iWerking

Member
Hello. My first post. I am offering invitation to develop a hardcore roleplaying shard with a focus on mass-player-interaction and pvp.
I will provide all of the funding, and in the future there'll be paid positions. This will be an LLC company as well, and you'll be professionally included.
I'll upkeep a server that'll always be adequate for the player base.
You'll always have access to it as a Seer, and with trust a Game Master or Administrator.
I will give you subscriptions to many toolsets that will help you help me help us develop this into a beast of a server.
Your duties as an Administrator involve maintaining the discord, helping with the forums, assisting with the databases, and maintaining a Git copy of the project while also protecting it from outsiders to forward code snippets for implementation.

I will be there to provide answers via discord, forums, and via phone-text if you prefer.

So, I will just be writing about what I plan to include in the development. It is based on real life or realism heavily involved.
Terraforming; The central focus will be around Ultima Live, and giving that power to the players and by that a gameplay feature: terraforming; the map isn't static.

Custom simulated physics; snow falls its cold it also melts and makes people's clothes wet if they're wearing clothes,
wet and cold leads to hypothermia, so dressing appropriately for the storm is essential to survival; what does hypothermia do, causes the body to have to burn more calories to stay warm that enhances metabolism so requires more nutrients to maintain body temperature, this translates to slight requirement differences in food intake which translates to acquiring that food. This is the concept. This leads to begging, bartering, trade, and other gameplay. Players can pick up snow, harvest ice for refrigeration of food staving off spoilage that can lead to sickness.

Bloodlines; Players only get 1 life. Players (male) can bond with another player or npc to form a contract that either:
1) creates a deed that creates a character on their account factoring in like average attributes and frequency of skill use to provide bloodline debuffs/buffs, which modify the behavior of stat and skill gain.
2) creates an actual npc that players must train, feed, clothe, and protect, that can be assumed as a character on an account.
A) Either way, when players die there'll be a choice: restart at character customization, assume a bloodline character, or go through revival mechanics as a ghost involving your karma.

Raids; 100-person groups that uses the existing party gumps with pagination, going to try to include VitaNex's group loot feature, and roll out really challenging 100 person raid instances with lockouts.
 
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Implemented terraforming.
Shovel:
Players are able to 'dig' away land tiles degrading their Z and able to 'pile' the dirt that proceeds onto another tile and it smooths out over time.

Pickaxe:
Players are able to 'dig' away mountain tiles degrading their Z, revealing distributed granite that contains composite minerals and ore/colored ore and it regenerates.

Axe:
Players are able to 'chop' down hued trees into hued fallen logs that harvest into regular/colored logs and remove their stumps and they grow back.
Acquire seeds when the trees are felled, and grow those seeds back into the trees.

Hoe:
Players are able to 'dig' mushrooms, bushes, brush and rocks, and pick them up.
 
1 Life and PVP? It is going to be hard sell for people to play. You're going to find a lot of frustration from players and turn a lot of people off just by the description. Yes, it is hardcore, but people want entertainment not work grinding to have it thrown away might want to rethink your concept. Maybe a classic 3 Lives old arcade type thing could work along those lines. The bloodline concept sounds interesting. But you will need to have an End Goal type of scheme to attract players.
 
1. Single life hardcore, you don't start with 100 HP. More like 1000.
1.1 Equipment gives bonus hits, so most people will be rocking 1.2k-1.5k hp
1.2 Equipment gives a lot of base variability, little bit here little bit there sort of deal with properties.
1.3 People will end up getting killed by getting ganked during PvE combat.
1.3.1 There'll be practice arenas wherein people can train to be competitive duelists
1.3.1.1 Gambling Arena, queue for 1vs1 whoever is forfeits first has all the betters for his/her winning/living lose their bets.
1.3.1.2 Dueling Arena, queue for 1vs1 whoever is forfeits first loses; there's restrictive settings here, ie; no bandages, etc.
1.3.1.3 Battlegrounds, queue for 5vs5 deathball, 10vs10 capture the flag, 10vs10 king of the hill, 15vs15 control points, 40vs40 flash points.
1.3.1.4 Then, in the actual world, there'll be cities and player-cities that can be taken over but it's subject to your single life.

