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twostars

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  1. Like
    twostars got a reaction from IIIAmJohnWick in Our server   
    Unlike other servers, we've put a lot of work into our server -- several years worth, in fact. Actually, I can safely say that we're the reason that most people are even using source code to develop servers now, rather than messing with the official binaries.
    This is why I'd like to go into some detail about our server, since it's not something that's usually talked about outside of bug reports and such.
    A brief history
    Our server was initially created as a result of our attempts to push open source development in the Knight Online community, in 2012~2013.
    The project's intent was to update the official C++ source files (for ~1.06x) to a usable state for community learning purposes.
    Although the project ultimately went closed source due to lack of community attention, in the years since then we've made leaps and bounds with the project, rewriting most systems from the ground up to behave in a more logical and optimised fashion, doing our best to respect both DRY (Don't Repeat Yourself) and KISS (Keep It Simple, Stupid) principles, as well as updating to support the latest version of Knight Online (2.1xx at the time of writing).
    It has been a monumental undertaking, but in doing so, we've learned a lot about how the official server works (and even more about how it doesn't), and have always striven to improve upon it (as well as our own implementation).
    Accuracy
    While we do deviate in some regards (with good intentions), accuracy is very important to us.
    We have spent a great deal of time reversing official server and client binaries, as well as testing behaviour on official and scouring through its packet logs.
    As-is, we're confident that in most respects that have any importance (e.g. damage calculations, rates, etc.) our implementations behave the same as (or very, very close to) official's.
    Cheat detection
    While official and 99% of private servers rely on client checks to detect cheating, we do not believe in playing this easily-bypassable game of cat and mouse. As such, our server is very proactive in its detection of cheat methods to lock them down permanently, i.e. with no means of bypass.
    From ensuring we deal with client input in a safe manner to things like verifying every step of the skill casting process, or enforcing tight server-side collision and movement speed checks, we always strive to ensure that players have no vector for abuse. Obviously this is always a work-in-progress and isn't perfect or complete (what is?), and we're introducing new logic to prevent more general cheating behaviour as it pops up, but we're proud of how far we've come - and that we've come so far compared to official (and other private servers) in this regard.
    Performance
    Aesteris and I have both put years into developing this server (and I'm sure there's many more to come), and at this point I'm confident in saying our server performs - in most respects - better than official. On this note, we've found that many official bugs are caused by design flaws or simply their tendency to copy & paste their logic (and miss things).
    During implementation, we are always ever-present of performance concerns, be it in regards to how much time/resources a player request can consume (or anything in general), how costly a database hit will be, or even how much data is being (unnecessarily) sent to players -- performance matters to us, because it matters to players. A server falling under its own weight isn't worth playing.
    Zone instances are one interesting example of this. Officially and in 99% of private servers, "instances" are implemented such that when dealing with anyone in an instance, it still has to deal with all players in that zone (i.e. all instances of that zone). So instead of the 16 people we want to deal with in our Border Defense War instance, we deal with the 200 players across all of them.
    Here, we implement this system fairly logically: each instance is a self-contained unit attached to a zone. When dealing with players (or NPCs/monsters for that matter) in these instances, we only ever deal with the 16 actually in it.
    Similarly, officially we've noticed they tend to scan the entire server when looking for players to affect with skills nearby. As always, this extends to private servers as well, though most will have this (slightly) optimised from when this was open source. Here, of course, we only ever look for those actually near the player.
    This extends even to our database implementation. Beyond optimising the database design to avoid unnecessary or overly intensive lookups, we've also moved away from Microsoft SQL Server as - while it's a decent product - in several situations, it doesn't fit our performance needs (we also mostly moved away from Windows in general, which was another reason for dropping it).
    While not all are, many of our performance improvements are entirely noticeable by players. For example: unlike official or other private servers, there is close to no delay in logging in and selecting your character (the only delay is your own connection latency; officially and on other private servers, these backend requests take quite some time themselves). Additionally, we optimise our outgoing traffic to avoid congestion on the player side -- which saves you (and us) bandwidth, and means the client isn't bogged down as much processing the traffic.
