Back to work! Some Info about Bosses

The wedding is over! I am now officially married. Now that that’s done I can get back to working on Lineage stuff! Today I want to talk a little bit about bosses, specifically how many there are and how available they will be. A lot of this ties into changes to the spawn system, which I believe we covered in an older post but I will refresh here as well.

 

First off, I’ve spent a lot of time creating new items and updating boss drop lists to create a much wider array of bosses worth killing. It’s been a lot of work balancing and tweaking these to make them consistent across the board. Originally there were quite a few bosses who nobody ever really touched because they just didn’t drop anything worth the effort. Almost all of these have been re-balanced. Here is a current look at all of our bosses, based off boss tier (covered in an older post), with some info about what they drop that makes them worth killing.

Tier 0: They pretty much all can drop enchants, but are not guaranteed to every time. .01% chance at elixirs from some of them.

Caroak (New boss in start zone, for newbies to kill and maybe get an early boost)

Crocodile (good for some stuff lower level players may craft)

Team Caspa (all of them can drop enchants, gems, and mage stuff like Mana Crystal Ball [Old level 50 quest reward, now a drop] plus their hats [Some of which were buffed])

Ifrit (Pretty similar, except fiery coals were added and a lot of junk was removed)

Drakes (Mostly the same, although they drop a lot more Drake Meat and less junk)

Mambo Rabbit [New] (This mambo  has a blue vest, he was previously an unused model. Will spawn somewhere on PI. Same drop list as the other mambo)

Mambo Rabbit Pirate [Formerly the purple mambo] (Pirate since it’s Pirate Island and he has an eye patch. He was renamed because we wanted every monster to have a unique name. Drop list has been tweaked, good source of gems)

Mambo Rabbit Carrot Lord [Formerly orange mambo] (Hits you with a big carrot, a good bit stronger than his mambo brothers. Drops better as a result)

Doppelganger Boss (His rings/amulet are in the process of a rework. Drops SB Poly more frequently)

Lasta Squad Captains (All of these guys will have updated drops worthy of a miniboss. They will also give a good chunk of XP. This should make them worth killing while you hunt there)

Necromancer (Beefed up version of team caspa, drops a variety of their stuff)

Dark Elder (Now drops enchants and other consumables in addition to his items)

Seer (Lost a lof of junk, gained some better items. rare source for AB, drops Eyes of the Seer [upgraded manaball], and very rare source of COI)

Greater Minotaur (Drops all of the FI stuff, Dark Elf set pieces, and Guarder of Might [WR guarder])

Alter Ego of Hardin (New boss that spawns in the new IT, he’s fairly strong and drops rare spells. Probably the strongest T0 boss)

 

T1: You can expect some enchants every kill. Many of these bosses have a rare chance of dropping a very good item. Most drop doll tokens, all of them drop elixirs at .05%.

Kurtz (Removed junks, lowered blessed scroll drop rate, increased set piece drop rate a bit, drops guarder of might, kxbow, and sword of kurtz)

Baphomet (Lots of junk removed from his drop list, Armor and Staff of Bapho were both reworked a bit. His area is much harder, as all of TI was redesigned in this client)

Beleth (Same as Bapho)

Vampire (Very rare source of COI, also drops Water Cloak and Advance Spirit)

Kapu (Source of rare elf water spells)

Great King Squid [New-ish] (This guy may be relocated to abyss lake. Fairly standard drop list, may drop rare elf or knight skills)

Giant Worm (Enchants, Spells, and Spirit Crystals mostly)

Diamond Golem of Maino Shaman [IGG boss 1] (AB, Kedo, Kclaw, and Destroy are his best drops. His map is a good hunting ground for rough metals)

Ancient Giant (Titan belt, AG ring, and Maphrs Retribution are his best drops)

Barbados (Bori, Advance Spirit, and Shield of Eva [reworked, much better] are his best drops)

White Mane [New werewolf boss on northern TI] (Currently no unique items yet, but still a solid value drop list. Belonged to Gereng before TI was overrun)

Broodmother Araxsis [New spider boss on southern TI] (Similar as White Mane)

Dwalin the Exiled [New dwarf boss on central TI] (Similar to White Mane)

Mork the Mystic [New orc boss on western TI] (Similar to White Mane)

Zombie Lord (Not much change except Guarder of Might was added to his drop list)

Alpha Predator [Still the boss of the Proving Grounds, a level gated zone for 50-60] (Drops a lot of random items rarely)

Death Knight (Armor set now all drops from him, rates adjusted to not be quite as rare. Drop list had a lot of junk removed. Best items are his sword, paagrio’s hatred, edo of Ronde, and COI)

Phoenix (Junks removed, can drop MS, Soul of Flame, Guarder of might, Kxbow, Paag’s Hatred, and unique to PHX a new belt called Ignis Soul Belt)

Cougar (Mostly unchanged)

Aaarrrggg… [Kent Dungeon Boss] (Now drops various mid tier items, many silver items, and a new unique boss tier axe called Infinity Edge)

Spirit [Orc Dungeon Boss 1] (Drop list completely rebuilt. Rare items are Spirit Defender, a weapon that will proc an AC/DR buff, and Shield of Elven Legacy, an extremely powerful elf only shield)

Maino Shaman [IGG boss 2, Savage Lands] (His zone was rebuilt and is now teeming with Mainos.  He is unique in that he drops all the element cloaks, as well as kclaw, titan belt, and AB)

Count Taros [Giran boss 1] (Drops dragon slayers, kedo, shield of eva. Also drops Diamond of Taros, needed to craft the Shiny Ancient Amulet, and Shield of Legend which is an extremely powerful royal only shield)

Mammon [Giran boss 2] (Drops various spells, his best item is the Spell Pouch of the Sage, a powerful belt for mage/illu/elf)

Ice Demon (Staff of Demon, Claw of Hate (reworked), Blade of Revenge are all rare drops, and unique to him he drops the Aqua Soul Belt)

Orcin the Crusher [Orc Dungeon Boss 2] (A giant orc, drops similar to ancient giant)

Giant Ant Queen (No longer drops DK boots. Possibly one of the most rewarding bosses, Drops 5 different items unique to her. Terra soul belt, Sword of The Ancient Elves [Reworked, boss tier sword for fire elves], Bow of the Ancient Elves [Reworked, boss tier non-proc bow for dex elves], Silver and Golden Wing of the Giant Ant Queen. I may relocate the sword/bow to a new boss to spread out these items.)