2. This is apart of single-life bloodlines:
2.1 You have a choice of being either a regular character or a bloodline character with randomly generated genetics;
2.2 Each day the server takes a sample of all character's attributes, their str/dex/int, and makes an average of it based on its previous records.
2.3 Male characters can get female characters pregnant, with the time acceleration the female remains pregnant for 2 weeks before a single or multiple contracts are given to the female character, then used gives a new character on your account, lol, or queues it up as a record for when there's an available slot it'll be made as when the contract is consumed.
2.4 Based on the parents average attributes and skills, the new character/baby contract consumer/gets modified skill and stat gain, for better or for worse.
2.5 When bloodline characters gain 1.0 skill also 0.5 skill is banked on the account.
2.5.1 Any other bloodline character can consume the banked skill points to regain up to the maximum that's been learned,
so for example a player might have 100 skill points banked but among all their characters only learned up to 70,
so may only regain up to 70 (leaving 30 remaining).
2.5.1.1 I wonder if I should also add that all of your descendant characters also gain some bankable skill points anytime their ancestors gain skill points, if this would be server overload without a queue/throttle.

3. Players can train other players to boost their skill gain, which involves a master's watchful eye (within 18 tiles) as a pupil gains skill.
3.1 For every 30 seconds of the watchful gaze of the master's eye on the pupil's training, the pupil gains a skill acceleration that persists afterwards.
3.1.1 This involves anti-macro mechanics that require a player's attributes to change at least every 30 seconds or the pupil isn't really training, and the training gets canceled and there's a throttle/cooldown, so players cannot simply stand there doing nothing to get the skill acceleration bonus.If players have the same stamina from one tick to another the benefit doesn't occur.
3.1.2 Multiple masters may overlap their total skill on the pupil, so every tick provides increased bonus skill acceleration.

4. Characters choose their stats/attributes via vendors in a city in heaven, lol, before their selections result in ultimately starting out in the world in a random main city that's currently safe/low # of total combatants in the city region or whichever city has the lowest total # of combatants basically.
4.1 This also applies to newly created/birthed characters that haven't logged in yet, their first login results in starting out in heaven-city-place.
4.2 You can build a microbuild: any # of skills, 1 skill at 80, 1 at 50, 1 at 40, rest <= 30.
4.2.1 Microbuilds doesn't count toward bloodline skill banks
4.2.1.1 Bloodline characters start with a randomized skillset.
4.3 Bloodline characters cannot change their starting randomized skillsets, ie; if a bloodline character started with 43.8 alchemy,
than the character's alchemy cannot be exchanged for another skill whereas a regular character could do this.

5. Players can also purchase skill manuals that help to accelerate their skill gain, or directly provide skill points.
5.1 Players of higher skill can craft these, which creates a textbook with a randomized value that's the skill limit,
so for example a textbook with between 50-90 skill, that rolls 86.4, only players with less than 86.4 can learn from it.
5.2 The limit here is that it's ink uses a commodity and its an expensive product, and players either have to survive
a highly skilled character to write a f'kin textbook or resort to acquiring the costs to purchase them.
5.3 There's a throttle based on your intelligence, and players with higher intelligence can learn from more textbooks.

The amount of time needed to 'bounce back' to where you were following a death shouldn't be longer than it takes a ghost to resurrect, right?
 
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The end-goal?

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If it takes you 20 minutes to defeat a person you dont want them coming back 5 minutes later w/ long hair
 
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Implemented a custom 'Clone Character On Logout' that handles all bugs.
1. When a player logs off, a clone is created of their character that's identical in every way
1.1 Same stats, skills, karma, fame, equipment, inventory and all child-bags.

