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 Post subject: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Sun Jan 14, 2024 1:23 pm 
Vagabond
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Joined: Sun Apr 10, 2022 7:31 pm
Posts: 13
The server is based on Interlude (java emulator, not so bad), to play on it you need the Lineage 2 Interlude game client + server patch.



There are no shadow weapons and armor, no newbie weapons, reduced number of teleports (closer to the first chronicles).
There are shots for newbies and a quest to get additional shots.

EXP and SP
This is a server for casual gaming without having to devote thousands of hours to it.
In order to make the game comfortable at every character level and at the same time ensure pleasure at low levels, I made changes to the mechanics of EXP and SP points received.
The method of gaining exp and sp that the player gains is different from the classic Interlude, it is provided by a passive skill, the level of which increases for every 2 levels obtained by the player.
This skill multiplies the level of experience received. Every skill level the multiplier changes by approximately + x0.2. It grows non-arithmetically.
And so we start from level 1 of the character with a x2 multiplier and end at level 79-80 with x10.

Adena, drop and spoil
Adena's drop multiplier is FIXED at x4. In this way, up to approximately lvl 40, the player receives more adena than would be proportional to the retail server settings.
And above this level, less.
Additionally, there is an increased reward for completing the quest in Gludin Vanquish Remnaints, which comes from NPC Leopold.
During the server alpha, one of the players tested the amount of adena received up to lvl 40 and there is more of it than on Interlude. Up to lvl 40 the player will have an easier time.
It should be enough for C grade, B grade items are already crafted and you can't buy them for adena from NPCs.
There is an idea for an additional adena drop cap from lvl 65 mobs. This means that above this level, Adena's drop will no longer increase. But I'm still considering how to implement it.

What else?
The operation of skills has not been changed. However, to balance the game, some skills were added to some weaker classes or their level was increased.
The balance problem in Chronicles (the first parts of L2) is the advantage of mages over other classes.
For example, all tanks received one additional level of the Deflect Arrow skill. It is not aimed at mages, but against archers who received a boost through other modifications, but more on that below.
Deflect Arrow lvl 5 Test
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Potion Maker
Some mobs on the server drop new items - Heal herbs and Mahum spice.
The first ones are used to make all kinds of heal potions, the second ones are Greater Swift and Battle Swift potions (new on the server) and Greater Acumen lvl3 (this is not new).
Battle Swift works like Great Swift potion, only it has increased effect - it increases Atk Speed by 42% (Great Swift by 33%). And its effect is shorter - only 10 minutes instead of 20 minutes.
Heal herbs are dropped by mobs near water reservoirs and generally "green" areas - Fields Of Silence, Enchanted Valley, Swamps Crumy, etc.
Mahum spiece - mobs with "Mahum" in their name, especially Mahums from the Outlaw Forest, drop
There are two NPCs to convert this drop into potions - one is in Giran, the other in Ivory Tower, they work alternately: the one from Giran works during the day, the one in Ivory Tower at night.
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There is only one trick - they handle player characters based on their class and level.
Three levels of availability of processing into potions:
1. general, available to everyone. Can make potions commonly available in other NPC's shops.
2. for the healer class from lvl 40 and after 2 professions - additional potions are available such as the top heal potion (Greater and Quick) and Greater Swift
3. for the healer class from lvl 61 - Battle Swift potion and Greater Acumen are available

The healer class is Bishop, SE, EE and OL.

New armor
Added 2 types of armor. These are top S grade, slightly better than imperial/draconic/major
Armors are craftable and the parts/recipes/materials needed to craft them are difficult to obtain.
Mostly drop/spoil from mobs in new locations.
ImageImage

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New locations.
Two new locations are introduced in the game.

1. Northerend
Across the sea north of Dwarfen Village. A very difficult location with a dangerous zone and tough mobs.
You can only get there by ship from the new harbor and you cannot buy a ticket for this ship, you have to complete a quest. Simple but necessary.
You will receive your return ticket at the end of the mission on the other side of the sea.
ImageImageImageImage


2. Badlands
Across the sea south of Gludio. You can get there using a special teleporter, but there is a trick here too.
The teleport is hidden in a fortress defended by high-end aggressive mobs. To prevent them from spreading throughout the kingdom of Aden, the mobs are locked in this fortress and guarded by guards.
You can only pass in a large and strong party.
And the Badlands location itself is hell on earth.
ImageImageImageImage



In both locations, mobs drop and you can find new materials/parts/recipes for crafting new armor.


