more major revisions until we leave the alpha stage and go advertise the open beta!
Much love, Yuki
Feature update #2:
I know that it has been a long time since we last blogged and for that we’re sorry. But it was due to us being extremely busy to the point that we couldn’t even let you guys know how development has been going that’s how rapid development was going. Almost everyday we have various exploits and bugs fixes that we can’t even keep track, However our change log does.
Our core is almost complete now as We’re only missing the following:
*Guild War & Dis City finalizations (some mob spawns and npcs).
*Guilds Director – NPC (Creation / Disband / Assign Deputy / Assign Ally / Assign Enemy).
*Map Effects (Squamas and other traps).
*Houses.
*Gambling.
*Messageboard.
*Blue Mouse & Ancient Devil Quest (Requires Map Effects).
And those are all the features that still needs to be done. Obviously all of that sounds kind of easy? We don’t think so. We take our time developing our features so it would be written in the best way possible using the best coding techniques available. So that’s probably we’ve had some delay on our beta release but as many of you guys seen we’ve had a period that the server crashed every 4 hours due to an overflow in our socket system which caused us to recode the entire socket system which has restored our stability as seen in the past week.
Also I’d like to talk about bugs and exploits, As noticed we’ve had plenty of them and they mostly get either hot fixed or rewritten from scratch to ensure an ultimate performance, maximum efficiency and not comprise stability. I’m now offering my sincere Thank You’s to everyone that took part in our testing period and all of our loyal players.
Enough of that for now let’s get to some changelogs & dev talk :P
Our core is almost complete now as We’re only missing the following:
*Guild War & Dis City finalizations (some mob spawns and npcs).
*Guilds Director – NPC (Creation / Disband / Assign Deputy / Assign Ally / Assign Enemy).
*Map Effects (Squamas and other traps).
*Houses.
*Gambling.
*Messageboard.
*Blue Mouse & Ancient Devil Quest (Requires Map Effects).
And those are all the features that still needs to be done. Obviously all of that sounds kind of easy? We don’t think so. We take our time developing our features so it would be written in the best way possible using the best coding techniques available. So that’s probably we’ve had some delay on our beta release but as many of you guys seen we’ve had a period that the server crashed every 4 hours due to an overflow in our socket system which caused us to recode the entire socket system which has restored our stability as seen in the past week.
Also I’d like to talk about bugs and exploits, As noticed we’ve had plenty of them and they mostly get either hot fixed or rewritten from scratch to ensure an ultimate performance, maximum efficiency and not comprise stability. I’m now offering my sincere Thank You’s to everyone that took part in our testing period and all of our loyal players.
Enough of that for now let’s get to some changelogs & dev talk :P
Feature update #1:
Shit’s getting real now.
#1 When we were soooooo sure about our god like coding it exploded into 100’s of fucking pieces. 1h uptime -> CPU = 100% (all 6 Cores).
#2 Scatter in a crowded place with little to no room for dropped items: Ping quadruples.
#3 If we had vip purchases open, the following would have happened to you:
“AN SUPER ITEM DROPPED AND WAS AUTO LOOTED!”
You: “OH FUCK YEAH FUCK YES OMFG”
*checks inventory*
Empty.
Great.
We were pretty sure we had a decent base, unbreakable for weeks, no issues and then the worst case scenario appeared. Unforeseeable bugs, unexpected outcomes, when you try to debug it – it works. After a very very long day and night the issue was found and fixed within minutes. A little logic error that caused dropped items to run out of UID’s while the server still furiously loops through the entire UID range to find something it can use.
That fixed bug #1.
#2 was different. The solution was clear, how to implement it wasnt. We had to offload the dropping from the main thread that keeps the other threads synchronized. Fair enough! But how? Another threadloop just for dropping items? Sounds hella inefficient and half assed to me. Creating an event based Thread / Queue based model is alot more work tho…. but it would be faster.. fk it. Lets do it! – An hour later it worked nicely, the ping wasnt influenced by the dropping of items anymore, no matter how crowded the environment.
That fixed #2.
#3 was embarassing. Basically looted the item bevore it had the chance to apply the modificators (Quality, plus,…) so re-ordering the checks was all that needed to be done. Sounds easy enough right? It is without doubt!… If you thought about that case.
That eventually fixed #3 after crying some hours.
#1 When we were soooooo sure about our god like coding it exploded into 100’s of fucking pieces. 1h uptime -> CPU = 100% (all 6 Cores).
#2 Scatter in a crowded place with little to no room for dropped items: Ping quadruples.
#3 If we had vip purchases open, the following would have happened to you:
“AN SUPER ITEM DROPPED AND WAS AUTO LOOTED!”
You: “OH FUCK YEAH FUCK YES OMFG”
*checks inventory*
Empty.
Great.
We were pretty sure we had a decent base, unbreakable for weeks, no issues and then the worst case scenario appeared. Unforeseeable bugs, unexpected outcomes, when you try to debug it – it works. After a very very long day and night the issue was found and fixed within minutes. A little logic error that caused dropped items to run out of UID’s while the server still furiously loops through the entire UID range to find something it can use.
That fixed bug #1.
#2 was different. The solution was clear, how to implement it wasnt. We had to offload the dropping from the main thread that keeps the other threads synchronized. Fair enough! But how? Another threadloop just for dropping items? Sounds hella inefficient and half assed to me. Creating an event based Thread / Queue based model is alot more work tho…. but it would be faster.. fk it. Lets do it! – An hour later it worked nicely, the ping wasnt influenced by the dropping of items anymore, no matter how crowded the environment.
That fixed #2.
#3 was embarassing. Basically looted the item bevore it had the chance to apply the modificators (Quality, plus,…) so re-ordering the checks was all that needed to be done. Sounds easy enough right? It is without doubt!… If you thought about that case.
That eventually fixed #3 after crying some hours.
The complete change log:
################################################## ########### 30th January 2015, Rev 775
--Yuki
BUG: NextInstance() Returned wrong values, and KillInstance() didn't really free the old one
BUG: Screen System fuck up resolved.
CORE: Async Scriptengine implemented!
CORE: Pathfinding Implemented. Almost entirely the C7 code just on another Task to make it awaitable.
NOTE: Ram Usage from 430 to 1580 MB due to Path Grid. Meh. We won't load 325 maps on the live server and even if, we have enough ram.
################################################## ########### 29th January 2015, Rev 764-769
--Impression
CORE: Fixed a tiny issue with spells attacking.
FEATURE: Reduced the amount of squamas spawned everywhere, Also added some conditions for spawning.
FEATURE: Last Man Standing Event completed.
DB: Added Squama Rewards to the map files (Thanks to Elite).
################################################## ########### 28th January 2015, Rev 763
--Yuki
CORE: Phasewalk implemented. Probably a Halloween event or something
CORE: Smooth Day/Night cycle implemented
ITEM: 8 Item Threads now.
################################################## ########### 28th January 2015, Rev 761
--Impression
CORE: Melee Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Magic Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Attack Calculations (Mobs) fixed, used to do more damage due to Damage going below 0.
################################################## ########### 28th January 2015, Rev 760
--Yuki
CORE: EPIC 2.0 System implemented. "Extremely Parallel Instancing Core 2.0" Faster, cleaner and more flexible than EPIC 1.0 from Crystal Seven
CORE: Threading issues resolved, additional threads for ItemDrops (Stacks items above eachother now... needs to be fixed asap)
NET: Slightly modified the NETCODE. Packets are faster, Login takes 1/3rd of the time and I'm just happy overall.
CMD: We can now switch instances by doing @ini #
################################################## ########### 27th January 2015, Rev 747
--Impression
CORE: Fixed an issue with 2 socketed item dropping.
CORE: Fixed an issue with spell damage returning the value 9.
DB: DateTime values are now going to load/save properly (Special thanks to Yuki for correcting an issue with the saving formats).
DB: Added 2 additional warehouses to market to allow more storage space.
FEATURE: Created a class for Last Man Standing tournament (Only Init(); is complete, Also some checks done on the Map Thread.
MISC: Added several announcements for lucky drops (Super items, Dragonballs) and lucky chances for equip sockets (First socket, Second socket).