2. The clones are initially blessed for 7 days and cantwalk=true
2.1 After 7 days, the clones become killable and hidden = true
2.2 If the clone is attacked, then the cantwalk=false
2.3 If the clone's combatant becomes null or if the combatant is farther away than >=24 tiles,
then the clone's cantwalk=true and hidden=true, the clone becomes stationary and hidden.
2.4 Players can use detect hidden to find hidden unblessed clones to kill/steal from
2.5 Killing an innocent clone results in a murder count; killing a criminal/murderer/guilded clone does not.
2.6 Looting from an innocent clone corpse results in a criminal action; looting a criminal/murderer/guilded clone does not.
2.7 A player associated to a clone also receives looting rights to the clone's corpse

3. Players that log into a clone that's been killed will also be killed, have their inventory and equipment wiped, and their body suppressed because the clone represented those actions.

4. Detect Hidden usage;
4.1 Players can detect hidden clones whom aren't blessed,
this occurs actively by using the skill and passively by walking around.

5. Forensic Evaluation usage;
5.1 Players can Forensic Evaluate clones whom are blessed to have a chance to determine
their remaining bless time until they're killable, the calculation is additively applied by unique mobiles
within a timeframe of 15 seconds contributes better chances of determining the answer;
5.2 Calculation: ( (player's ForensicEvaluation / (1 + (clone's fame))) * (Player's Intelligence) ),
even at maxes it's about 3% per attempt on a max-level fame clone, ~5 attempts in 15 seconds, ~15-25% chance to reveal the remainder.
5.3 Multiple players applying forensics results in increased chances by all to reveal the remainder,
and alas some clones just cannot be determined because they're too lord & lady

6. Use [AllowCarry before going offline to allow other players to [Carry your clone to another location,
this drains stamina to lift, to drop, to step, and to idle. So you cannot carry it indefinitely.
6.1 When players log in, they log into the location of their clone wherever it might be.
6.2 Players that log into a clone that's currently being carried by another player will cause the other player to drop the clone, restore the player's location and perform a status check on whether its alive.
6.3 Note; even with AllowCarry disallowed, if the clone loses bless status (after 7 days), clones can then be carried.

7. Hair and beard regrows on every world save which is every hour.
7.1 Hair and beard transitions to other hair and beard IDs every world save
7.2 A hair tonic or beard tonic delays the time until the hair transitions by 12 hours per use up to 7 days,
so if a particular hairID/beardID is liked then use a tonic to keep it for 12-168 hours.
7.3 When a clone's hair/beard transitions and a player logs back in, the player's hairID/beardID is set to the clone's, so your hair and facial hair will grow while offline; if a tonic isn't used.
7.4 Created BarbersScissors that displays a basic gump of all the facial hair itemIDs at a lesser growth phase,
and provides clickable button/options to change which ID your facial hair is, limited via usesremaining
 
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Implemenented aggro mechanics:
1. Existing ai's were swapped over to use aggro mechanics
1.1 When damaging a mobile the mobile builds up aggro entries of whomever attacks it
1.2 When healing a mobile the mobile builds up aggro entries of whomever heals their combatants around it
1.3 Whoever has highest aggro has aggro and is getting focused/attacked by the mobile

2. Generates aggro based on the contexts:
2.1 wearing a one-handed weapon w/ a shield: (damage * 1.2) + (Focus / 2.5) aggro generated
2.2 wearing a one-handed weapon w/out a shield: (damage * 2.4) - (Focus / 5) aggro generated
2.3 wearing a two-handed weapon: (damage * 2.4) - (Focus / 5) aggro generated
2.4 when healing: (healing * 2.4) - (Focus / 5) aggro generated
2.5 wearing just fists: (damage * 2.4) - (Focus / 5) aggro generated

Implemented shield taunt-mechanics
2. Works on existing OnThink which is the next tick
2.1 Double-click a shield to perform the following based on context:
2.2 target yourself, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.3 target an ally, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.4 target the ground, in a 6-tile radius taunts all eligible targets providing +300 aggro divided by the # of targets taunted that's removed afterward, and places you at the top of the aggro meter in all of these targets.
2.5 target a mobile, provides +300 aggro for 15 seconds that's removed afterward, and places you at top of the aggro meter; if dps stops generating aggro for approximately 5 seconds after a taunt the tank can build enough to hold aggro.
2.6 If no targets were hit than doesn't incur a 15-second cooldown.