Mummy Lord (Mostly unchanged, Crown of the Mummy Lord is a powerful royal only helm)

Iris (Drops Chain Sword of Cruel Temptation, a boss tier weapon for Dragon Knights, and Amulet of Iris)

Abyss Master (Meteor, KClaw, Bori, and Soul of Flame are his best items)

Ken Rauhel (Drop list updated a lot. Now has Dragon Slayer, Kedo, Shield of Eva, Titan Belt, and two unique items: Guarder of Physical Perfection and Sword of the True King. Guarder is all classes, sword is Royal only)

Cerenis (Drops many rare spells, including Destroy, as well as COI, plus Spell Blade of the Magi, a powerful mage sword with mana stealing properties)

Supreme Court Justices (These guys are all getting a rework, as the crafting process for Fidelity is being overhauled)

Ice Queen [Strongest T1 boss] (Drops some rare spells, like AB and Destroy. Also drops Shield of Eva and COI. Drops her staff, dress, and sandals. Drops a unique Kiringku called “Kiringku of Silver Ice”)

 

T2: These guys drop a healthy amount of enchants each kill. They drop a lot of mid tier items (Crystal Gloves and such) frequently. Even without a rare drop, these guys should always feel rewarding to kill, but their rare items are all very good, some best in slot. Elixirs here are .1%

Knight Vald (Best items are KV Sword, a knight only boss tier 2hs, and Counter Barrier, plus his charm for 80F)

Demon King [Formerly Demon, Ivory Tower is vastly reworked and much harder] (Staff of Demon, Claw of Hate, Paagrios hatred, COI are his best items)

Chaos (Claw, Cloak, Emblem, Helm, and Finger of Chaos are his unique items. All are bone, safe to +0. Many scale well with over enchanting for the brave souls willing to try)

Lich (Lich robe is his best item, but 90F charm, guarders, COI, and rare spells also drop)

Archon of Souls [New, Boss 1 of undead lvl 60+ zone] (Similar to Lich, except he doesn’t drop Lich Robe. Instead he drops “Tome of Dark Magic” which is an extremely powerful mage/Illu shield)

The Harvester [New, Boss 2 of undead lvl 60+ zone] (Similar to grim. Drops CB and COI)

Grim Reaper (Destroy, COI, BKedo, 100F Charm, plus two unique items, Soul Guarder and Hand of the Reaper)

Kurama [New fox boss in eastern spirit area] (Drops Crown of Vines, a unique Elf/DE dex helmet)

Assassin King Salazar [Lasta Basement Boss] (Drops Belt of Darkness (Reworked/Buffed), COI, and three unique items: Rain of Blades [Boss tier gauntlet], Bloodletter [Knight only boss tier dagger], and Guarder of Assassination)

Dread King Baranka [Lasta 1f Boss] (Drops Claw [Boss tier claw], Helmet, Armor, Gloves, Boots, and Ring of Baranka [1 primary 2DR all classes]. His armors focus on high +str)

Dread Queen Laia [Lasta 2f Boss] (Drops Destroy, COI, as well as Wand, Robe, Necklace, Ring, Tiara, and Glass Slippers of Laia. Wand is a hybrid of Demon staff and Csom (4SP instead of 5, but gives regen). Her items focus on high +SP/Int)

Arcane King Hellvine [Lasta 3f Boss] (Best item is Slave of the Arcane King, a boss tier Kiringku. Other items of his are currently being considered for reworks)

 

Elite T1: A full compliment of enchants guaranteed every kill. These guys will have a variety of items split through their drop lists from bosses in T1, not just the items their counterpart had. All of them have a rare chance to drop endless haste, mana, and lesser healing potions. Elixirs here are .5%

Korgoth, The King’s Knight [Kurtz]

Kathos, The Bull [Maino Shaman]

Scorch [Phoenix]

The Red Queen [Ant Queen]

Amenhotep [Mummy Lord]

The Fallen [Aaarrrggghhh…]

Galahad, The Golden Knight [Count Taros]

Elizabeth Corvantes [Iris]

Vladimir Corvantes [Vampire]

Mab, Queen of Fae [Ice Queen]

 

T3: These are some of our hardest bosses. From here on you will start seeing Mythic/Legendary enchants [work like normal but with slightly higher success rates]. I’m going to stop listing things like Destroy/COI/CB as lots of these guys drop them, instead just listing items that are unique to them. Also, many of these were Karma bosses with key requirements. Those will be removed and there won’t be a buff required to fight them, these bosses are open and available for all. Elixirs here drop at 1%. Titan Souls, a crafting component for Fidelity, start dropping at this level. One thing to note, they do not drop Endless Potions like the elites below them, those are elite only.

Avatar of Death [Formerly Death] (Drops Cloak, Armor, Scale, and Shield of Death. All are safe to +0. Shield is Knight only. Armor is everyone but Mage/Illu. Cloak and Scale are all classes. Cloak specifically scales incredibly well with over enchanting)

Tarak (Taraks Robe, Gloves, Boots, and Cloak. Robe is Mage/Illu only. Boots are Mage/Illu/Elf. Gloves are everyone BUT Mage/Illu. Cloak is all classes. All are safe to +4)

Varlok (His weapon is craftable via his parts, eventually becomes a 2hs with MS effect. Also drops Varloks Blood Colored Cloak, a COI that gives MR and some stun resist)

Yahee (Drops pieces of the Yahee set (.1% each). Alone they do basically nothing, but combined they are the most powerful armor set in the game)

Thebes Horus/Anubis (They drop Belt of Thebes Osiris, ring of Thebes Osiris, and Ring of Thebes Anubis. Belt was buffed considerably for all classes)

 

Elite T2: All of these have a very low chance of dropping a WIDE variety of items from lower tier bosses. The chances are low to compensate for the sheer volume of possibilities. Mythic/Legendary scrolls become more common. Elixirs here are now 2.5%. Endless Healing Potions now drop, and previous endless potions drop more commonly. A unique Genie Lamp also drops at this tier, which summons a vendor to your location who sells supplies (at slightly inflated prices) and buys junk. The vendor disappears after a set amount of time and the item has a cooldown. Extremely useful for people hunting hard to reach places.