################################################## ########### 28th January 2015, Rev 746
--Yuki
BUG: If you inspected players after they leveled up, you would still see the old Level displayed
BUG: Summoned Pets were overriding itself.
BUG: Dropped items had no "Screen"
BUG: DisCity had some nasty NRE's
CORE: Warehouses now work completely. All 40 Slots are accessable
BUG: Fixed a bunch of NRE's
MAP: We can remove MapEffects now.
MAP: We can spawn Traps now.
MAP: We can spawn Dynamic portals now.
MAP: Squamas work
CORE: Added spawn protection for 3 seconds along with a timer being displayed next to your character
BUG: The counter of XP skills will work properly again
BUG: Fixed an issue with players could not drop items
MISC: Improved the Crystal Analyzer by 1.000%~
MISC: Added Online Players to the launcher along with their levels and classes
BUG: Fixed some more bugs on the launcher
MISC: Async Await is 70% faster
BUG: Fixed all scripts again
BUG: Fixed an issue the Screen system
################################################## ########### 13th January 2015 -Moved to dropbox, no more revisions but dates.
--Yuki
MISC: Joined the team again :P
MISC: Made the launcher work again
CORE: Async/Await fixes
MISC: Changed the output directory to .../.../Binaries and added a Cleanup script so the folder stays nice and clean.
CORE: Fucked up the scripts :P
################################################## ########### Rev 606-612
--Impression
CORE: Code Clean ups and optimizations.
CORE: Fixed a bug where it threw null reference exceptions upon jump if a player doesn't have a shield equipped.
CORE: Fixed Auto attacking, Attack speed.
CORE: Fixed Arrow count updates.
CORE: Fixed an issue with item dropping, It will no longer throw NREs.
CORE: Fixed item pickups.
CORE: Preparations for transformation.
CORE: Preparations for Pet and Guard AIs.
CORE: Optimizations to the Attack classes (Melee Handler & SkillSpell).
SPELL: Pervade, Piglet spells added back again.
SELECTOR: Added Inspect option - Not released yet.
SELECTOR: Added Customize option - Not released yet.
FEATURE: Fixed a problem with guild gates not openning correctly.
NPC: Various NPC Fix ups.
NPC: Promotion NPCs used to over write spells already known by players. Well, Have no fear... I'm here.
BUG: Gold Drops random amounts dropping fixed.
BUG: Fixed a problem with Player.Vote();, Now it wont let anyone double vote.
BUG: Fixed Cyclone and Superman counter on NPCs. (Mobs wont work for some reason -.-).
MISC: Fixed several crash fixes and optimized code.
MISC: Fixed 2 NREs.
################################################## ########### Rev 605-606
--Impression
CORE: Handled characters disconnecting and their relationships with their associates.
CORE: Fixed another issue with StatPoints not saving.
CONSOLE: Added notifiers for disconnects.
################################################## ########### Rev 603-605
--Impression
AUTH: Fixed a problem with the logon server throwing exceptions upon connection.
CORE: Fixed a few issues with Player.Disconnect(); Now it disposes and disconnects properly.
CORE: Screen system has been reviewed and improved, Now it should no longer keep offline players on your screens.
BUG: Fixed a bug with hight checks on birth village, Now jumping on the floating rocks wont disconnect players.
MISC: Adjusted gold and item drop rates.
BUG: Fixed a problem with attribute points distribution, Now it will automatically recalculate stats automatically.
BUG: Fixed attribute points loading for none reborned characters.
BUG: Fixed attribute points saving, Now it saves attributes points correcly including the unspent points.
MISC: Set the Database to correct those who has invalid attribute points upon logon.
BUG: Fixed a tiny issue with the reborn script.
################################################## ########### Rev 590-603
--Impression
BUG: Equip viewing got bugged again due to packet offsets not being correct, Corrected the issue.
BUG: Warehouses fixed up.
FEATURE: Implemented BOT AI for future use.
SPELL: Redid spells experience calculation, should be better now.
################################################## ########### Rev 555-572
--Yuki
BUG: File in use on equip / drop
BUG: Skillpacket failure (no effect) tweaked. Less likely but not working everytime.
CORE: Prevade & Fireofhell working now
--Impression - HAI IM BACK!
BUG: View Equips now works properly.
BUG: Fixed a small problem with Weapon Master.
BUG: Fixed how items are handled after upgrade, Now items are being equipped after upgraded by weapon master.
NPC: written Godly Artisan.
NPC: Fixed Shelby.
NPC: written Surgeon Miracle.
ITEM: written Ninja Amulets.
NPC: written Prison Officer (Bot Jail).
NPC: Fixed a bug with ShopBoy, Now it teleports to the correct location.
NPC: Barber NPC written.
NPC: ArtisanOu written.
CORE: Added Item.Socket(Player P, Item I, Socket) method running async.
MISC: Fixed 3 NRE's and an OORE.
ITEM: Common Item (Bombs) and their effect on guild gates.
ITEM: Hair Dyes.
SPELL: Fixed a few issues with spell experience.
NPC: Written Guild Director (Create, Disband, Add Deputy, Add Ally, Add Enemy).
CORE: Fixed GuildInfo Packet.
CORE: Fixed a problem with the Melee auto attacking range.
CORE: Optimized GuildWar and it's now fully functional and playable.
NPC: Adjusted POLE's MaxHP field to 50,000,000.
MISC: Fixed a NRE caused by guild bulletin being null upon creation.
CORE: Fixed some issues with the guild funds.
NPC: Added Remove Deputy to Guild Director.
CORE: Fixed some issues with guilds displaying to players correctly, Now it sends spawn and displays correctly.
ITEM: Written Moonboxes.
CORE: Adjusted gold, plus, db rates.
CORE: Attempted to fix the crazy amount of boots being dropped.
NPC: Added StoreKeepers and Armourers in all cities.
ITEM: Fixed an issue with some item usages that could've been explioted (Meteors and Dragonballs).
################################################## ########### Rev 515-550
--Yuki
CORE: Another solution wide Code Cleanup. No more issues show up in Code Analysis - even fixed the design flaws.
CORE: Packet Handler was a little ugly. No more!
CORE: Message Board base code finished.
CORE: Message Board packets and handlers in place.
CORE: Implemented IDisposable correctly everywhere neccessary.
SCRIPT: All scripts now look like a real .cs class file.
SCRIPT: Scriptdebugging with line number n shit.
SCRIPT: Exception Handling improved. StackTrace n shit.
DB: DMap Loading time improved.
DB: Script Loading time is 3 times faster.
DB: Recoded the Database system to be much more reliable - there were some race conditions that screwed some savings
DB: Character Creation works again
DB: Script Database now Synced across all dev PC's.
DB: I/O ops per Player reduced from 21-26 to 11-13
BUG: File Caching made it so new characters didn't fully create for 5 seconds till the next global flush.
BUG: Saving the Model to nil on logout.
BUG: Saving the Map to nil on logout.
BUG: Instead of SetUInt32 I called GetUInt32 ... nothing would have been saved that relies on that.
CORE: Optimized Screen system. It's now async.
DB: Deleting of Files and Directories optimized to be more safe.
BUG: Item:estroy() fixed
SCRIPT: Namespace updates
LIB: Re-ordered files
BUG: Lag spikes caused by a faulty thread
BUG: Saving delay of 5 seconds removed
CORE: Made more parts async
BUG: Not getting blue after a missed attack on a player
BUG: DirectionSector missing
-- Impression
BUG: Enabled Mining on Jail
CORE/DB/SCRIPT: Redone almost all Scripts
################################################## ########### Rev 505-515
--Yuki
BUG: Logging in did not work -_-
CORE: InstantSave not moved to DB Server
CORE: Entity Classes clean up in progress - so far Player.cs
CORE: No more saving useless updates. Only save if values change in value.
CORE: No more packets for useless updates. Only send packet if value changed in variable.
DB: Files do not get opened/closed all the time, they are kept open anc cached to minimize GC impact.
DB: Any Command is cached bevore it gets sent to the DB Server in case the DB Server is offline or busy.
DB: Optimized IOOPS (I/O Operations per second) 40k should be fine for now LOL (was tested with acctual saves on multiple files)
UNRELATED: had sex.
CORE: Reconnect to DB Server if connection is lost.
CORE: Keeping pending saves when the DB server goes down.
