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A continuation of my old project AlchemyCo, Hellmouth is a new 5095 CoEmu based source now in beta testing.
Beta released! Commands removed Hosting: Powerful VPS (no home host or hamachi bullshit) Client Version: 5095 Source: CoEmu base- Virtually everything modified Current server phase: Beta [Only registered and activated users can see links. Sorry you can't view links because you are not registered. [ Click here to register ]] ![]() ![]() Server Features: *NEW*: Custom Dueling system! 1v1 fb fights Custom met/db bank system Custom auto cp from monsters Friend/enemy/partner system Trade View gears Marriage Lottery Full nobility system Full Guild System: create/ally/enemy Guild war: halos given out/removed/saved via killing pole. NOT through some shitty npc Ninja skills: All except fatal strike and counter kill. Other skills have been nerfed for fairness. Xp skills: working Wep skills: working Website: [Only registered and activated users can see links. Sorry you can't view links because you are not registered. [ Click here to register ]] Forum: [Only registered and activated users can see links. Sorry you can't view links because you are not registered. [ Click here to register ]] Register [Only registered and activated users can see links. Sorry you can't view links because you are not registered. [ Click here to register ]] Last edited by Atlantis254; 03-02-2010 at 07:33 AM. |
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thnx for linkback enjoy & Wish you all the best & luck
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================================== ![]() 1 :- Don't double post a new thread 2 :- Dont beg for anything 3 :- Do not advertise for another website , or you will be banned ! 4 :- Dont bind bots with keyloggers or backdoors , or you will be banned ! 5 :- Dont use bad words , racist remarks.. Enjoy our 4botters... |
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<Mini update> Encryption changed as an anti proxy measure. Old jump added (may be switching back, it was just to get players input on the matter) All monster spawns temporarily removed. Starting tomorrow we will be re-adding spawns one at a time so there are no large fields of mobs all packed together causing problems and lag. Significant progress in dynamic map system (for houses but mostly for version 2 of the dueling system) Significant progress in guild points system (variable points for winner, ally, enemy and neutral guilds) Chatbox added to the website. Couple new npcs soon to be added including house creation npcs and size/gender changing npc About to remove bug where males could eq female only garments (simple fix, just had to take the time to code it) Updated server rank after 1 week online: 66 This is before even implementing voting rewards or ingame dialogue to open page which will be added soon/in beta |
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Nice and good luck on pserver
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I am new moderator for Conquer Private Servers section and Conquer Private Severs' Advertising If you do not have link back i will close your thread If u dont have working link i will close your thread So make sure u get a linkback and working link Signed by |
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Progress has started up again now that I've finally finished all my midterm assignments.
Updates: 20/2/10 Fan/tower re-calculated: Fixed all known bugs with the calculations including... -Glory gems now work properly in towers -Stats calculate properly as you add/remove them (they were stacking for a while lol) -Revamped tower defense to be slightly larger than fan. This will balance gameplay when we go beta. -Tested calculations for quality, gems and plus. All are working properly. Guild war Mini revamp: -Guild gates no longer heal every time you open/close them. -Gates that have been destroyed cannot be closed until the pole changes hands (it will close but has 0 hp) Fixed buggy guild deletion: -Guilds delete properly now Note: you may need to relog. I'll fix that part later though. Lotto revamp: -Balanced out the chances of +'s (no longer same chance to get a +8 as it is to get a +1) -Fixed prize broadcast msgs -Added chance to win blessed items (1,3,5) -Lowered chance of sockets -Lowered chance to get dbs -Raised chance to win items (chance of winning nothing is lower now) -Gave armors/headgear a random color when won from lotto Removed unwanted npcs from market Adjusted composition costs (past +9) Adjusted login server Added voting system on login -Currently voting will cause it not to pop up for that character for 12 hours. I may convert it to an ip check to reduce annoyance on alt chars... depends how lazy I am though. -Added small reward for voting (50 guild points) Removed Nado lockon Single target spells will no longer auto target characters. In summary: Pvp has been completely 'revamped' in that there are FAR less damage calculation bugs that were pissing people off. No more 2k+ zaps from trojans, stuff is balanced now. Please report any bugs on the form and please try to be active. I will be doing a MASSIVE amount of work on the server over the next week as we rev up for the beta release. We still need staff, we still need volunteers, we still need testers. To those who have been helping, great job. To those who haven't... you'll be missing out ^^ |