The Summoner [Arcane King Hellvine]

The End [Grim Reaper]

Szass Tam [Lich]

Yvonnel [Laia]

Belial [Chaos]

Markov Corvantes [Knight Vald]

 

Dragons: These guys drop all the “boss tier” weapons, split between them. They also drop adena, which no other bosses do, to reflect the dragon’s hoard of wealth.  They drop their “dragon” components, which are needed for crafting a variety of items including Fidelity. Elixirs drop at 5%.

Valakas

Fafurion

Antharas

Lindvior

Fafnir [New, Valley of Dragons lvl 70+ zone boss]

 

Elite T3: These guys drop all the rare items from T2 bosses and stuff from T3 bosses, most of which are at better or similar rates. These guys have drop lists with 90+ items, the vast majority of which are very powerful. They drop hundreds of enchants, multiples of mythic/legendary enchants, and lots of sellable mid grade items. Elixirs now drop at 20%. It takes a lot of work to grind up the shards to summon one of these, and a LOT of effort to kill one. You won’t be killing one of these every day, or even every week. The reward will hopefully reflect the man hours needed to put in to do so. These now drop Endless Greater Healing Potions.

Gilgamesh [Avatar of Death]

Azmodan [Varlok]

Baba Yaga [Yahee]

Karat [Tarak]

 

Elite Dragon: These guys drop T3 items at a good rate. They also drop Fidelity armor pieces, completed Fidelity weapons, and have a VERY low chance to drop “artifact” tier weapons. Those are weapons with extremely unique traits/procs on par with Fidelity. They cannot be obtained any other way. These guys drop regular elixirs 50% of the time, and Eternal Elixirs 5% (huntable in Hellscape at super low rate, no cap on how many you can use, intended for character growth into the ultra extreme late game). We may also make killing these drop some kind of server wide reward, as it will likely take a server wide effort to accomplish.

Ashardalon [Valakas]

Tyrannosaurus Ryu [New Antharas]

Aquanos [New Fafurion]

 

Artifact Weapons: Many feature two different procs that will happen independently.

World Breaker: A 2h Sword with frequent and powerful aoe procs.

Eternity: A 1h Staff with massive +MP, +MPR, and +Wisdom.

Evergrowing Vines: A bow with an aoe entangle proc and a slow proc.

Blade of Divinity: A sword with an extremely high damage destroy proc.

Divine Talons: Claws with 100% crit rate and extremely high +hit. Blind and slow procs.

Silence and Death: Edoryu with extremely high +dex. Procs silence and very short duration paralyze poison.

The Chains That Bind: Chain Sword that procs a Root and Wind Shackle.  Gives very high +HP, +Con, and +Hpr

Hearld of Storms: Kiringku that procs both a Lightning Storm AOE and a Lightning Strike High damage single target that also leaves an MR reducing debuff.

Fidelity weapon are in every way the best weapons in the game in terms of just raw damage output. These weapons are the best weapons in the game in terms of utility. They are unbelievably difficult to obtain and as such are extremely powerful. I don’t expect one to be obtained for at least a few years of the server running.

 

 

So that is all the bosses we currently plan to have at launch. Over time we will probably add more normal bosses and definitely add more elites. Still, it’s quite a large number, 55+ T1/T2/T3/Dragons. T0 bosses will respawn every 30min-2hours. T1 bosses will respawn every 2-8 hours. T2 bosses will respawn every 4-16 hours. T3 bosses will respawn every 6-24 hours. Dragons will respawn every 24-72 hours. The way the new spawning system will work is it will roll a timer for respawn as soon as a boss spawns and start ticking down. If the boss is still up when that timer ends, it queues up a double spawn and waits to roll a new timer until the second one spawns. This system results in the most possible randomness/least predictable spawn. When you kill a boss, assuming no second appears, you don’t know when the one you killed spawned so you have no idea when the timer started. Here are some sample scenarios:

At 1PM a DK spawned. The game rolled a 2hr timer on respawn and started counting. At 2PM, you find the DK and kill it. There is still 1hr left until it respawns. From your perspective, it could be as soon away as 5minute or as long as 8 hours depending on how long ago that DK spawned. You could check for another one at any time and possibly find it. If you waited the 2 hour minimum, that DK would have already been up for 1hr and possibly killed by someone else who didn’t know you had killed one recently.

At 1PM a DK spawned. The game rolled 2 hour on respawn and started counting. At 3PM the DK was still alive, the game queues up a double spawn and waits for the first DK to die. At 4PM you find and kill the DK. The game spawns a new DK and rolls a new timer for 6 hours. You check for doubles, find the new DK and kill it. You now know the next DK will be between 2hrs and 8hrs, but you don’t know exactly when. Still, you know you don’t need to check for at least 2 hours.

While this system makes bosses less predictable, the sheer volume of bosses should make it so boss hunters can still find prey without being able to monopolize a boss’ spawn. We are also considering implementing some sort of server wide notification when particularly powerful bosses are killed, but we will likely wait to do so until Beta when we can get player feedback. If we did, it would likely only be for T3/Dragon. We could implement some sort of 5 minute delay so players are not caught in a dangerous situation, or make it instant to encourage pvp. There could also just be an NPC who you can ask when the last dragon/t3 boss was killed. The idea behind this would be to give everyone a fair playing field to find the next spawn, as these bosses are highly valuable commodities that people will want to monopolize. Leave your thoughts on this in the comments, but remember we are not actually implementing this yet and don’t necessarily plan to unless players want it.

 

Hope you found this post interesting. I plan to start posting more frequently again now that my life is returning to normal.

-Myth

 

 

Comments
How much of an exp bonus will groups have?
Just read a little bit about this, I wouldn't be surprised if they manage to fix the issue and possibly…
Zelgo got shutdown due to duping they cant fix it... No more server launch beta already =(
Emailed
ops sorry i miss understood
I stacked that up against our existing cloaks and made some changes. It will be -2ac safe to 4, All…
Standard cloak of magic resistance is 10MR +2 per enchant.
Myth or Legends, when you get the chance can you send me an email? I have a question for you…
Wanna build on this, it's 3mr per enchant so the MR is definitely good on it. Given the classes that…
+1 every enchant would be a bit unbalanced :p great job guys on setting up this game.…

Project expectations and pseudo deadlines.