CORE: Saving once the DB connection has been restored.
HUGE: JIT Elimination. Forced JIT on startup. Optimizing the entire assembly be4 its even fully loaded.
DB: Backups now work without freezing the server. XCOPY shit from ramdisk to HDD -> Compress -> Copy Backup -> Copy Initial Backup to latestbackup -> Done.
################################################## ########### Rev 499-505
--Yuki
BUG: The mets a VIP automatically get also drop although they're just shadowclones.
BUG: If you are in a team and you are the team leader and you are VIP and an item drops that your VIP status would automatically pick up it says 'this item belongs to *your name*' and it won't pick it up
BUG: Leveling from 120-121 takes 200% instead of 100%
BUG: Weapon prof 10-20 I think needed around 65% instead of 100% to level up (SPO!L) (REWARD PLZ)
BUG: Poison blade was first poison blade. it said it was poison blade to begin with, but i put it in bank, and later took it out. and now it looks like a normal unique blade. (GRAY)
BUG: Extra health by +1 necklaces are not being filled up. My character always have healthbar at 1878, when maximum HP is 2080. The 202 HP missing is given by the necklace. (GRAY)
BUG: TOO many boots and shields are being dropped by all monsters, while there is too little trojan armor/coronets/EARRINGS(rare) (GRAY)
BUG: PK points are given in guild area. (GRAY)
BUG: None of the mets dropped in metzone are not automatically picked up by VIP. Approx. 50% of all mets from regular monsters are picked up by vip. (GRAY)
BUG: Small spawns in metzone (GRAY)
BUG: met doves are not respawning (GRAY)
BUG: When with an archer on training grounds, scatter doesn't autmatically continue after 1 right click (SPO!L YAS)
BUG: Phoenix hits a normal amount of DMG on a GM robe (SPO!L) (REWARD BLZ)
BUG: I cannot attack a blue named player with capture when using tornado or any other magic attack, I have to first switch to PK mode then attack.
BUG: Magic attack dmg is too low. Full +9 super 2 socket phoenix gems I hit 200 on a level 122 warrior with not even full super.
BUG: Superman counter is fucked up.
BUG: Players that kill someone in PK Arena/guild area/jail, pk free places, start flashing, and are killed by guards when leaving for example pk arena.
BUG: 2 soc weapons are never being dropped. Also they drops are not combined, for example ELITE club 1 SOC or UNIQUE boots -3dmg… +1 necklace -3 dmg. All this should be possible.
BUG: When wearing 2 weapons, or weapon and shield. And its only one more spot free in back, and you equip another weapon. The shield dissapears because they have no spot in the bag. You then have to clear your bag and reconnect, and its back.
BUG: My bag appears to be full when there are 6 empty slots. ( cant pick up anything )
BUG: After the team-exp bug has been fixed, we are not getting exp per kill either. No exp gained to teammates at all.
BUG: Hercules are only working sometimes. Most of the times i try to use herc i only loose stamina without herc is activated….
BUG: Summoned guards don't despawn when logged out
BUG: Players that logout on your screen don't disappear.
BUG: Been leveling prof skill a lot with double prof exp, and I recieve prof EXP when club uses rage, and sword uses phoenix. That makes the prof leveling faster.
BUG: I also hitted level 20 after hours of leveling. After that I started to level my character, and suddenly I couldn’t hit any monsters with my sword or club, the reason of that is that they both turned level 21, (above the max lvl), every other weapon that is below lvl 21 works fine.
BUG: Ring does not unequip when dura reaches 0. I get a message on my screen that ring has low dura and has been unequiped but instead my bow is taken of to my inventory and not the ring
BUG: Boots are not reducing archers damage taken. Higher dodge should normally reduce the amount of damage an archer are hitting you.
BUG: PipeServer crashed with nulls
CORE: Login Server HTTP request handling...
CORE: Sending Packets is async now
CORE: Screen System is async now
CORE: Database Server is fucking fast now :3
CORE: Backups will not pause the server anymore
CORE: Code Cleanup
ADD: XioLib - Contains alot of functions that were previously inside the servers
Launcher: Basically works, needs some polish and then we can release it.
Feature: Summon Guards
CORE: Guard AI
CORE: Advanced Guard AI
CORE: Guard Level makes the AI more intelligent
CORE: Ping Improvements whith many entities on the screen ()
CORE: Fixed the skill animation to fail (effect didnt appear but killed monsters)
CORE: Attack Damages revamped.
################################################## ########### Rev 492-499
--Impression
CORE: Fixed an issue with selector sometimes bugging out and logging 2 chars using the same client. -shivers-
CORE: Fixed gold pickup on death it wasn't the same amount dropped.
CORE: Players used to gain PKPs in Jail, Corrected the map flag in the database.
CORE: Enhanced mining rates a tad.
CORE: Fixed an issue with archers using bow on melee (Range).
CORE: ArtisanWind level upgrade chance increased.
CORE: Fixed Tao item drops.
CORE: Fixed Red / Black names dropping item.
CORE: Removed the alive check from the spawn packet so it would send equip updates.
CORE: Fixed an issue with archers attacking flying targets.
CORE: Fixed ViewEquips();
CORE: Adjusted blessed item drop rates.
CORE: Rewritten Dodge calculation on players according to their equips.
CORE: Reduced the amount of spam on GM / PM Accounts.
NPC: Guild Director.
NPC: ArtisanOu.
NPC: ArtisanMagic.
################################################## ########### Rev 490-492
--Impression
CORE: Fixed an issue with Vote Points doubling.
CORE: Fixed MaxOnline counter.
CORE: Selector Optimizations. Now characters that are already online will have the invisible flag.
CORE: Fixed attack range on Melee & Spell.
CORE: Exp Multiplier code has been reviewed and debugged, It DOES award the correct value therefore double or triple experience on potions work.
CORE: Excluded female warriors with shields equipped from the jump check.
SKILL: Fixed Cure, Advanced Cure / Spirit Healing (Packets were missing from XioObject).
NPC: Fixed an issue with Shelby NPC.
NPC: Fixed an issue with Lantern NPC.
NPC: Optimized Simon NPC.
################################################## ########### Rev 487-490
--Impression
CORE: Core optimized and updated. Performance improvements all over.
CORE: Added super item drop announcement to the global notifier.
CORE: Fixed the disconnects when jumping on some pathways that weren't loaded server sided.
CORE: Implemented a few GM / PM Commands.
SKILL: Fixed spells leveling according to spell required level.
SKILL: Fixed an issue with Cure / AdvancedCure /Spirit Healing not healing.
MISC: Code Cleanup.
################################################## ########### Rev 482-487
--Impression
CORE: Vote Points now load and save properly.
CORE: Fixed a few revive spawn points that were teleporting players to an incorrect location.
CORE: Reduced warehouse length to 39 so it wouldn't glitch the whole bank till we sort it out.
CORE: Drops fixed.
CORE: Global notifier on levelup& DB Drop also sync'd with IRC.
NPC: Guild Conductors added.
WEBSERV: Fixed statistics page.
MISC: Crash fix.
################################################## ########### Rev 481-482
--Impression
CORE: Fixed an issue with item pickup in team modes.
WEBSERV: XioEmu Heart Beat (Statistics Page).
################################################## ########### Rev 480-482
--Impression
CORE: Fixed NPC packet, Now it shows NPC Names, Healthbars and also update HP.
CORE: Fixed Guilds Loading.
CORE: Rates adjusted again.
CORE: Fixed the issue with trade.
CORE: Guilds packets sent, Now it shows.
NPC: Guild Director implemented.
NPC: Fixed the issue with item update on plus ugrade, Now it updates items.
MISC: 3 Crash fixes.
################################################## ########### Rev 479-480
--Impression
CORE: Improved melee handler and ActivateWeaponSkill(); It will not longer throw exceptions.
CORE: Added some missing checks to ensure a fair game play.
NPC: Written Weapon Master (Market DB Upgrade).
MISC: 2 Crash fixes.
################################################## ########### Rev 463-464
--Impression
MISC: 7 Crash fixes including NRE and OORs.
CORE: Sockets optimized, There should be no more overflows thanks to yuki ;3.
################################################## ########### Rev 460-463
--Impression
CORE: Optimized damage calculation further more.