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Updates for 21/2/10:
Metzone Coded: -Drops fully working (2x met/db drop rate, NO items drop there) -Spawns finished -Npcs implimented Dis City Re-coded: Spawns for level 1,2,3 added -Soul stones drop -Npc to go Level 1-2 coded -Varying kills req for diff classes implimented -Kills counted for level 2 properly -System msg telling you when you have enough (+ a readout as you gain kills) -Npc to go level 2-3 coded -Level 3 mob drops coded (night devil drops properly) -Counter for level 3 mobs added, teleports all players from map to final stage when enough GLOBAL monsters have been killed (counts total kills on map, not player kills) All that is needed now for Dis city is the final level to be coded + modify the start/end time code. Modified attack calculation: -Changed monster info so that it has a level damage multiplier bool. * This means monsters can be set to NOT take bonus dmg from high lvls. This has been applied to metzone and dis city monsters. * Other minor fixes. -Made the variable cp drop rate lower, it was too high. -Made variable Cp drop rate effected by vip level (vips get more cps from mobs. Not higher rate though) -Made /item cmd give max of +8 (to force testing of composition features mostly) -Made /item cmd give NO blessed items (to force using server features and some hunting) -Wiped item database (quick fix for items having these high +'s and bless values -Twitter Page Created: Will be used to post updates as new server features are added. If you are wanting to play the server, it will give you the most up to date info. [Only registered and activated users can see links. Sorry you can't view links because you are not registered. [ Click here to register ]] |
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Last edited by eddie; 02-24-2010 at 09:42 PM. |
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So I've been busy so far today due to lack of sleep I've gotten lot done.
Updates 26/2/10: Coded Counter kill: Fully working, just need to add the attack effect (shows activate/de-activate and hit effect and calculates damage/cooldown/activation rate properly!) Fixed Vortex: Spin effect shows properly now, adjusted attack rate also. Coded new TOS page: Will implement when server goes beta. Need a gfx designer to fix it up cause I suck w/ photoshop. Fixed exp balls: Re-added them to server Fixed Quiz show: exp award given out per question now. Fixed attack bugs that were causing game server issues: Damn unhanded exceptions xD Added potion cooldown: Removes the ability to spam potions, also fixes any auto potter hacks Added skill cooldown: Makes spamming spells less effective and removes any hacks that would boost attack rate seeing as it's a server side check Added boosted cooldown to TFB: Can only be used once per second now, removes ability for ninjas to spam tfb hits. Re-Coded birth village npcs: Gives exp/level/prof/items properly Made so free items can not be used in composition: Other minor bug/npc fixes. I'm gonna be coding alot more today though so I'll update this as I go. GOING BETA ON MONDAY! BE READY! Keep in mind, I will be transferring over guild points to the new characters so doing pvp/guild war now will help you out with your new beta characters! Screenshots: CounterKill: ![]() ![]() TOS website. <Note> No graphics are done for it... I'm shit with photoshop so I just did what I could with it temporarily. Still was interesting to go back into html... I haven't done fully custom websites in soooo long :S ![]() Vortex: Some minor bugs with it still but it works nicely ![]() Dis level 3 complete w/ mob counter ![]() Bit of fun we had on last level of dis xD Notice guild points system ![]() Chase the item event we had lastnight
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Bunch of stuff updated. I'll see what I can remember though
1.3.10 Updates Updated Lotto: -Changed lotto reward strings to properly return + value, bless value, enchant value and sockets -Changed lotto rates -Added chance to win gems (norm/ref/super of all gem types) Added basic quest: Bandits -Hunt bandits for a chance to get PkToken (goes right into inventory and gives a msg in top left corner) -Turn the token in to the monster hunt npc in twin city (beside conductress) -Choice of either guarenteed gold or a random reward -100k gold guaranteed reward Or: -Exp reward, cp reward, met reward or nothing Coded Moon boxes: -1-3 random items with random stats/sockets (similar to lotto but much better socket rate) Modified Login packet handling Modified Monster spawn, movement and attack Modified nobility: -Ranks now calculate properly (those with under 'minimum contribution' can still get ranked positions on chart) Modified Gold Drops: -Increased gold drops (larger per pile) -Reduced dispose time (disappears quickly so as not to clog screen) -Reduced pile counts (1 mob doesn't drop more than 1 pile as often) Modified Met Drops: -Lowered met drop rate... they were stupidly high to the point where people were not even looting them Modified TC socket rate: -Single socket rates were far too high from mets. They are sorted out now. Made katanas upgradable in tc. |
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