    Events (and timing)
    Although fairly common with most of our systems, I feel that our event system (in no small part because of our timed event system) should be pointed out in particular as it is a colossal improvement over the way official implements events (as well as other private servers).
    Officially (and again, other private servers -- these go hand in hand), events are scheduled based on specific time checks. That is, if an event is scheduled at 01/02/2017 12:30PM, their game timer will check (every 6 seconds) if the current time matches. That is, it'll check if the day is 1, month is 2, year is 2017, hour is 12 and minutes are 30. Every 6 seconds.
    This means that issues with clock changes can easily upset it, not to mention issues with restarts not realising it has yet to run even though the time has passed (because it isn't exactly that time!).
    Here, we have a scheduler for timed events. Times scheduled in the past will run immediately, while times in the future will run once that time has passed. As always, we're ever-present of performance concerns, and scheduling in this manner can be very sensitive performance-wise, but in its present state our scheduling system performs wonderfully.
    Virtually everything timing-related in our server runs via this system in 1 of 2 ways (again, for performance reasons): in a "precise" mode, where we require a higher granularity (e.g. skill timings), or in a general mode for everything else that matters a lot less (e.g. event scheduling).
    From scheduling to running parts of the events, timing is very important with events.
    As I've mentioned previously, our implementations aim to behave logically. We also aim to keep features as self-contained as possible, unlike official, where you have random logic strewn about that exists that doesn't have an obvious use until you determine it's for, say, a specific case in an event.
    Obviously, when your codebase is littered with random things like this, it's very difficult to maintain, and very prone to bugs. We're all familiar with the bugginess of Knight Online; official servers, particularly. This is why.
    In contrast, we keep all of our event logic with the rest of that event's logic. And I don't mean just keeping it in the same source files.
    I mean, as a common example, if we need to handle the death of a player or monster in this event, we implement a specialized zone instance class for this event's instance, and override its OnDeath() event. Meaning, it's only ever handled in this event by design and no other logic needs to be aware of it.
    As previously said: we aim to implement things logically, in an attempt to keep things readily maintainable and avoid bugs.
    Custom behaviour
    While accuracy is important to us, so is an improved player experience.
    For starters, we're perfectly comfortable with taking features and reworking them into something that can be of use. For example: our in-game Class Transfer feature. This feature doesn't exist officially; it uses the official Nation Transfer feature to accomplish this, as the UI provides the ability to change their desired features -- which is the only time a player needs to make a decision (beyond their desired class, which we accomplish by prompting for that in the NPC -- easy!).
    Another example of this is taking their event system and reimplementing the Forgotten Temple and Juraid Mountain events to work with it, so players can now simply use the sign-up feature to access this event, rather than finding and talking to their respective NPCs. This means a much nicer user experience and increased participation to the events.
    And how about our clan banks? Their inn UI was easily repurposed for this custom feature that again, does not exist officially.
    And to finish this off...
    It's very easy to see this as "another server", but you need to realise that everything implemented in the game -- everything! -- has been written by us, at this point, from scratch. At the beginning of this project (which if memory serves was aiming to get it up and running with 1.8xx), we didn't have things like merchanting, we didn't have upgrades, let alone any type of event (even old events like Forgotten Temple or Bifrost). For a while I personally didn't really think we'd end up getting it anywhere, but continued to work on it in my spare time regardless.
    Now we have a fully-featured, highly optimised server implementing almost everything official has to offer.
    We've come a very, very long way in this time. We have more work to do (as always), but I hope this at least gives a small glimpse into what's actually involved behind-the-scenes in actual server development and why we're different to other servers.
  2. Like
    twostars got a reaction from RuneKingThor in Clan Assistant Bug   
    Should be fixed. Thanks for your patience.