CORE: Rate adjustments made.
################################################## ########### Rev 451-460
--Impression
CORE: Enabled world chat using Service channel, And also Sync'd with IRC chat.
CORE: Service channel optimization.
CORE: Enhanced attack on a mobs a little bit.
################################################## ########### Rev 450-451
--Impression
CORE: Prof / Skill experience were both fixed for good (Tested on my local server) On mobs and also training ground stakes.
CORE: Modified the way Random works, If give 2 small values it always returned 0, Now both left and right weapon skills should proc at an equal chance.
NPC: Written XioLantern script. (Handles points exchange). - (Not live yet).
MISC: Rate improvement.
MISC: Crash fixes and NullReferences fixups.
################################################## ########### Rev 449-450
--Impression
MISC: NRE Fixups. On DropItem(), Mob Class.
################################################## ########### Rev 447-449
--Impression
CORE: Fixed leveling experience after level 120, Server was simply comparing an incorrect level experience to the current player experience
So it always bypassed the levelup check.
CORE: Fixed an issue with VIP Loading, Naming error was screwing the loading completely. - we need more sleep >.>
CORE: Increased junk drops by 5% since we now have a dedicated item thread. Too bad for players
CORE: Remove Friends / Enemies added.
CORE: Created Associate Class that will handle saving / deletion and everything related to associates except for loading.
CORE: Friends/Enemies Saving + Loading.
CORE: TG Prof exp fixed.
################################################## ########### Rev 422-438
--Yuki
--HUGE CLEANUP
DB: Recoded Prof/Skill loading to be faster
DB: Fully async read/write.
DB: Lazy Loading
DB: AutoFlush asynchronusly
DB: Caching of files.
CORE: CatchAll exception handler.
CORE: Items now dispose of their screen instance once they disappear / get picked up.
CORE: Memory usage and GC Pressure reduced by simply removing .Values from collection loops.
CORE: Guild War scores now ordered correctly
CORE: ItemThread to offload the dropping from the main thread. It caused (minor) ping spikes if there are few valid drop locations
CORE: Fixed issues on Loading npcs (NRE's)
CORE: Webserver plugin path change and security layer
BUG: SupermanCount did not increase properly
BUG: Prof was able to rise above level 20
BUG: If you ran out of arrows while attacking, it would still continue to attack
BUG: Items could drop below NPC's
BUG: Training Ground Exp was way too low
BUG: Virtue Points were rewarded even if the person to level up wasnt in range of the leader.
BUG: Durability wasnt updated if you failed to upgrade your item at artisan
BUG: Picking up items in teams did not work as the owner still is the killer.
BUG: VIP Autoloot made quality drops normal.
BUG: Autoattack was not working properly
--Impression
Nuttin.
################################################## ########### Rev 421-422
--Impression
CORE: Fixed an issue with VIP players not getting the items in their bags. Mob.cs
CORE: Moved enemy list check from MeleeAttack.cs to GotKilled() on player class
CODE: if (Attacker.IsPlayer() && !Enemies.ContainsKey(Attacker.UID))
{
Enemies.TryAdd(Attacker.UID, (Attacker as Player));
}
CORE: Sync'd the Guild POLEHOLDER with the actually guild that has the pole. (Funds/Donations).
CORE: Guilds Loading, They weren't parsing from Guild.Parse(), Fixed by reading it from in database.cs.
CORE: On LoadCharacter(), Added guilds loading to players.
CORE: GuildGates fixed by correcting the UIDs. Also the proper gate lookface will now show.
CORE: GuildPole Scores redone.
MISC: Beginner packs added some unique level 1-15 equips to get a player started.
NPC: Removed Pedlar.
NPC: Added XioLantern - Store (Vote Point/Online Credit/Server Info).
NPC: Added Mining Supervisor again.
################################################## ########### Rev 420-421
--Impression
MONSTER: Pheasants, Turtledoves, Bandits and WingedSnakes spawns have been reduced to half spawn size.
CORE: Reduced mob dodge value and increased hit chance on CanAttack(); Since all levels 1 chars miss like crazy.
CORE: Guild Funds handling on pole being attacked.
CORE: Checkup fix on CanAttack();
################################################## ########### Rev 410-415
--Impression
CORE: Drop rates were low because of a Logic.Success(5) check we had before the rate check itself. Removed it and also did a check to
Remove most of the junk drop. Works fine now and also adjusted rates since they were really high on my test server once i removed the check
CORE: Added a skill required level check so it wouldn't level if you're not at the required level.
CORE: Reduced the gold drop rate.
CORE: if (Target.ContainsFlag(Enums.Flag.Flying))
return false;
On CanAttack(); since people could attacking flying targets.
CORE: Another rate adjustment.
################################################## ########### Rev 404-406
--Impression
CORE: Reborn Script Completed. Now it's fully functional.
CORE: Added Rebirth Reward to the reborn script.
--Yuki
FIX: Reborn Script now removes Skills / Spells and keeps items equipped.
FIX: Artisan Wind in TC now upgrades your items and shows you a success/fail message
CORE: ItemLog. Trades, drops, selling,.. logged so we can check if your claims of lost items are true (If any come up)
CORE: Item Removal function recoded
CORE: Rates increased
CORE: Melee Attack system recoded entirely
CORE: Some NRE's are now fixed aswell
CORE: Reborn Players can now equip stuff that isnt their class
################################################## ########### Rev 402-403
--Impression
CORE: Reborn Script Completed. Now it's fully functional.
CORE: Added Rebirth Reward to the reborn script.
################################################## ########### Rev 396-398
--Impression
CORE: Friends / Enemies Packet recoded @ Scripts.
CORE: Packet class, Associate Packet editted.
CORE: Item Drops reduced to 20% chance instead of 40% since we have huge mob spawns.
CORE: Handled Enemy list adding upon kill.
MISSING: Remove Friends/Enemies & Saving.
CORE: MapID, X, Y will never be set to market/tg maps, Instead the value wont be saved upon teleport. so it remains as old map
################################################## ########### Rev 390-393
--Impression
CORE: Fixed Auto Attacking.
if (IsNPC() && (this as Npc).Sort != 17)
{
Attacker.Attacking = false;
Attacker.Casting = false;
}
Note: Sort 17 == Stakes. (So if anything else other than stakes gets killed it will set Attacker.Attacking/Casting to false;
CORE: Fixed Experience bug. Different naming, It was reading it as 'Exprience' when it was saved as 'Expirience'. Yuki <3.
SKILL: SuperMan fixed again, Somehow it was rolled back.
--Yuki
CORE: Fixed Attack Speed, attackspeed was being set to -3k, Changed to 800 ms.
CORE: Ring Disappearing problem should be fixed, Reduced the chance dura is lost during each attack, was @ 50%. now it's 20%
BUG: Stamina gain while flying
################################################## ########### Rev 361-362
--Impression
MONSTER: Respawn times have been fixed.
################################################## ########### Rev 360-361
--Impression
CORE: Attack Speed Fixed on SOBs since Skill.Intone is always 0, Set it to the normal attack speed.
CORE: Fixed Skill Auto Attacking in Training Grounds.
NPC: Added Screen.SendSpawn on NPC, Updates there HP, Worked in TG, So I've added it to XioObject as well.
CORE: Virtue Points calculation fixed.
CORE: Flashing = true when attacking rednamed players.
GUI: Added login count and made it increment.
SKILL: Superman damage was set to 2x again, Corrected to 10x.
SKILL: XPShield defense wasn't set somehow, Reset it again to 3x defense.
SKILL: XPAccuracy added 2x swiftness now increasing the chance to hit a target.
IRC: Added a reload button
################################################## ########### Rev 345-348
--Impression
MISC: 4 NREs and a missing check added to XioObject.GetDamage();
DB: SkillBooks corrections.
FEATURE: GuildWar code optimized.
################################################## ########### Rev 339-341
--Impression
EDIT:
Stamina: byte gain = (byte) (player.Action == Enums.Action.Sit ? 2 : 1); Now it's 2:1 not 2:0 and it regains stam when standing - 1 line(s).
Guild War: Init(), SendStatus(), NewRound(), End() about 90% completed now. - 13 line(s).