Implemented shield taunt-immune mechanics
3. It's a custom Ai, also a basecreature boolean that can be flipped a runtime
3.1 Prevents the taunt from occuring, instead emoting *immune*
3.2 If aoe-taunt is used with 1 creature in the midst of the group, only this creature w/ the flag on won't be taunted.
 
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Implemented a nutrition system:
1. Based around real world nutrition
1.1 Strength is gained by eating a healthy diet without a lot of simple sugars rich in protein
1.2 Dexterity is gained by eating a healthy diet without a lot of simple sugars rich in carbohydrates
1.3 Intelligence is gained by eating a healthy diet without a lot of simple sugars rich in fatty acids
1.4 Simple sugars contribute to the bulk mass needed to either gain or lose.
1.5 Antioxidants protect against contracting illnesses
2. It's based on stat-codes, so whenever doing anything skill-related you'll burn calories with specific attributes
2.1 The burned calories are what determines whether you'll have a chance to gain in strength, dexterity, intelligence.
2.2 As long as your caloric surplus, you'll have a chance to gain stats improved by macronutrients.
2.3 As long as your caloric deficient, you'll have a chance to lose stats mitigated by macronutrients.

3. Okay, for example, if you eat some bread, you'll gain:
3.1 54 calories
3.2 11 carbohydrates
3.3 1 fatty acid
3.4 1 protein

4. Okay, for example, if you eat some fish, you'll gain:
4.1 65 calories
4.2 0 carbohydrates
4.3 1 fatty acid
4.4 14 protein

5. Every sixth world save, the attribute gain/loss is applied, which is approximately every hour.

6. It's difficult to grasp, however the takeaway is the more calories you eat combined with the more activities you do,
the better chances you have to gain attributes. Likewise, eating a deficit combined with activities there's higher likelihood of stat loss.

7. Hmm, even while deficit in calories, you can target specific stats to lose/retain/gain
7.1 Or, eating a lot of protein and fat but not carbohydrates will cause you to retain strength and intelligence but lose dexterity
7.2 Or, eating a lot of carbohydrates and fat but not protein will cause you to retain dexterity and intelligence but lose strength.
7.3 Or, eating a lot of protein and carbohydrates but not fat will cause you to retain strength and dexterity but lose intelligence.

8. You'll burn about 2 calories per action, such as striking w/ your hands, or mining w/ a pickaxe, or shooting a bow, or crafting a potion, or using animallore, or healing yourself, etc.
8.1 You need to be surplus calories to the # of calories burned to gain stats
8.2 You need to be deficit calories to the # of calories burned to lose stats
8.3 however you can still retain them w/ high intake of isolated macronutrients, such as protein will help retain strength, fatty acids will help retain intelligence if you're deficit in calories v.s. the burned calories; so if you're doing an absolute-ton of activities without feeding yourself scenario.
 
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I’d be willing to help develop and support your server 🙂
Feel free to message me on Discord: akiranyadev
Awesome. I'll DM you soon.

Some improvements for cities:
1. A CityControl stone gamemasters can double click to access a 'CityControlGump'
1.1 The CityControlGump has a 'City' field with assignable profiles that can be hot-swapped depending on the city,
example swapping from Nujhelm to Moonglow despawns the city and turns it into moonglow.

1.2 An 'AddBounds' 'RemoveBounds' button that can expand the city's boundary points by XYZ,
deleting/moving the displayed markers also dynamically updates the bounds data.

1.3 An 'Add Positions' button that opens a page to add:
A wall guard
A patrol guard
A stationary guard
all of which have custom AI to be fairly versatile, passively detect hidden and attack criminals/murderers
When adding a guard, it also dynamically updates a stored position for that type of guard at that location,
so when the guard dies it respawns at that location.

1.4 A 'Garrison' field that upon a guard dying and respawning decrements the Garrison points.
Adding a guard position also spawns a guard that also decrements the Garrison points.