This was originally going to be a reply to a post from a user, but I decided it was too long and should be its own post.

I agree a good job isn’t do. We have fallen well behind our internal schedules. We made it a point to never give false expectations. However, there was an insinuated time frame that we are well beyond. While that does suck, the size and scope of the work we took on, really pushed our time frame. We decided early on we would rather it take longer up front and have less issue and not get burn out once we go live. We should not have “teased” about the project until we had a lot more done. But, much like you guys enjoy hearing about what we have in store…hearing you guys have interest help keep us motivated and engaged. So it was as much a teasing tool as a motivation tool. I still feel good about the progress we have made. Life, just gets busy sometimes. Imagine if we would have gone into beta or even early launch and Harvey hit so I was out and down. Etc etc….our goal is to have a borderline autonomous server. To get what we wanted, we had to have great tools for admin purposes and lots of automation setup on the front end. SO much of that work has been done. But most, if not all, of that is something you guys will never really see outside of blog posts. So the 2 years feels like an unbelievable stretch, but it honestly isn’t horrible for what we have accomplished. Myth and I have been discussing an alpha date and what I think is a reasonable goal. At this point, us going into alpha is being completely held up by me. The skill overhaul is a huge bit of code to redo. I am completely reworking how skills work. Both player and monster, proc weapons, world effects, etc. The code for spells and skills is sooooooo massive and branch after branch of “if elseif else then”. The changes I am making will implement a completely database driven system. Allowing for rapid deployment of skill tweaks and balancing. Previously, balancing a skill like Counter Barrier took code changes and lots of restarts and compiles. The new skill code will allow for tweaks to the database and reloads of the skills without even needing a reboot. We can run alpha and make changes on the fly and see their output in real time. While some will see how valuable this is, not everyone can appreciate the time and effort this takes…and that is ok. Its a video game. It isn’t that serious. But we have stated from the get-go, our goal was to be as transparent as possible. I am doing my very best to continue that trend. I hope to have some news for you guys soon, until then I look forward to reading your comments!

 

 

Comments
I normally don't comment, just wanted to say thanks for all the work and effort you guys are putting into…
Im excited to see it work out! most of us have waiting since live NA went down for a good…
Keep up the good work! Making sure things are just right is very much appreciated. I am sure it…
No apology needed. Id say the same thing.
Thanks for the update, sorry to be negative.
Well I can only say that it sounds awesome. Making changes on the fly with no restarts is a dream…

Moved in – Mostly

I am in the new house, about 50% unpacked. PC setup, bed, kitchen etc. I had some things I had to tend to for the insurance policy (limbs, fix fence, etc) that took some time. I should be back working on lineage stuff in the next few weeks once things normalize. Still really hectic surprisingly. So ready for some down time. Will update you all soon.

Comments
Posting a reply as a full post Tyler.
@Ping, First off, we dont "deserve" anything...we dont pay for this...theres been zero expectations set by the GMs...so I get…
GMs are doing a great job. Let's be more supportive.
I'm thinking it will launch the day of my death =( *goes back to chanting PATIENCE PATIENCE*
So, no jokes aside, what are we looking at for a realistic timeline for this server to become a reality?
My wedding is in less than two weeks! It's not been a good few months for lineage productivity for either…

Quick Update

The lease back for the previous owner got pushed back to the end of the month. We move in March 1st. So once I am all moved in and setup I will begin work on things again.

I have been working on the admin tools for Myth when I find time so he can keep adding/modifying/fine tuning etc.

Will post as soon as I am back up and running.

Comments
An optimal dream server takes time t0 get ready. Also remember they work on this in their spare time, and…
Starting to think this whole thing is one elaborate troll lol. Its been two years (Weekly Status Update 5/16/2016) and…
Newer clients have alot of animations but this is very good to have.
99% sure lineage doesnt utilize your GPU lol.
Out of curiosity will you be implementing a swing lag fix server side of will i have to do the…
ok. thank you.
Just so we're clear here, you can run lineage 1 on *almost* any PC since like 2004. I think most…
Im like 99% on board with your comment re: PC Specs. The very small part I disagree with is the…
Yup, I run it on windows 10. My pc is wayyyyyy over powered for lineage. Almost…
Honestly any modern computer would run lineage just fine (probably any modern smart phone could in terms of computing power…

Legends Update

So you all haven’t heard from me in a while. I am currently in the middle of buying a house and moving. So it has been a rough couple of months (anyone who has bought a house, its a pita). We should be closing next Tuesday. Once we are moved and settled in I should have more time to devote to getting the alpha/beta going. Sorry for the late update, life just got busy!

Comments
Learn to read ... he said when he is done moving and settled in he will have time to work…
Alpha/Beta? When?
Would also like to sign up for alpha/beta testing
where do i sign up for alpha and beta?
Sweet. Good to hear the armored polar bears haven't gotten you. Honestly they are just looking for you.…
Yeah sure. Will have to refresh myself but should be able to help you get going.
Woo house buying! I haven't had to deal with it myself, but I know my parents had a ton of…

2018 Update

Hello 2018!

First, thank you to everyone who wished me well. Things are going much better. My car is still being fixed, but we replaced my fiancee’s car and my mother had her surgery which went great. When they did a biopsy of the growth they determined it was “precancerous” and that their initial diagnosis was not accurate. She isn’t fully out of the woods yet, she will need to do a lot of follow up stuff, but it was absolutely the best news we could have gotten.