  3. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (29/01/2018)   
    Changelog
    Removed Christmas decorations from Moradon. This should fix the issues with the arenas. Added various new items to the [Gear Dispenser] in Moradon. Additionally:
    Moved our servers to a new, more stable provider (located in a similar place, so regular latency shouldn't be affected). Upgraded our hardware for further increased performance. Upgraded most of the software we rely on (and operating systems). Removed Cloudflare. Their nodes are often the cause for our website timing out, so this should solve these issues. With Cloudflare removed, setup our own SSL certificates for complete endpoint-to-endpoint encryption. Improved backend database communications, removing a couple of bottlenecks. Switched over to using SendGrid for sending emails, instead of our own mail server. This should greatly improve receive times and deliverability. The forums are also using this. Updated our backup strategy. We've increased how far back our backups extend to, increased the frequency of our incremental backups and allowed for exact point-in-time recovery. The performance hit during these backups should also be even less noticeable now. Updated the compiler the game server's using. This should hopefully improve performance as key logic should now be correctly optimised. Made some tweaks to the website: Resetting seal & VIP storage passwords now behaves like most other requests. You can only initiate one request at a time, and you must click the link in the email for the passwords to change. This helps avoid a lot of the confusion when resetting these, as they could previously be spammed (and thus changed many different times to many different things). Pending emails no longer expire. This was also a source of confusion that not even the website handled correctly in a couple of cases. For pending email reset requests that did expire, a new one will be automatically created on login. Reworked caching. Things should behave a lot more consistently and cause far less issues. Improved general site security and access.
  4. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (29/01/2018)   
    Changelog
    Removed Christmas decorations from Moradon. This should fix the issues with the arenas. Added various new items to the [Gear Dispenser] in Moradon. Additionally:
    Moved our servers to a new, more stable provider (located in a similar place, so regular latency shouldn't be affected). Upgraded our hardware for further increased performance. Upgraded most of the software we rely on (and operating systems). Removed Cloudflare. Their nodes are often the cause for our website timing out, so this should solve these issues. With Cloudflare removed, setup our own SSL certificates for complete endpoint-to-endpoint encryption. Improved backend database communications, removing a couple of bottlenecks. Switched over to using SendGrid for sending emails, instead of our own mail server. This should greatly improve receive times and deliverability. The forums are also using this. Updated our backup strategy. We've increased how far back our backups extend to, increased the frequency of our incremental backups and allowed for exact point-in-time recovery. The performance hit during these backups should also be even less noticeable now. Updated the compiler the game server's using. This should hopefully improve performance as key logic should now be correctly optimised. Made some tweaks to the website: Resetting seal & VIP storage passwords now behaves like most other requests. You can only initiate one request at a time, and you must click the link in the email for the passwords to change. This helps avoid a lot of the confusion when resetting these, as they could previously be spammed (and thus changed many different times to many different things). Pending emails no longer expire. This was also a source of confusion that not even the website handled correctly in a couple of cases. For pending email reset requests that did expire, a new one will be automatically created on login. Reworked caching. Things should behave a lot more consistently and cause far less issues. Improved general site security and access.
  5. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (29/01/2018)   
    Changelog
    Removed Christmas decorations from Moradon. This should fix the issues with the arenas. Added various new items to the [Gear Dispenser] in Moradon. Additionally:
    Moved our servers to a new, more stable provider (located in a similar place, so regular latency shouldn't be affected). Upgraded our hardware for further increased performance. Upgraded most of the software we rely on (and operating systems). Removed Cloudflare. Their nodes are often the cause for our website timing out, so this should solve these issues. With Cloudflare removed, setup our own SSL certificates for complete endpoint-to-endpoint encryption. Improved backend database communications, removing a couple of bottlenecks. Switched over to using SendGrid for sending emails, instead of our own mail server. This should greatly improve receive times and deliverability. The forums are also using this. Updated our backup strategy. We've increased how far back our backups extend to, increased the frequency of our incremental backups and allowed for exact point-in-time recovery. The performance hit during these backups should also be even less noticeable now. Updated the compiler the game server's using. This should hopefully improve performance as key logic should now be correctly optimised. Made some tweaks to the website: Resetting seal & VIP storage passwords now behaves like most other requests. You can only initiate one request at a time, and you must click the link in the email for the passwords to change. This helps avoid a lot of the confusion when resetting these, as they could previously be spammed (and thus changed many different times to many different things). Pending emails no longer expire. This was also a source of confusion that not even the website handled correctly in a couple of cases. For pending email reset requests that did expire, a new one will be automatically created on login. Reworked caching. Things should behave a lot more consistently and cause far less issues. Improved general site security and access.