1.5 A 'Guard Positions' page that displays all current guard positions, whether there's a spawned NPC there, and if so than which NPC is spawned there according to its classname. From this gump, individual positions can be teleported to or moved/deleted from afar.
Moving/deleting a guard position marker (after showing guard positions via the gump controls) also dynamically updates the guard position data.
When double-clicking a guard position marker it'll teleport the guard back to its home point which its the marker,
and open a gump for more precise options such as not auto-respawning, or spawning only at certain time.

1.6 A 'Patrol Paths' field that also has the ability to record a path, when enabled by the gamemaster
it begins to monitor where the gamemaster walks the path walked is the patrol path that gets serialized.
Patrol guards when spawned will attempt to find the nearest patrol path and incorporate it into its pathing algorithms.
Patrol guards are designed to be unblockable, path around objects blocking their next waypoint/skip their next waypoint if it is blocked, and re-patrol after disengaging from combat by finding the nearest Patrol Path and reincorporating this path into its algorithms.
A path-less Watchmaster walks back toward its post while scanning for a nearby patrol of its own city; it hops on if one passes within ~3 tiles, stands still if it reaches/can't reach the post.
A watchmaster can become pathless when pursuing a criminal/murderer target.
When double clicking a patrol path marker, it'll teleport the guard back to its home point which is a guard position marker.

1.7 A 'Taxes' field that when modified affects the vendors within all the boundary points of the city.
So if a vendor is interacted with by a player, the built buy/sell menu is modified by the tax rate.
The way it does this is simply finding the nearest CityControl and accessing its tax rate then modulating its built buy/sell menus by the retrieved tax rate. Or, accessing a nearby bounds marker that retrieves the CityControl reference stored on it and accesses the tax rate from the reference.

I also updated VitaNex advancedvendor to use the tax rate of the local city when its currency is gold.

What this enables is the concept of players being able to travel from one city with a low tax rate purchasing bulk products to travel to another city with a high tax rate to sell for a huge profit, but there's the risk of dying and losing it all literally because you've got 1 life.

1.8 'Demand'
When items are sold to a vendor within a city's bounds, the itemtype is added to that city's CityControl
and the quantity that was sold is also recorded. There's an assignable value 'Divisor' on every demand entry.
The formula: Quantity/Divisor dictates the price a player can sell to a vendor, the price vendors purchase at.
The default is 100, but that can be changed at runtime to follow a different equation.
Example:
Sell Ham to the vendor, 1 Ham is added to the CityControl 'Demand' items by ItemType.
In the Demand list, 'Ham' has a divisor of 100.
For every 100 Ham, the price the vendor will buy Ham at will be 1 gold less.
If I set the divisor to 1000, than for every 1000 Ham the price will be 1 gold less.

Would it make sense that the Quantity in demand would go down with every purchase of the same itemtype?
That would make it a true self-correcting market rather than a one-way ratchet that eventually all items sell for 1 gold

*Fixed weird bug with tax and vanilla economy items creating an infinite gold loop exploit.
 

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1 Life and PVP? It is going to be hard sell for people to play. You're going to find a lot of frustration from players and turn a lot of people off just by the description. Yes, it is hardcore, but people want entertainment not work grinding to have it thrown away might want to rethink your concept. Maybe a classic 3 Lives old arcade type thing could work along those lines. The bloodline concept sounds interesting. But you will need to have an End Goal type of scheme to attract players.
I agree actually.
It's a lot to dedicate only to lose it all.