Anyway, enough about that stuff, this blog is about Lineage! One of the nice things about the skill overhaul taking longer than expected is I have time to work on stuff we didn’t originally plan to include at launch. I’ve spent the past week or so working on another new zone, our 75+ group hunting zone. The plan for this zone is to provide an extremely challenging experience for players who have reached what I would call the “end game”. Here are a few of the key points for the zone:

  • Zone is currently called Hellscape, and it uses the Hell map.
  • Scrolls to hunt there will be very expensive, probably between 2-5 million adena. Monsters there won’t drop adena either. Hunting there is intended to be an adena sink.
  • The zone will be incredibly difficult. Monsters there use many existing boss models (DK, Demon, Varlok, Tarak, Chaos, Ken, Cerenis, Iris, KV, Bapho, Beleth) plus some new ones. They all have thousands of hp, regen health, do significant amounts of damage in single target and AOE, and will have other abilities that make them very dangerous (stuns, debuffs, cancels, teleporting, summoning adds, etc.).
  • I expect hunting there to require balanced, coordinated groups of players who hunt cautiously. You won’t be able to escape, there will be an NPC who will tele you out if you reach them. People will most likely die, especially the first time they go there.
  • The zone will likely have a boss, but he won’t be THAT much more difficult than the other stuff there simply because most monsters there are already very strong. The real difficulty will be finding him and dealing with him and the other monsters already around.
  • Monsters there have very high XP, but not proportional to the difficulty. It’s not really intended to be a zone you hunt to level up, as other places would offer better efficiency. Still you will earn good XP, especially considering the group XP bonuses.

The droplist is what I am currently working on. It’s going to be skewed towards things that have resale value to other players like enchants, dolls, etc and not include stuff that vendors for adena (except maybe consumables for hunting like potions, so players can try to extend their hunt as long as possible). This is because I want this map to pull money out of the economy and to encourage high level players to sell items to lower level players. It will also serve to help lower the cost for low/mid tier items by increasing their availability once the player base gets strong enough to hunt here regularly.

So what’s in it for the high level people taking the risk? Well, they will likely walk away from a hunt with tons of enchants, doll tokens, and many mid tier weapons/armors/rings they can sell or blow up. Many rare boss drops will drop there, but will remain very rare. Still, it’s a good place to farm for boss tier weapons/armor to try to over enchant. Materials needed for the new Fidelity crafting recipe will drop there, so making Fidelity weapons will require either hunting there or buying those mats from a player who does. Some unique items will drop in the zone that won’t be obtainable anywhere else, like best in slot t-shirts. Standard Elixirs will drop there (a reminder that we combined all elixirs into one item, and it is tradeable. The 5 elixir cap still exists), as well as extremely rare different kind of Elixir called an “Eternal Elixir”. This item works just like a normal elixir, except there is no cap for how many you can use.  This gives super late game players a way to still add power to their character (I stress again though, they are going to be extremely rare). Eternal elixirs will not drop from any other source except Elite Dragons. Speaking of Elite Dragons, this zone will also be the only place where Summoning Shards are dropped in their completed form, giving high end pledges a way to farm up shards significantly faster in order to summon high end elites more frequently. For more info on summoning shards, see our older blog post about the concept. It’s my hope that the chance for reward by including so many unique things, as well as a shot at many powerful items, will be enough incentive for players to take on the risk. As with all things, balance is a process so we will need to adjust as we go along.

I really want this to be a fun, challenging, and rewarding place for experienced players to go hunt. In my mind my perfect success would be if the following scenario happened:  You schedule with your pledgemates “hey, 7pm EST on Sunday we are hunting Hellscape, be there and be prepared!” Everyone level 75+ shows up, two balanced parties are formed, and the pledge hunts there together for as long as supplies hold out. It’s intense, you’re constantly focused on healing people who just got stunned, or drawing aggro as the knight tank, or trying to burn down that damn caster monster that just got pulled and is currently spamming destroy on the water elf. In just a few hours you are mentally exhausted from having to focus for so long, and most people are out of magic gems and potions. The hunt is over, but afterwards people immediately turn in the soul shards they earned hunting and pool all their summoning shards. With all the strong members of the pledge on already, it’s the perfect opportunity to try to take down a T3 Elite together. It’s an extremely intense fight, lots of deaths happen, but eventually they bring the boss down. They distribute the loot from the hunt and the boss, to the tune of hundreds of enchants and other valuables. The pledge continues to stockpile mats to make their next fidelity weapon. Maybe a few people get their next elixir, one or two super lucky players gets something like an endless potion or a knight vald sword, or the pledge finally gets a magic lamp so they can hunt even longer next time! They all look forward to doing it again next weekend, and maybe next time they will finally try an elite dragon….

Hope you enjoyed this post and I hope your 2018 is going well!

-Myth

Comments
Any ideas on the alpha yet? you had mentioned it nearly a year ago.
and before someone thinks I do not know this despite playing Dep from the beta to shortly before the end..…
Not a plain old fight at top drake thing, more like a fight at iris or kv thing ... only…
That shard summoning area does indeed sound very much like grief players paradise :P "look I am bored guys, I…
In all honesty, the place I am most concerned about is the small map we have tentatively selected for the…
I am not saying you should change it to a non pvp zone at all.. Dep was PvP whereever and…
No offence taken, I played Dep as well. I totally get where you are coming from and I know there…
No offence to you at all Myth, however serious PvP people would happily pay that amount just to ruin the…
PVP is certainly a possibility, but honestly it's not one I am overly concerned with. I have no intention of…
Like mages running in and canceling like they did during dragonhunts on Dep and the like ...

Brief Update

Happy New Year!

This is going to be a very quick update for me. 2017 ended in similar fashion to the rest of the year, a complete disaster. A week before Christmas my fiancee was in a car wreck. She is ok but her car was totaled. That same day my mother was diagnosed with breast cancer. Two days after that, I was rear ended by a pickup truck on a freeway off ramp. I am ok, but my car was damaged. So mostly I’ve been dealing with getting my car repaired, buying a new car with my fiancee, and helping my mother. I have not touched anything lineage related in about three weeks as a result.

We’ve bought my fiancee a new car, my car is now getting repairs underway (I’m in a rental), and my mother had surgery last Friday. The surgery went well and we will find out more later this week. Hopefully now that things are getting resolved I’ll find some time to get back to working on stuff, although our wedding planning/prep is starting to ramp up and will certainly eat into my free time.

Hope everyone has an amazing 2018!

-Myth

Comments
Glad you all made it to 2018. Let the pking begin! Soon. Hopefully.
just found this blog, excited to see the server come to life
Sorry to hear about that shitty 2017 ending. Hope everything turns out well!
Wish you all the best in 2018!
Best wishes to your mom.
I hope 2018 brings good news to you bro. Happy new year.

AC 101

Today I’ve decided to talk a bit about AC and how it actually works. We recently did a dive through all the hit/ac code and I thought it might be interesting to share.

