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[Beta] Alchemy2.0

Discussion on [Beta] Alchemy2.0 within the CO2 PServer Archive forum part of the CO2 PServer Advertising category.

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Old 02/14/2010, 00:27   #16
 
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<Mini revision: 0.3>

Newest mini update is online now. Features include

Added freeze status- Currently working with axe/hammer properly (skill level x 100 ms freeze time so just under 1 second for fixed)

Fixed female garment bug- Can no longer be equipped by males

GM/PM's can add new mob spawns- Added some twin city and bird island already. Staff will be adding spawns over the next few days.

Fixed stamina for blessed players- Gives 150 stamina instead of 100 now. NOTE: No gold effect. You DO have more stamina though, bar just doesn't look different.

Note: features/bugs over the next week will be done slower over the next week. I have 2 massive essays and a midterm in 2 days. This was just stuff I had time to finish this afternoon. Keep testing and posting on forum so I know what needs to be fixed when I get back.


Updated web ranking: 62

<edit>

minor bug with freezing, apparently it is happening with some other wep skills that only target one person. I thought I wrote the code so that it was only specific skills but w/e. I'll fix it tomorrow.
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Old 02/14/2010, 10:17   #17
 
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server is the bomb
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Old 02/16/2010, 23:47   #18
 
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was really interested in checking this server out but to just to download the client was going to take 10 + hours
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Old 02/17/2010, 00:12   #19
 
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The client is hosted off filefront so there should be no speed issues associated with it. If you want you are more than welcome to download your own 5095 client (there is one stickied in the main pserver discussion section). All you really need to connect is our patches (which I think if you downloaded every single one would only add up to 20-30 mb)


Anyways: For the record I'm super busy still most of this week so nothing will really be progressing till next week.

You can expect a MASSIVE boost in features/bug fixes though when I get back into this as I'll be on reading week and have plenty of time to work on this again.


I'm well aware there are a large number of problems right now, keep in mind the server is in pre-beta and is only online for testing. To anyone who is testing, please keep it up with the bug reports and help ingame and out.

Till then,
Pro4Never
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Old 02/17/2010, 02:35   #20
 
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sorry bout that must have just got a bad connection that time, going just fine now

didnt scan the client to big of a file to upload but i did scan the patch that was required to connect


a-squared 4.5.0.50 2010.02.17 -
AhnLab-V3 5.0.0.2 2010.02.16 Win-Trojan/Agent.2077960
AntiVir 8.2.1.170 2010.02.16 -
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Authentium 5.2.0.5 2010.02.16 -
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CAT-QuickHeal 10.00 2010.02.16 -
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eTrust-Vet 35.2.7307 2010.02.16 -
F-Prot 4.5.1.85 2010.02.16 -
F-Secure 9.0.15370.0 2010.02.17 -
Fortinet 4.0.14.0 2010.02.15 -
GData 19 2010.02.17 -
Ikarus T3.1.1.80.0 2010.02.17 -
Jiangmin 13.0.900 2010.02.16 -
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Microsoft 1.5406 2010.02.17 -
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Panda 10.0.2.2 2010.02.16 -
PCTools 7.0.3.5 2010.02.16 -
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Sunbelt 5681 2010.02.16 -
Symantec 20091.2.0.41 2010.02.17 Suspicious.Insight
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acutelypsychotic is offline  
Old 02/17/2010, 17:43   #21
 
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cool server bro i'm going to keep playing
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Old 02/17/2010, 17:57   #22
 
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Quote:
Originally Posted by acutelypsychotic View Post
sorry bout that must have just got a bad connection that time, going just fine now

didnt scan the client to big of a file to upload but i did scan the patch that was required to connect
I assume that's for the Hellmouth.exe file? It's just a modified conquer.exe that I made. Search through it if you'd like. Also: If there was an actual infection it would have shown up on more than 2 scanners and as more then a possible warning
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Old 02/17/2010, 19:56   #23
 
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Server Pwns, Just needs more players and when it goes into None-Pvp iam Sure its gona be a good server,
Good coders associated with it to, aka, pro4/hunter
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Old 02/20/2010, 15:43   #24
 
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Progress has started up again now that I've finally finished all my midterm assignments.