I really want the idea though:
A tyrannical king/queen is assassinated
A group is poisoned to death at meal time;
there's the concept of poison conditioning that helps you withstand the damaging effects of consumed poison.
there's the concept of skilling up taste identification so you can decipher the complex flavors (poisons) of food
there's the concept of using a proxy to consume some of the food and wait to see the effects on them
Er, a player is told is get lost from an area and refuses, an assassination contract is made against them at the bounty boards, another player finds it and fulfills it.
A murderous maniac is going around and mass-murdering everything, the city made on its treasury perhaps creates bounties for high-value targets that have commited crimes in city bounds.
The dynamics of PvP conflict might be differently handled than simply murdering the other player in 2 seconds, here with everybody having 1000 health the effort and time is significant, it's not just pre-cast flamestrike from two mages and double-flamestrike your dead. Three mages pre-cast explosion, wow magic reflect takes 1 explosion, the other 2 knock you to 30 life, then they whip ranged weapons wow its fun getting ganked. Here, 3 explosions might each hit for 70 that's 210 life 790 remaining your bandages heal for like 45 in 8 seconds, you're running all around using wrestling to interrupt their spell casts. Idk. You have a chance to survive against 3 others.
The dynamics of pvp need to be different. It should take a lot of time to defeat other players. Players should have a lot of chances to mitigate their chances of death.
It's not fun when you're already engaged fighting an NPC and at like 40% life, and some ganker shows up to finish you off. 40% life here is like 400 life, and that's a lot of damage to dish out in a few seconds you'd need like 5 people.






Implemented an item rarity system:
There's a color-coded hierarchy that when items are clicked shows its color-code.
The color codes are as follows:
Junk item = dark grey
Broken item (durability at 0) = dark grey
Common item = Bone white
Uncommon item = Green
Rare item = Blue
Epic/Fabled item = Purple
Legendary item = Orange
Artifact item = Red
Relic item = Black

The way that this works is every item has basic generic properties set that baseline the effectiveness of the item
Any value over/under those baseline values dictate its color-coded hierarchy.
So for example a shield may have a baseline +20 bonus health, +3% defense chance increase
that's just a common item, bone-white color code.
When the shield has +22 bonus health, +3% defense chance increase, its color code becomes green/uncommon.

I think I'm going to have it where each property has a value, then based on its rarity and gameplay it has a scalar of its value. So for example, bonus str has a value of 1, whereas SpellChanneling has a value of 5.
Then, add up all the value-scalars and re-calculate its rarity value determining the color code.

Generally, legendary items and above have special effects.
Artifact items have huge effects.
Relics have, the ring of sauron, effects.

Example: Here we have, Thunderfury, Blessed Blade of the Windseeker
It has a 75% chance of HitLightning, and a 10% chance to spawn player-owned air elementals
that on hit also spawn air elementals which then coalescence into each other causing chain lightning.
This creates a weird effect where air elementals rapidly spawn, striking targets, and coalescence into a single air elemental. And I wouldn't screw around with a player with this item, idk.

Example: Here we have the 8-piece Bloodfang leather set.
Which has a 8/8 set bonus that on hit with a melee weapon has a 5% chance to inflicting X-X bleeding damage and heal the wearer for X-X over X seconds.



Fixed UltimaLive on both Server & Client so there's no stutter/flicker/rendering issues.
It's very buttery smooth now. Map edits are also pushed earlier for a wider swathe of players.
Improved some of the rendering logic so trees/foliage/statics don't 'pop' in and out of view,
the client side rendering distance has been increased so the objects are loaded before the client reaches them
making it very seamless, similarly the culling time has been increased so the objects remain in view and basically get culled when outside of view, making everything much more smooth.


Gutted 2000 classes/items from the project solution,
all of the artifacts, set items, and any descendant of the base classes,
so there's only the base items like BlackStaff. Project doesn't crash as much now.

Added a LosCheck to the Send.All() method that sends overhead names so now Mobiles
behind a wall or something no longer have their overhead name sent when coming into range.
What this does it makes so players inside of buildings for example won't be revealed as being there.
You won't even know a murderer is lurking in the building.
You won't even know that player that just showed up 'round your building is a blue-player.
 
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Implemented Armor & VirtualArmor for NPCs, on top of resistances.
Armor affects melee/ranged attacks and some abilities of creatures, then resistances further mitigate that value.
If an NPC can wear equipment than its VirtualArmor should be 0
so that the equipment can summarize the Armor/VirtualArmor which behaves the same

For example.
A character may be hit for 100 damage.
Armor then mitigates that damage by a flat percentage regardless of the damagetype ratios (phys/fire/cold/pois/enrgy)
The resultant number is then further mitigated by individual resistances.