 

First, a scenario! A level 50 monster takes a swing at a level 50 player (knight, no buffs) with -70ac. Lets walk through what happens.

First, the game asks “Is the player frozen?” If he is, the attack misses

Next, the game asks “Is the monster a summon AND is the player in town?” If both are true, the attack misses

Next, the game asks “Did the player’s doll proc a dodge?” If this is true, the attack misses

At this point, the game decides  the attack occurred in an environment that it can potentially succeed. It sets “hit rate” equal to the monster’s level. In this case, it’s 50.

If it’s a pet it adds bonuses based off pet armor to that “hit rate”, as well as any NPC hit bonuses. In this case, there are none.

Next, it creates an “attacker dice” value by rolling 1-20 and adding it to “hit rate”. This value is what will be compared later to determine if the attack was successful. The game has code that basically says if the monster rolled a 1 it automatically misses, and if it rolled a 20 it automatically hits, both regardless of the target’s AC. It does this by comparing “attacker dice” to “hit rate” (a miss/fumble) and “hit rate +20” (a hit/critical [the code calls it a critical but it is really just a normal hit]) later in the code. This means all players always have at least a 5% base chance to be hit and a 5% base chance to be missed no matter their ac or the monster attacking them. Our monster had a “hit rate” value of 50, so now he has an “attacker dice” between 50-70, but remember if he got a 50 he fumbles and a 70 he criticals.

The game takes that “attacker dice” value and modifies it by the target’s dodge and ndodge (subtracts dodge from “attacker dice”, adds ndodge). Dodge exists basically as two spells, uncanny dodge and mirror image. Both give “+5” dodge. ndodge is negative dodge, and it comes from resist fear. It gives “-5”. These abilities are incredibly powerful, because they impact the value of “attacker dice” BEFORE the game checks if the npc fumbled/critical. This means they influence how often a monster fumbles/criticals before it ever compares to AC (our monster’s 50-70 becomes a 45-65, but is still compared to <=50 or >=70). Uncanny Dodge and Mirror Image are essentially a flat 25% chance to avoid any melee attack, negates any chance the monster had to “critical” avoiding ac, and also provide some influence on attacks that make it to the AC check. On the flip side, Resist Fear does the opposite and makes it so no matter your ac, you will be hit by at least 25% MORE attacks. Since our player is a knight, he has no dodge abilities, so this doesn’t impact it.

Now, the game finally looks at the target’s AC. Everyone has a default “defender dice” value of 10. If your AC is positive (+10-+1, basically naked) it subtracts from 10 to get your “defender dice” value. If your AC is negative, it uses the formula below:

DefenderDice = 10 + _random.nextInt(“Target’s AC”) + 1

This essentially means your “Defender Dice” is between 1o and 1o+your ac. Our scenario, the player has defender dice between 10 and 80.

It’s at this point the game calculates fumble/crit (if the monster got a 50 or a 70), then if it was not either of those, compares “attacker dice” to “defender dice”. Our monster must be between 51-69, while our knight must be between 10-80. If they tied, the attack misses.

As you can see, odds favor the monster hitting. Our knight has about a 23.75% chance to avoid an attack that makes it to the AC check (26.25% overall factoring in crit/fumble) (58% of the time he rolls below the monster’s range and is hit and 12.5% of the time he rolls above the range and is missed.  Of the 22.5% of the time he rolls within that range, he will only be higher roughly 50%, meaning 12.25% of the time he is missed and 12.25% he is hit. These are not exact since it doesn’t factor in ties, but it’s fairly close).

Because AC doesn’t ever increase the lower bound of “defender dice”, you pretty much always have some chance to be hit by any monster above level 10, in addition to the inherent 5% critical chance. All AC does is reduce the chance of being hit, without ever negating it. The higher level a monster is, the better chance it has to hit you. If a monster is 30 levels above your ac, it will always hit you unless it rolls the 5% fumble chance.

Dark Elves and Illusionists are the only classes who can completely negate the “possible crit”. As a result, they are the only classes who could in theory make a level 10 or lower monster miss every time. Their dodge ability not only grants them essentially a 30% chance to avoid any attack (25%+5%), it also makes their AC more effective by lowering the monster’s “attacker dice” before it’s compared to their “defender dice”, essentially giving them 5 more effective AC. A dark elf with uncanny dodge and identical AC to our knight has a 57.5% chance to avoid an attack from the same monster. That is an astonishingly high difference.

Note, all of this only applies to melee. If the target is being hit with a ranged attack, the game does a very easy calculation instead. It rolls between 1-100. If your ER is < the roll you get hit, otherwise you are missed. That’s it. Ranged attacks don’t factor in anything else other that ER (for monsters). This means every point of ER is 1% chance to avoid a ranged attack.

 

I found all of this to be very interesting, hopefully you all do to (and hopefully it’s not too hard to follow)! Add another reason Illu/DE are going to be good!

-Myth

 

 

 

 

Comments
I seriously doubt that you could play 2 chars on the same account.. as for playing 2 chars on the…
So as im dreaming about this game, Im wondering about options to play on multi windows or will i…
Seasons greetings to all ^^
Stevie Nicks says get the server done. Hottest chick ever. I'm going to have to dedicate a song…
So, if I want to improve the general health of my computer and have a much smoother game play, I…
I never had the chance to enjoy the orginal l1, have been playing on some potato private servers tho.…
>Our monster had a “hit rate” value of 50, so now he has an “attacker dice” between 50-70, but remember…
Well all the more reason to do my de + mage combo once again I guess. Worked well before I…
Math. My brain hurts! Neat stuff though. I love seeing this in-depth breakdown.

Crafting Changes and Bow Changes

Another Post!? It’s a Christmas Miracle!

Seriously though I will try to post more frequently. Today I am going to  talk about crafting and about bows. First up, crafting. Crafting in vanilla Lineage is extremely under utilized. It was at one point very significant, but time eroded the value of many craft-able items. Add in the difficulty of accessing crafting NPCs (simply knowing where the hell they are can be a challenge in itself) and you end up with a system really only used for a few choice items. I want to revitalize crafting a bit, and to accomplish it I’ve been working on a number of things I feel will help.