Updates: 20/2/10

Fan/tower re-calculated:

Fixed all known bugs with the calculations including...

-Glory gems now work properly in towers
-Stats calculate properly as you add/remove them (they were stacking for a while lol)
-Revamped tower defense to be slightly larger than fan. This will balance gameplay when we go beta.
-Tested calculations for quality, gems and plus. All are working properly.

Guild war Mini revamp:

-Guild gates no longer heal every time you open/close them.
-Gates that have been destroyed cannot be closed until the pole changes hands (it will close but has 0 hp)

Fixed buggy guild deletion:

-Guilds delete properly now
Note: you may need to relog. I'll fix that part later though.

Lotto revamp:

-Balanced out the chances of +'s (no longer same chance to get a +8 as it is to get a +1)
-Fixed prize broadcast msgs
-Added chance to win blessed items (1,3,5)
-Lowered chance of sockets
-Lowered chance to get dbs
-Raised chance to win items (chance of winning nothing is lower now)
-Gave armors/headgear a random color when won from lotto

Removed unwanted npcs from market

Adjusted composition costs (past +9)

Adjusted login server

Added voting system on login
-Currently voting will cause it not to pop up for that character for 12 hours. I may convert it to an ip check to reduce annoyance on alt chars... depends how lazy I am though.
-Added small reward for voting (50 guild points)

Removed Nado lockon
Single target spells will no longer auto target characters.



In summary: Pvp has been completely 'revamped' in that there are FAR less damage calculation bugs that were pissing people off. No more 2k+ zaps from trojans, stuff is balanced now.


Please report any bugs on the form and please try to be active. I will be doing a MASSIVE amount of work on the server over the next week as we rev up for the beta release.

We still need staff, we still need volunteers, we still need testers.

To those who have been helping, great job. To those who haven't... you'll be missing out ^^
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Old 02/20/2010, 22:09   #25
 
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wow nice progress.
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Old 02/22/2010, 04:43   #26
 
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Updates for 21/2/10:

Metzone Coded:
-Drops fully working (2x met/db drop rate, NO items drop there)
-Spawns finished
-Npcs implimented

Dis City Re-coded:
Spawns for level 1,2,3 added
-Soul stones drop
-Npc to go Level 1-2 coded
-Varying kills req for diff classes implimented
-Kills counted for level 2 properly
-System msg telling you when you have enough (+ a readout as you gain kills)
-Npc to go level 2-3 coded
-Level 3 mob drops coded (night devil drops properly)
-Counter for level 3 mobs added, teleports all players from map to final stage when enough GLOBAL monsters have been killed (counts total kills on map, not player kills)

All that is needed now for Dis city is the final level to be coded + modify the start/end time code.

Modified attack calculation:
-Changed monster info so that it has a level damage multiplier bool.
* This means monsters can be set to NOT take bonus dmg from high lvls. This has been applied to metzone and dis city monsters. *


Other minor fixes.
-Made the variable cp drop rate lower, it was too high.
-Made variable Cp drop rate effected by vip level (vips get more cps from mobs. Not higher rate though)
-Made /item cmd give max of +8 (to force testing of composition features mostly)
-Made /item cmd give NO blessed items (to force using server features and some hunting)
-Wiped item database (quick fix for items having these high +'s and bless values


<edit>

Twitter page made so I can post updates as new features are added. If you are wanting to play the server, it will give you the most up to date info.