So, a character is hit for 100 (this is roughly 74% phys and 26% fire)
Armor mitigates it by 24%, now the value is 76 (74% phys=56.24, 26% fire=19.76)
The character has 14% physical resistance, so -14% phys damage of 56.24, = 48.3664
The character has 10% fire resistance, so -10% of 19.76, = 17.784
Total: 48.3664 + 17.784 = 66.1504
A 33.85% overall mitigation.
Then, the value is stochastic rounded, and what that means is the remainder (.1504) is a percentage (15.04%) to take 1 additional damage, instead of being truncated rounded down to 66. There's a 15.04% chance to instead take 67 damage. There's a 84.96% chance to take 66 damage.
 
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Screenshot 2026-06-05 054441.png

I very much like the equipment slots placed on the side of the paperdoll..
So I'm going to recreate it to include all layers. Starting: 6:20 AM, 6/5/2026
Screenshot 2026-06-05 063125.pngScreenshot 2026-06-05 072234.png
Finished: 7:23 AM, 6/5/2026
 

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If anybody wants to help.. I will program whatever ingame tools you can come up with

If you're just a decorator, I will give you custom in-game tools so you an decorate while establishing a positional map of placed non-destructive assets, which when you remove one of these decorations it'll respawn. That would be cool. If players could steal the decorations and the town would restore them based upon a table of item-values that decrements the treasury.

If you're a seer, I will give you custom in-game tools so you can establish complex quests with multi-step parameters that possibly lead from one chapter into another chapter, I don't know what you need here.

If you're a gamemaster, I will give you custom in-game gamemaster-related tools that have to do with more complex and trustworthy actions counselors also help with, modifying values, moving statics.. etc.

If you're a counselor, I will give you custom in-game help menu that synchronized with discord/twitch messages, so counselor can log into their discord/twitch account and receive their DMs in-game.

If you're an administrator, I will give you custom gamemaster-related tools that have to do with overall management of the ingame space and how that interacts with the extenal space some ingame tools may dump for example, admins can view that dump info via another gump.






1. Party members now share visibility when hidden/stealthed/invisible.
2. If a party member is killed, their shared visibility is severed.
2.1 The ghost can no longer see hidden/stealthed/invisible party members
2.2 The party members can no longer see the ghost if its not in warmode.
 
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Implemented four new properties on equipment:
MeleeCriticalStrikeChance
MeleeCriticalStrikeDamage
SpellCriticalStrikeChance
SpellCriticalStrikeDamage

When successfully striking the target with a melee or ranged attack that inflicts damage there's a (MeleeCriticalStrikeChance)% chance to inflict (Damage * (1.0 + (MeleeCriticalStrikeDamage))) damage.
When bleeding damage ticks there's a (MeleeCriticalStrikeChance)% for the tick to instead inflict (Damage * (1.0 + (MeleeCriticalStrikeDamage))) damage.

When successfully striking the target with a spell that inflicts damage there's a (SpellCriticalStrikeChance)% chance to inflict (Damage * (1.0 + (SpellCriticalStrikeDamage))) damage.
When spell-related poison ticks there's a (SpellCriticalStrikeChance)% chance to inflict (Damage * (1.0 + (SpellCriticalStrikeDamage))) damage.

Modified ClassicUO so: when critical strikes occur, the displayed damage is offset slightly to either left or right of the usual location for the damage numbers, with slightly bolder red color providing a distinct visibility when it occurs.
Also added a profile setting so this can be modified by the user to use the new offset or return to legacy behavior.
Also created a value slider for the font size of displayed critical strike numbers, from 0%-200% size.



Modified ClassicUO to include a page in options where font size can be managed across the board:
Journal font size
System message font size
Party message font size
Guild message font size
Alliance message font size
Chat message font size
Chat window text font size
Paperdoll text font size
from between 50% to 200% on an individual basis so players that need glasses like me don't need anymore eyestrain, can actually see the text now without having to zoom in.





Modified ClassicUO to include a driver dropdown menu to select different drivers,
this modifies the Settings.json file in the external build folder, selections: Vulkan, OpenGL, DirectX11
and sends a required confirmation gump to restart the client.



Whew. What a day. I'm tired.
 
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