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Thread 1949318

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Anonymous No.1949318 >>1949750
/vm/ Ultima Online Odyssey and EverQuest servers
Despite the last thread getting archived unexpectedly, Frens of Akalabeth hasn't gone anywhere. I didn't put a new thread up right away because I was working on the EQ server and wanted to do a combined thread. It took longer than expected, but as of tonight SoloQuest is up and running.

Frens of Akalabeth (UO)
>Client: https://drive.google.com/file/d/1gXDjk58BMOB3ezZtq5hjQtBNfVFom8cx/view
>Server IP: 31.97.150.34 (set it in either the TazUO or ClassicAssist Launcher)

FoA is my personal fork of Ultima Memento which is a fork of Adventurers of Akalabeth which is a fork of Ruins & Riches which is a fork of UO Odyssey by Djeryv. It's UO remade to be played as a single-player or small group sandbox adventure. This server has been running in one form or another for almost 2 years, although we wiped in March for the switch to Memento as its base. The way I've always described it is a shared single-player experience. My notable changes:
>Boss HP scaling based on number of players and non-summoned followers engaging them.
>Neutral and evil monster races must maintain 2.5k and 5k fame/karma respectively to enter most towns.
>Unlike other trade skills, Alchemy does count toward the skill cap.
>Trade skills that gave a direct combat bonus no longer give that bonus.
>Tracking now gives a percentage weapon and spell damage bonus against the tracked mob equal to 25% of your Tracking skill.
>Town Guards don't instagib and are killable, but they're still really tough.
>Trail Maps reworked to a non-magic recall system.
>Lower Reagent Cost capped at 80%.
>Player corpse bones persist for a year, so other players who come through a dungeon will know you died there months ago.
Anonymous No.1949320
SoloQuest (EQ)
>Client
You'll need to get a copy of the RoF2 client, which is available from a few places. You can even download it directly from Steam using DepotDownloader, as described here https://www.eqemulator.org/forums/showthread.php?t=43742
Once you have the client you'll need to patch the zone files to Omens of War with this https://github.com/Akkadius/eq-expansion-switcher
>Server
Host=login.eqemulator.net:5999 in eqhost.txt
Make a forum account at eqemulator.org. That will be your login account.
Find SoloQuest in the server list and connect.

SoloQuest was designed with the same "shared single-player experience" philosophy. As you can guess by the name, it's EQ re-balanced for solo play. There are a lot of changes and you can read about them all here: https://www.eqemulator.org/index.php?pageid=serverinfo&worldid=4400
Anonymous No.1949594
we're so back
Anonymous No.1949750 >>1949904
>>1949318 (OP)
>>Boss HP scaling based on number of players and non-summoned followers engaging them.
You changed this? Didn't summons used to count?
Anonymous No.1949904 >>1949947
>>1949750
Yes I just changed it. With the rate that summons get dispelled by bosses I think it was unnecessarily punishing to summoners.
Anonymous No.1949947
>>1949904
Here is exactly how the boss scaling works for any new people:
>Most "boss" mobs will now scale their HP to the number of players and active followers engaging them.
>HP is multiplied by the number of players and strength of the followers fighting the mob.
>Each player adds 1 multiplier to the boss' max HP.
>The multiplier added for followers is calculated based on the combat prowess of the pet, ranging from 0 to 4.
>A wolf is rank 0 while a primeval dragon is rank 4.
>Summoned followers do not count for scaling purposes.
>Additional players/followers joining the fight will increase the boss' multiplier, but the multiplier will not decrease until 10 minutes pass from the last scale up. The boss will only scale up again if the rank of its foes exceeds the previous max.
>There is messaging for both scaling up and down so you will know if a mob scales or not.
>This behavior is limited to those unique boss monsters usually tied to quests such as Mangar, Exodus, Banes, Titans, Dracula etc.
>Example: 2 players engage Mangar, 1 player has a pet wyrm (rank 3): Mangar's HP is multiplied by 5. Another player joins the fight and Mangar's max HP is now multiplied by 6 plus he heals the difference between his prior max HP and new max HP. If the players fail to kill him, Mangar does a scale down check 10 minutes from when he scaled up last. If he has 0 or 1 foe at that time his HP returns to its base value.
The main reason for instituting this was that the game was a cakewalk for tamers. This is the only fork of Odyssey that actually addresses how OP tamers are.
Anonymous No.1950881
>Account-based progression system. Use the !prog and !prog track commands in-game.
>Classic: All races and classes available EXCEPT Iksar and Vah Shir. Level 51 cap so you can grind AAs here. Unlock Kunark by killing Nagafen or Vox or Phinigel OR by killing 12 iconic dungeon mobs.
>Kunark: Iksar now available. Level 60 cap. Unlock Velious by killing Trakanon or Venril Sathir OR by completing key quests.
>Velious: Unlock Luclin by killing Dain or King Tormax or Lord Yelinak OR by questing for every Skyshrine or Kael armor piece for your class.
>Luclin: Vah Shir now available. Unlock PoP by killing Emperor Sshraeza or Thought Horror Overfiend or Grieg OR loot all 10 Lucid Shards for the VT key. You have to loot them from a corpse for it to count.
I like the alternate progression options a lot. How hard are those raid mobs in-era solo?
Anonymous No.1951029 >>1951299
Reading around I still don't understand how offline UO works.
What's the most popular version? Is there any way for me to host the server locally on my machine and install additional mods (like SPTarkov)? How can I set this up?
Anonymous No.1951299
>>1951029
I was new to it and it's really cool but later my anti virus said mine had a really badly malwared exe which spooked the living fuck out of me.
wiped it and haven't tried it again but I forgot where I downloaded mine