#1: Centralized crafting location. All crafting NPCS will be in Giran Trade Zone. This is so anyone who decides to play can easily find the right crafting NPC. There will be no “elven” specific crafting, all classes will be able to craft everything. Lots of NPCS will likely be eliminated, combining what they crafted into easier to recognize/navigate sources.

#2: Crafting Material overhaul. This is something I have spent a ton of time on, and what I work on a lot in my spare time. Thousands of drops have been tweaked, removed, or added. Many new crafting materials have been created, including things like a new tier of gem above top quality. Working to standardize each tier of gem so that their “rareness” reflected their quality accurately has been a lot of work. Lots of the rough metals now have more drop sources, but will also have more uses.

 [Note: The little 5 and the other number below the “icon” can be ignored, they are only there because I pulled these from the sprite page. They don’t show in game]

#3: More craftable items and improvements to some existing items. Players will have many more craftable items that will be useful for different stages of their progression. A few examples of these are…

*Improved Elemental Cloaks

*New 15% MR rings (Keep in mind MR and Wisdom were rebalanced, this will make the lower MR to Wis benefit easier on melee classes)

*Upgraded Versions of all Ancient Armors, which will all be enchantable (safe +0). Each has unique crafting requirements.

*Upgraded Versions of Ancient Sword/Greatsword. These are enchantable, but stats are more similar to the weapons they are combined with; TSU and DSlayer. These have elemental variants and currently plan to have a “buff” proc.

*A new crafting requirement for Fidelity weapons (still TBD)

*More appropriate “early” tier weapon/armor crafting requirements (TSU and Elven Plate Mail for example)

*A way to craft TOI scrolls

*New Gold, Silver, and Platinum Tipped Arrows!

That last one segways into our next topic, bows. Bows have long been in a very weird place. Because of how “hard skinned” monsters worked, bows traditionally did 50% less damage to pretty much every boss in the game. This, coupled with how absolutely absurd the proc was, resulted in pretty much every elf using a Thebes bow. 95% of a Thebe’s bow damage was done via the proc, which used unique and frankly garbage code (A thebes chaser couldn’t kill anything for example). Elves with thebes bow could compete or even exceed other classes in damage output on bosses, but they HAD to use that bow to do it. We are 100% moving away from this requirement.

To start, we removed “hard skinned” from the game. No weapons will break. Everyone does full damage, even bows. This solves part of the problem, but doesn’t really change the fact that Thebes doing 900 dmg procs is insane and no other weapon can compete. When we finish the skill overhaul and rebuild weapon procs, thebes will end up getting nerfed. It will proc once, for an ok amount of damage, somewhat often. It is intended to be a step between early bows and late game bows, not the end all be all of weapons. It’s possible we will reimplement some sort of “bow wide damage nerf” if we feel it’s necessary. We debated removing the hard skin bow damage reduction for a long time, and ultimately felt it didn’t serve the purpose it once did, especially with how common “unbreakable” weapons became.

Thebes is not the only bow getting reworked, in fact almost all of them are. All “crossbows” will now be 1handed (xbow, ancient bowgun, kaiser xbow, devil’s xbow…). In many cases their damage has been improved, and their +hit has been significantly increased. They will lag behind two handed bows in damage, but allow the use of a shield to compensate. Given more shield options, including a unique powerful boss tier elf only shield, this may be a popular choice. two Handed bows will do more damage on average, and have a variety of options at the top end of the curve to suit different play styles.  Some procs will be Int based (Bow of Cold Mystery, Thebes), others Dex (Longbow of the Moon), and Fidelity will likely be Primary based. Some bows won’t have a proc, and simply will have very high raw damage (Bow of the Ancient Elves, Unannounced Crossbow). All of them will be balanced to do similar DPS overall to their counterparts at high levels, but the distribution of that damage will vary (Burst vs Steady).

Overall, I think Dex elves will be much better than they were previously, especially with improvements to Wind. Int elves will still be strong, but won’t have the insane damage output in PVP Int proc weapons gave them previously. These changes are all things we will look extremely closely at during Beta, and will adjust or revert as necessary. All classes pretty much across the board will be stronger than they were in Vanilla, elves are not alone in this. Also keep in mind there are other changes to skills, both in how they work and their effectiveness, that will factor into overall class strength. I ask everyone not to cry “X is OP!” until we’ve had the chance to have them tested in mass.

To wrap up, those new arrows go in line with the following arrow progression:

Wooden Arrows (6/5)- For Newbs and Poor People, sold in shops practically for free

Mithril Arrows (7/7) – For Newbs and Poor People to kill Undead, sold in shops for very cheap

Oriharukon Arrow (9/9) – Easily crafted using Oriharukon, good for hunting undead

Black Mithril Arrow (10/10) – Standard Arrow for everyone, sold in shops for a modest price

Gold Tip Arrow (10/13) – Crafted using Rough Gold, For killing large bosses or rich people

Silver Tip Arrow (11/11) – Crafted using Rough Silver, For killing undead bosses or rich people

Platinum Tip Arrow (13/10) – Crafted using Rough Platinum – For killing small bosses, PVP, and/or rich people

All arrows have had their weight reduced fairly significantly. Unlimited Quivers will be rebalanced/reworked.

 

That’s all for now. Feel free to leave questions in the comments section, I’ll do my best to answer them.

-Myth

Comments
Will the Logbook mini quest still work? Through it you were able to get a nifty little crossbow called Indiscriminate…
I'm not opposed to the idea of adding more polymorph related items or sets. For the record, Demon, DK, Kurtz,…
The Dragon Knight speed spell "Bloodlust" has had it's effect rolled into our new "Power Potion" which is a universal…
Cool Westknights client is on Github, now if only I knew how to use it lol
How would you guys (Myth and Legends) feel about more polymorph weapons/sets in the game? KoD had a Sniper Set…
There is a weapon with that, it is called Great Sword of Destruction. It is crafted by Joe's Stone Golem…
Go to github.com and search for L1J. You will find lots of open repos with code for various versions. 3.5,…
The bow tweaks are long overdue, if for no other reason than to add variety to a game that seems…
be the time to see*
Glad to have you back at it Legends :) Yes Myth opened the diskussion with his reveal of the changes…

A Wild Update Appears!

Hello!