Xio Object: Added a check to make SOBs actually die. 1 Line(s).
NPC: Handled death for SOBs (Gates), Made them them die and open.
Attack speed fixed on SOBs
NPC: Handeled Pole taking damage (Melee & Spell) and adding damage as score and also funding;
Trade fix
Money Drop / Pickup fix
################################################## ########### Rev 333-335:
--Yuki
Fixed Magic attacks targeting npcs.
Extremely rare visual glitch after teleporting fixed
If you outrun your Pet it will respawn shortly after
# COMMIT - Yuki Laptop -> Yuki PC
Webserver added.
Some Cleanup - Webserver and IRC are now in the Directory XioEmuPlugins
#COMMIT - Rev 336
################################################## ########### Rev 318-333:
--Yuki
CPU Usage bug fixed. PetThread used 100% on one core on accident. Sleep your Threads bro.
Full Source code cleanup to be ReSharper compilant
Fixed Item Pickup owner being not you even if you are.
Fixed Teamsettings you now can pick up your own items even if PickUpItems = false
Cleanup @ GuildWar removed some loops and variables that were not used or useless
Loading AllLevUpTime from the LevelExp.ini
--Impression
VirtuePoint calculations
New MobSpawns
################################################## ########### Rev 317: (Yuki)
Made the Mobkill animation random at Mob.cs void Fade()
Magic Attacks Player vs. Player works.
Magic Attacks Pet vs. Player works.
Magic Attacks Pet vs. Npc works.
Magic Attacks Pet vs. Mob works.
Magic Attacks Mob vs. Pet works.
Magic Attacks Mob vs. Player works.
Magic Attacks Mob vs. Mob works.
if(Reborn)
{
Statpoints save and load properly.
Vitality, Spirit,Stats.Agility, Strenght save and load properly.
}
else
{
Skip loading those values and use the standard ones for the Class & Level
}
Skills / Attacks now add the Leven or Leven and Spirit to the damage as its supposed to be
Teleporting could crash the server if location.map = null that has been fixed at the SetLocation Packet to check for it and set it to Twin City instead.
Boxers Spawn (they need a dialog tho)
Training ground filled with Stakes n shit
Ramdisk backup corruption because of locked file resolved
Summoned mobs Attack your Target
Summoned mobs walk towards Target if not in range
SUmmoned mobs will not target dead mobs
Summoned mobs will not target mobs on other maps
Summoned mobs give you exp when they attack a mob
If you die, summoned mobs die too.
If you die and you had the XP List it will be removed. (If this wasnt done and the bar dissappears, the revive button would be gone too)
Proper non random UID generation for players. This requires a DB wipe!
Player Status being loaded (GM, PM, Player, VIP,..)
--Yuki
BUG: NextInstance() Returned wrong values, and KillInstance() didn't really free the old one
BUG: Screen System fuck up resolved.
CORE: Async Scriptengine implemented!
CORE: Pathfinding Implemented. Almost entirely the C7 code just on another Task to make it awaitable.
NOTE: Ram Usage from 430 to 1580 MB due to Path Grid. Meh. We won't load 325 maps on the live server and even if, we have enough ram.
################################################## ########### 29th January 2015, Rev 764-769
--Impression
CORE: Fixed a tiny issue with spells attacking.
FEATURE: Reduced the amount of squamas spawned everywhere, Also added some conditions for spawning.
FEATURE: Last Man Standing Event completed.
DB: Added Squama Rewards to the map files (Thanks to Elite).
################################################## ########### 28th January 2015, Rev 763
--Yuki
CORE: Phasewalk implemented. Probably a Halloween event or something
CORE: Smooth Day/Night cycle implemented
ITEM: 8 Item Threads now.
################################################## ########### 28th January 2015, Rev 761
--Impression
CORE: Melee Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Magic Attack Calculations (Players) revamped, Now it should calculate correctly and also remove excessive damage.
CORE: Attack Calculations (Mobs) fixed, used to do more damage due to Damage going below 0.
################################################## ########### 28th January 2015, Rev 760
--Yuki
CORE: EPIC 2.0 System implemented. "Extremely Parallel Instancing Core 2.0" Faster, cleaner and more flexible than EPIC 1.0 from Crystal Seven
CORE: Threading issues resolved, additional threads for ItemDrops (Stacks items above eachother now... needs to be fixed asap)
NET: Slightly modified the NETCODE. Packets are faster, Login takes 1/3rd of the time and I'm just happy overall.
CMD: We can now switch instances by doing @ini #
################################################## ########### 27th January 2015, Rev 747
--Impression
CORE: Fixed an issue with 2 socketed item dropping.
CORE: Fixed an issue with spell damage returning the value 9.
DB: DateTime values are now going to load/save properly (Special thanks to Yuki for correcting an issue with the saving formats).
DB: Added 2 additional warehouses to market to allow more storage space.
FEATURE: Created a class for Last Man Standing tournament (Only Init(); is complete, Also some checks done on the Map Thread.
MISC: Added several announcements for lucky drops (Super items, Dragonballs) and lucky chances for equip sockets (First socket, Second socket).
################################################## ########### 28th January 2015, Rev 746
--Yuki
BUG: If you inspected players after they leveled up, you would still see the old Level displayed
BUG: Summoned Pets were overriding itself.
BUG: Dropped items had no "Screen"
BUG: DisCity had some nasty NRE's
CORE: Warehouses now work completely. All 40 Slots are accessable
BUG: Fixed a bunch of NRE's
MAP: We can remove MapEffects now.
MAP: We can spawn Traps now.
MAP: We can spawn Dynamic portals now.
MAP: Squamas work
CORE: Added spawn protection for 3 seconds along with a timer being displayed next to your character
BUG: The counter of XP skills will work properly again
BUG: Fixed an issue with players could not drop items
MISC: Improved the Crystal Analyzer by 1.000%~
MISC: Added Online Players to the launcher along with their levels and classes
BUG: Fixed some more bugs on the launcher
MISC: Async Await is 70% faster
BUG: Fixed all scripts again
BUG: Fixed an issue the Screen system
################################################## ########### 13th January 2015 -Moved to dropbox, no more revisions but dates.
--Yuki
MISC: Joined the team again :P
MISC: Made the launcher work again
CORE: Async/Await fixes
MISC: Changed the output directory to .../.../Binaries and added a Cleanup script so the folder stays nice and clean.
CORE: Fucked up the scripts :P
################################################## ########### Rev 606-612
--Impression
CORE: Code Clean ups and optimizations.
CORE: Fixed a bug where it threw null reference exceptions upon jump if a player doesn't have a shield equipped.
CORE: Fixed Auto attacking, Attack speed.
CORE: Fixed Arrow count updates.
CORE: Fixed an issue with item dropping, It will no longer throw NREs.
CORE: Fixed item pickups.
CORE: Preparations for transformation.
CORE: Preparations for Pet and Guard AIs.
CORE: Optimizations to the Attack classes (Melee Handler & SkillSpell).
SPELL: Pervade, Piglet spells added back again.
SELECTOR: Added Inspect option - Not released yet.
SELECTOR: Added Customize option - Not released yet.
FEATURE: Fixed a problem with guild gates not openning correctly.
NPC: Various NPC Fix ups.
NPC: Promotion NPCs used to over write spells already known by players. Well, Have no fear... I'm here.
BUG: Gold Drops random amounts dropping fixed.
BUG: Fixed a problem with Player.Vote();, Now it wont let anyone double vote.
BUG: Fixed Cyclone and Superman counter on NPCs. (Mobs wont work for some reason -.-).
MISC: Fixed several crash fixes and optimized code.
MISC: Fixed 2 NREs.
################################################## ########### Rev 605-606
--Impression
CORE: Handled characters disconnecting and their relationships with their associates.
CORE: Fixed another issue with StatPoints not saving.
CONSOLE: Added notifiers for disconnects.
################################################## ########### Rev 603-605
--Impression
AUTH: Fixed a problem with the logon server throwing exceptions upon connection.
CORE: Fixed a few issues with Player.Disconnect(); Now it disposes and disconnects properly.
CORE: Screen system has been reviewed and improved, Now it should no longer keep offline players on your screens.
BUG: Fixed a bug with hight checks on birth village, Now jumping on the floating rocks wont disconnect players.