  6. Like
    twostars got a reaction from YouGotPwndByMyAss in Maintenance (29/01/2018)   
    Hey guys,
    The server will be going down at 2:00 AM GMT+2. We estimate it to come up around 2:00 PM GMT+2 (12 hours) but that's just a rough estimation.
    In this time we'll be migrating servers over to our new provider to address latency issues as well as upgrade hardware and fix some other nuisance issues (slow emails, emails not coming through, etc). UTC will not be released in this maintenance.
    See this post for a more detailed look at what's going on behind-the-scenes.
    Thanks for your patience.
  7. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  8. Like
    twostars got a reaction from YouGotPwndByMyAss in Maintenance (29/01/2018)   
    Hey guys,
    The server will be going down at 2:00 AM GMT+2. We estimate it to come up around 2:00 PM GMT+2 (12 hours) but that's just a rough estimation.
    In this time we'll be migrating servers over to our new provider to address latency issues as well as upgrade hardware and fix some other nuisance issues (slow emails, emails not coming through, etc). UTC will not be released in this maintenance.
    See this post for a more detailed look at what's going on behind-the-scenes.
    Thanks for your patience.
  9. Like
    twostars got a reaction from YouGotPwndByMyAss in Maintenance (29/01/2018)   
    Hey guys,
    The server will be going down at 2:00 AM GMT+2. We estimate it to come up around 2:00 PM GMT+2 (12 hours) but that's just a rough estimation.
    In this time we'll be migrating servers over to our new provider to address latency issues as well as upgrade hardware and fix some other nuisance issues (slow emails, emails not coming through, etc). UTC will not be released in this maintenance.
    See this post for a more detailed look at what's going on behind-the-scenes.
    Thanks for your patience.
  10. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  11. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  12. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  13. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  14. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  15. Thanks
    twostars got a reaction from GuruLegend in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  16. Like
    twostars reacted to Vivaldi in Welcome GM Eos!   
    Greetings Apexians!
     
    I'm writing this topic to introduce everyone to our new Game Master, his name is Eos! This is great news because he is fluent in Turkish which means that our turkish community will finally get the support they deserve!
    As a regular Apex procedure, in the first month he'll be categorized as a Trial GM, meaning that he's still in the "learning" process and being accompanied by us, getting to know the server better and our way to manage issues and how to properly adress our users.
    Don't be afraid to greet and welcome him to our server!
    Without further ado, welcome Eos! We're very happy to have you on board!
  17. Like
    twostars got a reaction from YouGotPwndByMyAss in Words filtering, WTF?   
    Ask mgame; it's their doing. "AFK" gets censored because of "fk".
    It's really lazy.
  18. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (23/12/2017)   
    Changelog
    Cleaned up various clan logic to address some general behaviour issues (i.e. with joining, inviting, leaving, kicking, promoting, demoting and transferring leadership). Delos castle gates are now considered "owned" by the castle holders, so they're no longer attackable by them. Fixed a bug with the King's clan not being updated correctly on election. This caused the previous King's clan to still be rejected for transfers and such. Kurian's Pull skill now has a success rate of 50%. Increased Ultima's boss event time to 45 minutes (up from 30). Added a requirement of 5,000 Ladder Points to the Ultima Hunt & Felankor Hunt quests. Reworked the Bifrost event to completely run in Ronark Land. The Bifrost monument was removed. The Bifrost monsters will spawn at event time and despawn once it's over. All drops, respawn times, etc are the same. The monsters have simply been moved to spawn in Ronark Land. Updated Moradon to be more festive. Happy holidays!