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Old 02/23/2010, 01:48   #27
 
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looks good i'll try it
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Old 02/25/2010, 04:49   #28
 
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Updates: 24/2/10

-Fixed Gears showing on login
-Changed duel countdown to a graphic rather than text.
-Added remote warehouse for vips
-Added remote met/db packing for vips
-Added base functionality for new Treasure hunt quest
-Updated guild point system (details below)
-Added a serverside cooldown on certain skills

(should make any hacks in the future less effective/not work)
-Added VERY effective anti speedhack (only coded for jump atm... will do anti walk speed hack later)



System still in testing but works VERY effectively (even using a lower speed it was detected almost instantly)

If you jump too quickly you will be pulled back to your former location and a msg is sent to the entire server that you may be speeding. If we see this we will check in on you and if you continue doing it we will ban.

Please note... Fratua is not a hacker, he was just using speed to help me out with testing this. Don't go crying aimbot on him next time you duel or something lol!

Guild points update:

Pking players now awards guild points and removes from the player being killed but ONLY if the player killed has enough points to loose (this avoids abuse)

Variable points based on enemy/ally/neutral.

Enemies give more points (further broken down by gl/dep/normal member)
Neutral gives medium points (further broken down by gl/dep/normal member)
Ally gives NEGATIVE points (further broken down by gl/dep/normal member)

It will print out how many points you gained/lost when you kill/are killed. Remember this ONLY HAPPENS if you have enough points to loose! If you kill someone who has no points NOTHING WILL HAPPEN. You can gain guild points by voting for the server or taking part in guild war (remember, holding pole gives WAY more points and makes your enemies not gain any points)
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Old 02/26/2010, 02:03   #29
 
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ur my idol not for ur server but because of the way u post your updates..

i like people who post very detailed updates to concerned members good job!

if u need help with site stuff . i can do that. though not the best graphics designer

html/css/php << that stuff
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Old 02/26/2010, 15:08   #30
 
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Quote:
Originally Posted by PeTe Ninja View Post
ur my idol not for ur server but because of the way u post your updates..

i like people who post very detailed updates to concerned members good job!

if u need help with site stuff . i can do that. though not the best graphics designer

html/css/php << that stuff

Thanks, I'm doing my best to keep the project as organized as possible. If not things tend to just spiral out of control

<Further updates today>

Implemented a near perfect anti walk speedhack system
Auto kicks if players walk too fast (I've had absolutely NO false detection so far)

So I've been busy so far today due to lack of sleep I've gotten lot done.

Updates 26/2/10:

Coded Counter kill: Fully working, just need to add the attack effect (shows activate/de-activate and hit effect and calculates damage/cooldown/activation rate properly!)
Fixed Vortex: Spin effect shows properly now, adjusted attack rate also.
Coded new TOS page: Will implement when server goes beta. Need a gfx designer to fix it up cause I suck w/ photoshop.
Fixed exp balls: Re-added them to server
Fixed Quiz show: exp award given out per question now.
Fixed attack bugs that were causing game server issues: Damn unhanded exceptions xD
Added potion cooldown: Removes the ability to spam potions, also fixes any auto potter hacks
Added skill cooldown: Makes spamming spells less effective and removes any hacks that would boost attack rate seeing as it's a server side check
Added boosted cooldown to TFB: Can only be used once per second now, removes ability for ninjas to spam tfb hits.
Re-Coded birth village npcs: Gives exp/level/prof/items properly
Made so free items can not be used in composition:
Other minor bug/npc fixes.


I'm gonna be coding alot more today though so I'll update this as I go.


GOING BETA ON MONDAY! BE READY!

Keep in mind, I will be transferring over guild points to the new characters so doing pvp/guild war now will help you out with your new beta characters!


Screenshots:


CounterKill:





TOS website.

<Note> No graphics are done for it... I'm shit with photoshop so I just did what I could with it temporarily. Still was interesting to go back into html... I haven't done fully custom websites in soooo long :S





Vortex: Some minor bugs with it still but it works nicely





Dis level 3 complete w/ mob counter




Bit of fun we had on last level of dis xD

Notice guild points system




Chase the item event we had lastnight

pro4never is offline  
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