MISC: Adjusted gold and item drop rates.
BUG: Fixed a problem with attribute points distribution, Now it will automatically recalculate stats automatically.
BUG: Fixed attribute points loading for none reborned characters.
BUG: Fixed attribute points saving, Now it saves attributes points correcly including the unspent points.
MISC: Set the Database to correct those who has invalid attribute points upon logon.
BUG: Fixed a tiny issue with the reborn script.
################################################## ########### Rev 590-603
--Impression
BUG: Equip viewing got bugged again due to packet offsets not being correct, Corrected the issue.
BUG: Warehouses fixed up.
FEATURE: Implemented BOT AI for future use.
SPELL: Redid spells experience calculation, should be better now.
################################################## ########### Rev 555-572
--Yuki
BUG: File in use on equip / drop
BUG: Skillpacket failure (no effect) tweaked. Less likely but not working everytime.
CORE: Prevade & Fireofhell working now
--Impression - HAI IM BACK!
BUG: View Equips now works properly.
BUG: Fixed a small problem with Weapon Master.
BUG: Fixed how items are handled after upgrade, Now items are being equipped after upgraded by weapon master.
NPC: written Godly Artisan.
NPC: Fixed Shelby.
NPC: written Surgeon Miracle.
ITEM: written Ninja Amulets.
NPC: written Prison Officer (Bot Jail).
NPC: Fixed a bug with ShopBoy, Now it teleports to the correct location.
NPC: Barber NPC written.
NPC: ArtisanOu written.
CORE: Added Item.Socket(Player P, Item I, Socket) method running async.
MISC: Fixed 3 NRE's and an OORE.
ITEM: Common Item (Bombs) and their effect on guild gates.
ITEM: Hair Dyes.
SPELL: Fixed a few issues with spell experience.
NPC: Written Guild Director (Create, Disband, Add Deputy, Add Ally, Add Enemy).
CORE: Fixed GuildInfo Packet.
CORE: Fixed a problem with the Melee auto attacking range.
CORE: Optimized GuildWar and it's now fully functional and playable.
NPC: Adjusted POLE's MaxHP field to 50,000,000.
MISC: Fixed a NRE caused by guild bulletin being null upon creation.
CORE: Fixed some issues with the guild funds.
NPC: Added Remove Deputy to Guild Director.
CORE: Fixed some issues with guilds displaying to players correctly, Now it sends spawn and displays correctly.
ITEM: Written Moonboxes.
CORE: Adjusted gold, plus, db rates.
CORE: Attempted to fix the crazy amount of boots being dropped.
NPC: Added StoreKeepers and Armourers in all cities.
ITEM: Fixed an issue with some item usages that could've been explioted (Meteors and Dragonballs).
################################################## ########### Rev 515-550
--Yuki
CORE: Another solution wide Code Cleanup. No more issues show up in Code Analysis - even fixed the design flaws.
CORE: Packet Handler was a little ugly. No more!
CORE: Message Board base code finished.
CORE: Message Board packets and handlers in place.
CORE: Implemented IDisposable correctly everywhere neccessary.
SCRIPT: All scripts now look like a real .cs class file.
SCRIPT: Scriptdebugging with line number n shit.
SCRIPT: Exception Handling improved. StackTrace n shit.
DB: DMap Loading time improved.
DB: Script Loading time is 3 times faster.
DB: Recoded the Database system to be much more reliable - there were some race conditions that screwed some savings
DB: Character Creation works again
DB: Script Database now Synced across all dev PC's.
DB: I/O ops per Player reduced from 21-26 to 11-13
BUG: File Caching made it so new characters didn't fully create for 5 seconds till the next global flush.
BUG: Saving the Model to nil on logout.
BUG: Saving the Map to nil on logout.
BUG: Instead of SetUInt32 I called GetUInt32 ... nothing would have been saved that relies on that.
CORE: Optimized Screen system. It's now async.
DB: Deleting of Files and Directories optimized to be more safe.
BUG: Item:estroy() fixed
SCRIPT: Namespace updates
LIB: Re-ordered files
BUG: Lag spikes caused by a faulty thread
BUG: Saving delay of 5 seconds removed
CORE: Made more parts async
BUG: Not getting blue after a missed attack on a player
BUG: DirectionSector missing
-- Impression
BUG: Enabled Mining on Jail
CORE/DB/SCRIPT: Redone almost all Scripts
################################################## ########### Rev 505-515
--Yuki
BUG: Logging in did not work -_-
CORE: InstantSave not moved to DB Server
CORE: Entity Classes clean up in progress - so far Player.cs
CORE: No more saving useless updates. Only save if values change in value.
CORE: No more packets for useless updates. Only send packet if value changed in variable.
DB: Files do not get opened/closed all the time, they are kept open anc cached to minimize GC impact.
DB: Any Command is cached bevore it gets sent to the DB Server in case the DB Server is offline or busy.
DB: Optimized IOOPS (I/O Operations per second) 40k should be fine for now LOL (was tested with acctual saves on multiple files)
UNRELATED: had sex.
CORE: Reconnect to DB Server if connection is lost.
CORE: Keeping pending saves when the DB server goes down.
CORE: Saving once the DB connection has been restored.
HUGE: JIT Elimination. Forced JIT on startup. Optimizing the entire assembly be4 its even fully loaded.
DB: Backups now work without freezing the server. XCOPY shit from ramdisk to HDD -> Compress -> Copy Backup -> Copy Initial Backup to latestbackup -> Done.
################################################## ########### Rev 499-505
--Yuki
BUG: The mets a VIP automatically get also drop although they're just shadowclones.
BUG: If you are in a team and you are the team leader and you are VIP and an item drops that your VIP status would automatically pick up it says 'this item belongs to *your name*' and it won't pick it up
BUG: Leveling from 120-121 takes 200% instead of 100%
BUG: Weapon prof 10-20 I think needed around 65% instead of 100% to level up (SPO!L) (REWARD PLZ)
BUG: Poison blade was first poison blade. it said it was poison blade to begin with, but i put it in bank, and later took it out. and now it looks like a normal unique blade. (GRAY)
BUG: Extra health by +1 necklaces are not being filled up. My character always have healthbar at 1878, when maximum HP is 2080. The 202 HP missing is given by the necklace. (GRAY)
BUG: TOO many boots and shields are being dropped by all monsters, while there is too little trojan armor/coronets/EARRINGS(rare) (GRAY)
BUG: PK points are given in guild area. (GRAY)
BUG: None of the mets dropped in metzone are not automatically picked up by VIP. Approx. 50% of all mets from regular monsters are picked up by vip. (GRAY)
BUG: Small spawns in metzone (GRAY)
BUG: met doves are not respawning (GRAY)
BUG: When with an archer on training grounds, scatter doesn't autmatically continue after 1 right click (SPO!L YAS)
BUG: Phoenix hits a normal amount of DMG on a GM robe (SPO!L) (REWARD BLZ)
BUG: I cannot attack a blue named player with capture when using tornado or any other magic attack, I have to first switch to PK mode then attack.
BUG: Magic attack dmg is too low. Full +9 super 2 socket phoenix gems I hit 200 on a level 122 warrior with not even full super.
BUG: Superman counter is fucked up.
BUG: Players that kill someone in PK Arena/guild area/jail, pk free places, start flashing, and are killed by guards when leaving for example pk arena.
BUG: 2 soc weapons are never being dropped. Also they drops are not combined, for example ELITE club 1 SOC or UNIQUE boots -3dmg… +1 necklace -3 dmg. All this should be possible.
BUG: When wearing 2 weapons, or weapon and shield. And its only one more spot free in back, and you equip another weapon. The shield dissapears because they have no spot in the bag. You then have to clear your bag and reconnect, and its back.
BUG: My bag appears to be full when there are 6 empty slots. ( cant pick up anything )
BUG: After the team-exp bug has been fixed, we are not getting exp per kill either. No exp gained to teammates at all.
BUG: Hercules are only working sometimes. Most of the times i try to use herc i only loose stamina without herc is activated….
BUG: Summoned guards don't despawn when logged out
BUG: Players that logout on your screen don't disappear.