  19. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (23/12/2017)   
    Changelog
    Cleaned up various clan logic to address some general behaviour issues (i.e. with joining, inviting, leaving, kicking, promoting, demoting and transferring leadership). Delos castle gates are now considered "owned" by the castle holders, so they're no longer attackable by them. Fixed a bug with the King's clan not being updated correctly on election. This caused the previous King's clan to still be rejected for transfers and such. Kurian's Pull skill now has a success rate of 50%. Increased Ultima's boss event time to 45 minutes (up from 30). Added a requirement of 5,000 Ladder Points to the Ultima Hunt & Felankor Hunt quests. Reworked the Bifrost event to completely run in Ronark Land. The Bifrost monument was removed. The Bifrost monsters will spawn at event time and despawn once it's over. All drops, respawn times, etc are the same. The monsters have simply been moved to spawn in Ronark Land. Updated Moradon to be more festive. Happy holidays!
  20. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (23/12/2017)   
    Changelog
    Cleaned up various clan logic to address some general behaviour issues (i.e. with joining, inviting, leaving, kicking, promoting, demoting and transferring leadership). Delos castle gates are now considered "owned" by the castle holders, so they're no longer attackable by them. Fixed a bug with the King's clan not being updated correctly on election. This caused the previous King's clan to still be rejected for transfers and such. Kurian's Pull skill now has a success rate of 50%. Increased Ultima's boss event time to 45 minutes (up from 30). Added a requirement of 5,000 Ladder Points to the Ultima Hunt & Felankor Hunt quests. Reworked the Bifrost event to completely run in Ronark Land. The Bifrost monument was removed. The Bifrost monsters will spawn at event time and despawn once it's over. All drops, respawn times, etc are the same. The monsters have simply been moved to spawn in Ronark Land. Updated Moradon to be more festive. Happy holidays!
  21. Like
    twostars got a reaction from YouGotPwndByMyAss in Patch notes (23/12/2017)   
    Changelog
    Cleaned up various clan logic to address some general behaviour issues (i.e. with joining, inviting, leaving, kicking, promoting, demoting and transferring leadership). Delos castle gates are now considered "owned" by the castle holders, so they're no longer attackable by them. Fixed a bug with the King's clan not being updated correctly on election. This caused the previous King's clan to still be rejected for transfers and such. Kurian's Pull skill now has a success rate of 50%. Increased Ultima's boss event time to 45 minutes (up from 30). Added a requirement of 5,000 Ladder Points to the Ultima Hunt & Felankor Hunt quests. Reworked the Bifrost event to completely run in Ronark Land. The Bifrost monument was removed. The Bifrost monsters will spawn at event time and despawn once it's over. All drops, respawn times, etc are the same. The monsters have simply been moved to spawn in Ronark Land. Updated Moradon to be more festive. Happy holidays!
  22. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (01/12/2017)   
    Changelog
    [Hotfix] Fixed a bug with [Red Potions] being allowed to be mailed (causing them to lose their expiration time). Restored NP gain/loss in Bifrost. Weapon rentals: Renamed [Daily Weapon Rental] Soren as his name got reverted in the last USKO update. Rogues will now receive 2 daggers from [Daily Weapon Rental] Soren. He can now be found near the Moradon arenas as well. Delos/Castle Siege War: Castle gates now spawn closed by default. Castle gates will now correctly respawn immediately after the castle is taken. When the castle is taken, all alliance members will now be teleported inside the castle as well. Removed the "capturing" effect when clicking on the crystal in Delos. You may now only party other clan members in Delos. Tweaked party restrictions in the Arena zone as well; you can now only party clan members.