Clan Halls
All clan halls do not have modified auction sales prices, they are the same as in retail.
The rent is increased - x2
Additionally, if the clan leader stops logging in for more than 1 month, the clan loses CH, regardless of the amount of adena in CWH

Added 13 additional A grade clan halls.
The new clan halls are located in Oren, Heine and Hunters Village.
Only one functionality will be missing - decor
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7s
There are no changes in retail terms, but there is an additional feature.
There will be an additional NPC available at all times, outside of 7s cycles (but available from the start of 7s cycles, not earlier) offering the same goods and services as both Mammons. However, the price for goods/services will be correspondingly higher.
The cycle is scheduled to start if the first castle is not captured one month after the server starts.
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Offline shops
Offline shop allowed 1 pc.
Offline craft - will not be available.
Cutting off all discussions, I saw what offline crafting looks like in practice: players make a crafter, place it offline and once a week they come from offline characters to collect adena.
This is contrary to the idea of early parts of Lineage 2 (chronicles), where the player should not earn money while offline. The case of a shop is specific because it is a one-time profit for sold items, not a continuous income for selling a service.
This discourages other players from crafting characters - there is simply too much competition.

I reserve the right to modify these settings, add new features to the game (there are plans) and rebalance the game.
The remaining server parameters are the same as in retail.


Game accounts are not created automatically, there is a proprietary, simple ACP for this purpose, and from there you will be able to create game accounts and, if necessary, change their password.


There will be additional NPCs in the beta to help players:
1. Level Manager, where you can set your character's level
2. Buffer - standard buffs but with a duration of 1 hour
3. Shop with armor and weapons, jewelry, etc.
4. Shop with quest items and currencies
5. Class manager for class choice

Each new character in the beta will have 2kkk adena in their backpack
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Finally, a screenshot from a location that will be added to the game later, with a new RB (on the right :wink: )
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I know I haven't described everything, this is a general outline of the server, the specifics described have already been done.
There are a few surprises that diversify the game, but more on that later


Last edited by Quark on Mon Jan 15, 2024 5:39 pm, edited 1 time in total.

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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Mon Jan 15, 2024 12:53 am 
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looks very interesting and fresh
i hope u have great success at start
will there be any limitaiton on number of boxes per hwid/ip?


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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Mon Jan 15, 2024 5:34 pm 
Vagabond
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Joined: Sun Apr 10, 2022 7:31 pm
Posts: 13
GoDs3nD wrote:
looks very interesting and fresh
i hope u have great success at start
will there be any limitaiton on number of boxes per hwid/ip?


Thank You.

There is The Great Debate about Multibox.

For now we decided:
1 main + 1 support + 1 shop offline

but it is NOT the final decision

Some guys want only 1 main + 1shop offline
Some suggest rework CH and set all to A grade for buffs
Some.... and so on


I don't expect many players, but I want to make an old-cronicle server, maybe there will be people interested and willing to try their hand at it.
It's more interesting to have something new in the game.
And since the game is 20 years old, I want players to have it a little easier.


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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Wed Jan 17, 2024 3:28 pm 
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Joined: Sun Mar 02, 2008 4:40 pm
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yeah definitely no point to go "hardcore" because as promising as it sounds its a custom or "exotic" server with content exploration and iterative changes

1+1 sounds great
fingers crossed for you


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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Tue Jan 23, 2024 10:55 pm 
Vagabond
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Joined: Sun Apr 10, 2022 7:31 pm
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Server page - you will find information there on how to play on the server:



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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Mon Feb 05, 2024 12:13 pm 
Vagabond
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Joined: Sun Apr 10, 2022 7:31 pm
Posts: 13
Updated link to discord:
https://discord.gg/6qPKXgh5TF


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 Post subject: Re: Badlands - beta test 20.01.2024 (Interlude)
PostPosted: Thu Feb 15, 2024 10:58 pm 
Vagabond
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Joined: Sun Apr 10, 2022 7:31 pm
Posts: 13
Quark wrote:
Updated link to discord:
https://discord.gg/6qPKXgh5TF


and again:
https://discord.gg/WR42qfH5

i'm doing something wrong? Every time Discord set my invitation link expire, no matter checked option "Set this link to never expired"


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