BUG: Been leveling prof skill a lot with double prof exp, and I recieve prof EXP when club uses rage, and sword uses phoenix. That makes the prof leveling faster.
BUG: I also hitted level 20 after hours of leveling. After that I started to level my character, and suddenly I couldn’t hit any monsters with my sword or club, the reason of that is that they both turned level 21, (above the max lvl), every other weapon that is below lvl 21 works fine.
BUG: Ring does not unequip when dura reaches 0. I get a message on my screen that ring has low dura and has been unequiped but instead my bow is taken of to my inventory and not the ring
BUG: Boots are not reducing archers damage taken. Higher dodge should normally reduce the amount of damage an archer are hitting you.
BUG: PipeServer crashed with nulls
CORE: Login Server HTTP request handling...
CORE: Sending Packets is async now
CORE: Screen System is async now
CORE: Database Server is fucking fast now :3
CORE: Backups will not pause the server anymore
CORE: Code Cleanup
ADD: XioLib - Contains alot of functions that were previously inside the servers
Launcher: Basically works, needs some polish and then we can release it.
Feature: Summon Guards
CORE: Guard AI
CORE: Advanced Guard AI
CORE: Guard Level makes the AI more intelligent
CORE: Ping Improvements whith many entities on the screen ()
CORE: Fixed the skill animation to fail (effect didnt appear but killed monsters)
CORE: Attack Damages revamped.
################################################## ########### Rev 492-499
--Impression
CORE: Fixed an issue with selector sometimes bugging out and logging 2 chars using the same client. -shivers-
CORE: Fixed gold pickup on death it wasn't the same amount dropped.
CORE: Players used to gain PKPs in Jail, Corrected the map flag in the database.
CORE: Enhanced mining rates a tad.
CORE: Fixed an issue with archers using bow on melee (Range).
CORE: ArtisanWind level upgrade chance increased.
CORE: Fixed Tao item drops.
CORE: Fixed Red / Black names dropping item.
CORE: Removed the alive check from the spawn packet so it would send equip updates.
CORE: Fixed an issue with archers attacking flying targets.
CORE: Fixed ViewEquips();
CORE: Adjusted blessed item drop rates.
CORE: Rewritten Dodge calculation on players according to their equips.
CORE: Reduced the amount of spam on GM / PM Accounts.
NPC: Guild Director.
NPC: ArtisanOu.
NPC: ArtisanMagic.
################################################## ########### Rev 490-492
--Impression
CORE: Fixed an issue with Vote Points doubling.
CORE: Fixed MaxOnline counter.
CORE: Selector Optimizations. Now characters that are already online will have the invisible flag.
CORE: Fixed attack range on Melee & Spell.
CORE: Exp Multiplier code has been reviewed and debugged, It DOES award the correct value therefore double or triple experience on potions work.
CORE: Excluded female warriors with shields equipped from the jump check.
SKILL: Fixed Cure, Advanced Cure / Spirit Healing (Packets were missing from XioObject).
NPC: Fixed an issue with Shelby NPC.
NPC: Fixed an issue with Lantern NPC.
NPC: Optimized Simon NPC.
################################################## ########### Rev 487-490
--Impression
CORE: Core optimized and updated. Performance improvements all over.
CORE: Added super item drop announcement to the global notifier.
CORE: Fixed the disconnects when jumping on some pathways that weren't loaded server sided.
CORE: Implemented a few GM / PM Commands.
SKILL: Fixed spells leveling according to spell required level.
SKILL: Fixed an issue with Cure / AdvancedCure /Spirit Healing not healing.
MISC: Code Cleanup.
################################################## ########### Rev 482-487
--Impression
CORE: Vote Points now load and save properly.
CORE: Fixed a few revive spawn points that were teleporting players to an incorrect location.
CORE: Reduced warehouse length to 39 so it wouldn't glitch the whole bank till we sort it out.
CORE: Drops fixed.
CORE: Global notifier on levelup& DB Drop also sync'd with IRC.
NPC: Guild Conductors added.
WEBSERV: Fixed statistics page.
MISC: Crash fix.
################################################## ########### Rev 481-482
--Impression
CORE: Fixed an issue with item pickup in team modes.
WEBSERV: XioEmu Heart Beat (Statistics Page).
################################################## ########### Rev 480-482
--Impression
CORE: Fixed NPC packet, Now it shows NPC Names, Healthbars and also update HP.
CORE: Fixed Guilds Loading.
CORE: Rates adjusted again.
CORE: Fixed the issue with trade.
CORE: Guilds packets sent, Now it shows.
NPC: Guild Director implemented.
NPC: Fixed the issue with item update on plus ugrade, Now it updates items.
MISC: 3 Crash fixes.
################################################## ########### Rev 479-480
--Impression
CORE: Improved melee handler and ActivateWeaponSkill(); It will not longer throw exceptions.
CORE: Added some missing checks to ensure a fair game play.
NPC: Written Weapon Master (Market DB Upgrade).
MISC: 2 Crash fixes.
################################################## ########### Rev 463-464
--Impression
MISC: 7 Crash fixes including NRE and OORs.
CORE: Sockets optimized, There should be no more overflows thanks to yuki ;3.
################################################## ########### Rev 460-463
--Impression
CORE: Optimized damage calculation further more.
CORE: Rate adjustments made.
################################################## ########### Rev 451-460
--Impression
CORE: Enabled world chat using Service channel, And also Sync'd with IRC chat.
CORE: Service channel optimization.
CORE: Enhanced attack on a mobs a little bit.
################################################## ########### Rev 450-451
--Impression
CORE: Prof / Skill experience were both fixed for good (Tested on my local server) On mobs and also training ground stakes.
CORE: Modified the way Random works, If give 2 small values it always returned 0, Now both left and right weapon skills should proc at an equal chance.
NPC: Written XioLantern script. (Handles points exchange). - (Not live yet).
MISC: Rate improvement.
MISC: Crash fixes and NullReferences fixups.
################################################## ########### Rev 449-450
--Impression
MISC: NRE Fixups. On DropItem(), Mob Class.
################################################## ########### Rev 447-449
--Impression
CORE: Fixed leveling experience after level 120, Server was simply comparing an incorrect level experience to the current player experience
So it always bypassed the levelup check.
CORE: Fixed an issue with VIP Loading, Naming error was screwing the loading completely. - we need more sleep >.>
CORE: Increased junk drops by 5% since we now have a dedicated item thread. Too bad for players
CORE: Remove Friends / Enemies added.
CORE: Created Associate Class that will handle saving / deletion and everything related to associates except for loading.
CORE: Friends/Enemies Saving + Loading.
CORE: TG Prof exp fixed.
################################################## ########### Rev 422-438
--Yuki
--HUGE CLEANUP
DB: Recoded Prof/Skill loading to be faster
DB: Fully async read/write.
DB: Lazy Loading
DB: AutoFlush asynchronusly
DB: Caching of files.
CORE: CatchAll exception handler.
CORE: Items now dispose of their screen instance once they disappear / get picked up.
CORE: Memory usage and GC Pressure reduced by simply removing .Values from collection loops.
CORE: Guild War scores now ordered correctly
CORE: ItemThread to offload the dropping from the main thread. It caused (minor) ping spikes if there are few valid drop locations
CORE: Fixed issues on Loading npcs (NRE's)
CORE: Webserver plugin path change and security layer
BUG: SupermanCount did not increase properly
BUG: Prof was able to rise above level 20
BUG: If you ran out of arrows while attacking, it would still continue to attack
BUG: Items could drop below NPC's
BUG: Training Ground Exp was way too low
BUG: Virtue Points were rewarded even if the person to level up wasnt in range of the leader.
BUG: Durability wasnt updated if you failed to upgrade your item at artisan
BUG: Picking up items in teams did not work as the owner still is the killer.
BUG: VIP Autoloot made quality drops normal.
BUG: Autoattack was not working properly
--Impression
Nuttin.
################################################## ########### Rev 421-422
--Impression
CORE: Fixed an issue with VIP players not getting the items in their bags. Mob.cs
CORE: Moved enemy list check from MeleeAttack.cs to GotKilled() on player class
CODE: if (Attacker.IsPlayer() && !Enemies.ContainsKey(Attacker.UID))
{
Enemies.TryAdd(Attacker.UID, (Attacker as Player));
}
CORE: Sync'd the Guild POLEHOLDER with the actually guild that has the pole. (Funds/Donations).