  23. Like
    twostars got a reaction from Sierra in Eden&HANGOVER vs Elior&YouGotPwndByMyAssJewishDariusKairi REWARD: 15K KC   
    I'm all for friendly banter, but this is taking it way too far.
    Invading people's privacy and abusing their family members is so far over the line that I never thought this would be something I'd ever have to deal with in a private server environment.
    Enjoy your ban. Hopefully by the time it eventually expires you'll have had some personal reflection and, hopefully, will consider - at the very least - apologising to them.
    Really. It's just a game, guys. Chill the hell out.
  24. Thanks
    twostars got a reaction from KarmaKane in Patch notes (10/11/2017)   
    Changelog
    Mage 75 armor skills now only proc on player hits. Fixed a timing bug with warps; it is no longer possible to bug your character if you happened to be warping extremely fast (note that due to its nature, this was an extremely rare occurrence). Fixed a bug with loading; when warping during loading, it could stop the client from loading and disconnect. This has been fixed. Entering Delos during its registration period with scrolls active will no longer fail them. Note that they were never actually removed (entering another zone restored them). Elections are now automatically stopped when there's no remaining candidates after a candidate Nation Transfers or deletes their character. Added the [Character Deletion] NPC to Moradon, next to both inn hostesses. You can use this NPC to delete any of your other characters.
    See here for more information. Added [Tattoo Artist] Kat to Moradon. You can purchase Solar Tattoos from her for 1bil coins. These tattoos last 7 days. Options editor: The version is now saved correctly. Added the "Blur (post-processing)" option for the in-game "Blur" setting. Added a warning when using "Blur (post-processing)" with "Anti-aliasing (FSAA)" options. This can cause major rendering bugs (particularly for nVidia users). Note: nVidia users still have the option of enabling antialiasing via their nVidia control panel (Manage 3D Settings -> Program settings). Using this with the "Blur (post-processing)" feature renders correctly. Website: Added support for tattoo slots and filled out magic bag slots. Updated all item icons. Fixed the website's timezone so things like "last seen <time>" are now accurate. Previously they were 5 hours off (so "last seen 5 hours, 5 minutes" instead of just "5 minutes"). Also updated the server's timezone listed on the website.
  25. Thanks
    twostars got a reaction from KarmaKane in Patch notes (10/11/2017)   
    Changelog
    Mage 75 armor skills now only proc on player hits. Fixed a timing bug with warps; it is no longer possible to bug your character if you happened to be warping extremely fast (note that due to its nature, this was an extremely rare occurrence). Fixed a bug with loading; when warping during loading, it could stop the client from loading and disconnect. This has been fixed. Entering Delos during its registration period with scrolls active will no longer fail them. Note that they were never actually removed (entering another zone restored them). Elections are now automatically stopped when there's no remaining candidates after a candidate Nation Transfers or deletes their character. Added the [Character Deletion] NPC to Moradon, next to both inn hostesses. You can use this NPC to delete any of your other characters.
    See here for more information. Added [Tattoo Artist] Kat to Moradon. You can purchase Solar Tattoos from her for 1bil coins. These tattoos last 7 days. Options editor: The version is now saved correctly. Added the "Blur (post-processing)" option for the in-game "Blur" setting. Added a warning when using "Blur (post-processing)" with "Anti-aliasing (FSAA)" options. This can cause major rendering bugs (particularly for nVidia users). Note: nVidia users still have the option of enabling antialiasing via their nVidia control panel (Manage 3D Settings -> Program settings). Using this with the "Blur (post-processing)" feature renders correctly. Website: Added support for tattoo slots and filled out magic bag slots. Updated all item icons. Fixed the website's timezone so things like "last seen <time>" are now accurate. Previously they were 5 hours off (so "last seen 5 hours, 5 minutes" instead of just "5 minutes"). Also updated the server's timezone listed on the website.
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