I has been a while, we’ve been quietly working while dealing with the day to day trials of real life. I figured it was time for an update that included more than just “we are still alive” so… here it is! In this post I’m going to walk you through the process I use to make a new zone. I’m going to include a lot of screenshots of the various tools Legends has helped create to streamline the process. All the tools are online, so I can access them where ever I have time to work!

 

Step #1: Create the core concept behind the zone.

Basically, what is the reason this zone exists? For our example today, I wanted to create an undead focused map for players level 60+ to grind XP. Undead because it ties into the reworked level 50 weapons (all of them are silver now), it’s generally helps favor melee classes, and honestly because I just wanted an undead map.

Step #2: Find sprites for monsters!

I look through the available monster sprites via our catalog to hopefully find working spites that are unused (or at least under used) in the game already. You can see a snippet of the webpage I use below, Sprites 3073, 3083, 3089, and 3092 are all sprites I decided to use for this map. You may notice a lot of sprites look like shadows or just the glowy bits, that’s because the game layers those over the core sprite. This is coded into the client, and can’t be changed. Not all the sprites work, so we use a custom GM command to spawn a test monster with a given sprite #, then play around with them to make sure they can move every direct, cast every direct, and attack every direction.

Step #3: Find an unused map!

This can be one of the more frustrating steps. I use our maps tool to look at all the maps in the game, typically sorting by their internal ID number. The higher number ones are newer, so I start there. I use GM commands in game to tele to each map and check them out. To vet a map requires several things. First, will it even load (some crash immediately). Second, does it feel functional? If you can tele off the map, walk through objects, if the mini map doesn’t work etc. Third, does the spawn table work? To test this I need to add spawns to the map. In cases where it doesn’t they won’t spawn randomly, won’t spawn at all, or spawn “off the map” in dead space. For our map today I chose map 5200. It’s sort of a cross between TOI and IT, you can see it and the map tool below.

Step 4: Make Monsters!

Making monsters is quite easy. I use the save button in the picture below to create a “clone” of an existing monster. This copies all the existing stats of a monster into a new DB entry, giving it a new unique ID. It doesn’t really matter what I start with, but once I make the first monster for a zone I tend to reclone that monster so their stats start similar. In the pictures below you can see the core monster tool page, the “cloned” frog, and then the final product for our “Soulless Lich”. A couple things to note, there are more monster stats than the picture shows, I just didn’t want to try to fit them all in one copy. Also, you may notice the ID’s don’t match, because I cloned the frog for this post after finishing the monsters. On the monster tool page, you may notice tabs indicating tiers of monsters, every monster has a field in the DB where we can set it’s tier for organizational purposes. It makes comparing similar power level bosses much easier. It’s important to note that this step gets revisited a lot, to adjust monster stats. Str, Int, XP, HP, etc all get tweaked a lot throughout the process. Once we reach the end, I’ll hunt the zone and come back and tweak these things about a million times. I do a lot of zone to zone comparisons as well to calculate XP vs HP of monsters vs quality of loot vs ease of hunting vs density of monsters etc. There are a ton of factors to consider and I am certain whenever we go to a beta there will be a ton more tweaks, since I absolutely won’t get everything perfect the first time.

Step 5: Add spawns to the map!

This step is one of the easiest. Going back to the map tool, I select the map and open it’s spawn page (shown below, albeit finished), then select Add spawn. That opens the second page shown below, where I enter the monster I want (it autocompletes based off existing DB monster entries thank god), then choose how it spawns. If I select “Grid”, it will fill in the max X/Y coordinates and spawn randomly across the whole map. Otherwise I need to give it a preselected X/Y and a spawn “Range” for how many cells away from that point it can spawn. Lastly I put in how many I want to spawn. If it works, I try to stick to Grid spawn because it’s much easier, however if I need “areas” of the same map to have different monsters (like new TI) I have to use coordinate spawns with ranges. I gather that data in game using the .loc gm command around places I want certain things to spawn.

Step 6: Monsters need drops!

What good is a monster without drops?! Using the monster tool, I can edit an individual monster’s drop list by clicking the number under the “Drops” column (shown above a few steps). I can add an item individually or open a page that allows me to add them in bulk. The page below shows the item name, the min/max the monster can drop, the chance to drop it, how many other monsters drop that item (Count), and a breakdown that estimates how many minutes of killing a monster it would take to get the item. That last number is mostly there to make sure we don’t make any glaring decimal point errors, it isn’t really used to balance anything since it doesn’t take anything but HP of a monster into account. Our Soulless Lich’ drop list is a work in progress in the picture. He doesn’t drop adena because at this time that zone won’t drop adena. I’ve included another drop list for a special monster, one of our elite dragons, as well… (Disclaimer: also work in progress!)

Step 8: Make a teleport scroll for the new zone!

This one is so simple I’m not including a picture. I create an item similar to how I created the monster, by cloning an existing tele scroll. I change the name, change the x/y/mapid it teles you to, and add it to a shop using a tool similar to how I added drops to a monster.

Step 7: Wait!

We don’t have our skill tool working yet, which would be the final step towards finishing this zone. Once it works, it will be very similar to the drop tool, where we will be able to edit and add a skill to a monster and enter things like power, mana cost, cast frequency, etc. We will also be able to create skills similar to how we create monsters now.  In the mean time here is a picture of the zone we created with monsters in it! I hope you enjoyed reading about this part of the creative process. I enjoy working on this part of the project the most, and I’m excited to share all the content we are creating with you guys some day. Hopefully we can get over our current major hurdle soon, once we do I’m confident we will be able to knock over a lot of subsequent dominoes very quickly. The skill overhaul is just a massive undertaking, touching so many parts of the code, that it’s taking a lot longer than expected. Because of how huge it is, it’s an easy task to burn yourself out on, so taking mental health time is important.

 

Thanks!

-Myth

 

Comments
Really neat to see how this stuff gets made. Can't wait to get my hands on it!
Here's a map for you guys to maybe do a boss zone for. The exact location stuff from my .loc…
Answers: Scroll of Arcane Insight is just Scroll of the New King renamed and tweaked a bit.…
Looks sweet! I do have a few questions on things that I saw in the drop list though (as well…
Ok, ready to log in and test this new zone out. Connector?
This is great stuff Myth :) I surely enjoy reading about it. It kinda ties in with all the custom…