CORE: Guilds Loading, They weren't parsing from Guild.Parse(), Fixed by reading it from in database.cs.
CORE: On LoadCharacter(), Added guilds loading to players.
CORE: GuildGates fixed by correcting the UIDs. Also the proper gate lookface will now show.
CORE: GuildPole Scores redone.
MISC: Beginner packs added some unique level 1-15 equips to get a player started.
NPC: Removed Pedlar.
NPC: Added XioLantern - Store (Vote Point/Online Credit/Server Info).
NPC: Added Mining Supervisor again.
################################################## ########### Rev 420-421
--Impression
MONSTER: Pheasants, Turtledoves, Bandits and WingedSnakes spawns have been reduced to half spawn size.
CORE: Reduced mob dodge value and increased hit chance on CanAttack(); Since all levels 1 chars miss like crazy.
CORE: Guild Funds handling on pole being attacked.
CORE: Checkup fix on CanAttack();
################################################## ########### Rev 410-415
--Impression
CORE: Drop rates were low because of a Logic.Success(5) check we had before the rate check itself. Removed it and also did a check to
Remove most of the junk drop. Works fine now and also adjusted rates since they were really high on my test server once i removed the check
CORE: Added a skill required level check so it wouldn't level if you're not at the required level.
CORE: Reduced the gold drop rate.
CORE: if (Target.ContainsFlag(Enums.Flag.Flying))
return false;
On CanAttack(); since people could attacking flying targets.
CORE: Another rate adjustment.
################################################## ########### Rev 404-406
--Impression
CORE: Reborn Script Completed. Now it's fully functional.
CORE: Added Rebirth Reward to the reborn script.
--Yuki
FIX: Reborn Script now removes Skills / Spells and keeps items equipped.
FIX: Artisan Wind in TC now upgrades your items and shows you a success/fail message
CORE: ItemLog. Trades, drops, selling,.. logged so we can check if your claims of lost items are true (If any come up)
CORE: Item Removal function recoded
CORE: Rates increased
CORE: Melee Attack system recoded entirely
CORE: Some NRE's are now fixed aswell
CORE: Reborn Players can now equip stuff that isnt their class
################################################## ########### Rev 402-403
--Impression
CORE: Reborn Script Completed. Now it's fully functional.
CORE: Added Rebirth Reward to the reborn script.
################################################## ########### Rev 396-398
--Impression
CORE: Friends / Enemies Packet recoded @ Scripts.
CORE: Packet class, Associate Packet editted.
CORE: Item Drops reduced to 20% chance instead of 40% since we have huge mob spawns.
CORE: Handled Enemy list adding upon kill.
MISSING: Remove Friends/Enemies & Saving.
CORE: MapID, X, Y will never be set to market/tg maps, Instead the value wont be saved upon teleport. so it remains as old map
################################################## ########### Rev 390-393
--Impression
CORE: Fixed Auto Attacking.
if (IsNPC() && (this as Npc).Sort != 17)
{
Attacker.Attacking = false;
Attacker.Casting = false;
}
Note: Sort 17 == Stakes. (So if anything else other than stakes gets killed it will set Attacker.Attacking/Casting to false;
CORE: Fixed Experience bug. Different naming, It was reading it as 'Exprience' when it was saved as 'Expirience'. Yuki <3.
SKILL: SuperMan fixed again, Somehow it was rolled back.
--Yuki
CORE: Fixed Attack Speed, attackspeed was being set to -3k, Changed to 800 ms.
CORE: Ring Disappearing problem should be fixed, Reduced the chance dura is lost during each attack, was @ 50%. now it's 20%
BUG: Stamina gain while flying
################################################## ########### Rev 361-362
--Impression
MONSTER: Respawn times have been fixed.
################################################## ########### Rev 360-361
--Impression
CORE: Attack Speed Fixed on SOBs since Skill.Intone is always 0, Set it to the normal attack speed.
CORE: Fixed Skill Auto Attacking in Training Grounds.
NPC: Added Screen.SendSpawn on NPC, Updates there HP, Worked in TG, So I've added it to XioObject as well.
CORE: Virtue Points calculation fixed.
CORE: Flashing = true when attacking rednamed players.
GUI: Added login count and made it increment.
SKILL: Superman damage was set to 2x again, Corrected to 10x.
SKILL: XPShield defense wasn't set somehow, Reset it again to 3x defense.
SKILL: XPAccuracy added 2x swiftness now increasing the chance to hit a target.
IRC: Added a reload button
################################################## ########### Rev 345-348
--Impression
MISC: 4 NREs and a missing check added to XioObject.GetDamage();
DB: SkillBooks corrections.
FEATURE: GuildWar code optimized.
################################################## ########### Rev 339-341
--Impression
EDIT:
Stamina: byte gain = (byte) (player.Action == Enums.Action.Sit ? 2 : 1); Now it's 2:1 not 2:0 and it regains stam when standing - 1 line(s).
Guild War: Init(), SendStatus(), NewRound(), End() about 90% completed now. - 13 line(s).
Xio Object: Added a check to make SOBs actually die. 1 Line(s).
NPC: Handled death for SOBs (Gates), Made them them die and open.
Attack speed fixed on SOBs
NPC: Handeled Pole taking damage (Melee & Spell) and adding damage as score and also funding;
Trade fix
Money Drop / Pickup fix
################################################## ########### Rev 333-335:
--Yuki
Fixed Magic attacks targeting npcs.
Extremely rare visual glitch after teleporting fixed
If you outrun your Pet it will respawn shortly after
# COMMIT - Yuki Laptop -> Yuki PC
Webserver added.
Some Cleanup - Webserver and IRC are now in the Directory XioEmuPlugins
#COMMIT - Rev 336
################################################## ########### Rev 318-333:
--Yuki
CPU Usage bug fixed. PetThread used 100% on one core on accident. Sleep your Threads bro.
Full Source code cleanup to be ReSharper compilant
Fixed Item Pickup owner being not you even if you are.
Fixed Teamsettings you now can pick up your own items even if PickUpItems = false
Cleanup @ GuildWar removed some loops and variables that were not used or useless
Loading AllLevUpTime from the LevelExp.ini
--Impression
VirtuePoint calculations
New MobSpawns
################################################## ########### Rev 317: (Yuki)
Made the Mobkill animation random at Mob.cs void Fade()
Magic Attacks Player vs. Player works.
Magic Attacks Pet vs. Player works.
Magic Attacks Pet vs. Npc works.
Magic Attacks Pet vs. Mob works.
Magic Attacks Mob vs. Pet works.
Magic Attacks Mob vs. Player works.
Magic Attacks Mob vs. Mob works.
if(Reborn)
{
Statpoints save and load properly.
Vitality, Spirit,Stats.Agility, Strenght save and load properly.
}
else
{
Skip loading those values and use the standard ones for the Class & Level
}
Skills / Attacks now add the Leven or Leven and Spirit to the damage as its supposed to be
Teleporting could crash the server if location.map = null that has been fixed at the SetLocation Packet to check for it and set it to Twin City instead.
Boxers Spawn (they need a dialog tho)
Training ground filled with Stakes n shit
Ramdisk backup corruption because of locked file resolved
Summoned mobs Attack your Target
Summoned mobs walk towards Target if not in range
SUmmoned mobs will not target dead mobs
Summoned mobs will not target mobs on other maps
Summoned mobs give you exp when they attack a mob
If you die, summoned mobs die too.
If you die and you had the XP List it will be removed. (If this wasnt done and the bar dissappears, the revive button would be gone too)
Proper non random UID generation for players. This requires a DB wipe!
Player Status being loaded (GM, PM, Player, VIP,..)
Join us
There's so much more that I can tell you, but you will just have to see for yourself in the world of XioOnline. So why not join us? We are currently in Alpha phase and sorting out as many bugs as you can find. Alpha meaning the game is completely playable. All though some features are still missing, we are developing rapidly and will soon roll into Beta.
XioOnline is not the only server that is run by this staff. CrystalSeven will also reach the surface, which is another completely custom source.
Without further ado, we as the XioOnline staff would like to welcome you into our world.