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Make weekly reset handling timestamp-based and persistent, and apply related cleanup and fixes. - Bump software version to 4.1.8 - Fix INSERT query to explicitly list columns in server_config. - Move parseDayOfWeek to utils and expose it via header. - Rework IOWeeklyTasks startup logic to use weekly reset timestamps, persist last processed reset in DB (weekly_tasks_last_reset_timestamp), avoid double-processing, and mark players when a reset boundary is crossed. Add WEEK_SECONDS and config key constant and include DatabaseManager where needed. - Adjust logging levels/messages in IOWeeklyTasks for clarity. These changes ensure reliable weekly reset processing across restarts and improve SQL correctness and logging.
Introduce numerous monster definitions and boss entries for the Newhaven and Winter 2025 updates (e.g. Muglex Clan Chief, The Corruptor, Corrupted Ghost/Skeleton, Bone Bear and multiple bosses). Add several monster spell scripts and ability handlers. Update world registration files (world-monster.xml, world-npc.xml) and the compressed world archive (world.7z) to include the new content.
Insert npcType:addDialogOptions calls across many NPC files in data-crystal/ and data-global/ to enable interactive icons in the NPC conversation window (common options include "trade" and "bye", with some NPCs using "passage" and the Hireling using "deposit all", "withdraw", "balance"). The calls are added just before npcType:register to expose these actions to players.
Adds a collection of Newhaven area scripts (movement step-ins, vocation selection, tutorials, death/login handling, door use and a custom loot drop for 'The Corruptor') and enables ambient zone sound handling with period updates. Updates bone_bear monster stats (health set to 600). Extends monster type flags (canWalk, canTarget) in the registration library and exposes related fields in MonsterType. Implements Monster::canWalk/canTarget, pathfinding/walkTo behavior and doWalkTo handling in the C++ monster code, and exposes monster:walkTo and monsterType:canWalk/canTarget to Lua. Also updates ProtocolGame to handle bounty/task-related client options and adds per-player task icons for monsters. These changes enable configurable monster movement/targeting, new area content, ambient audio, and bounty-related UI cues.
… type with wide type in loop condition' Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition' Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition' Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition' Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition' Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
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https://www.youtube.com/watch?v=2w4J9xobqnA soul seals is working on soul pit? |
Replace uint8_t loop counters with size_t and clamp vector sizes using std::min to avoid overflow/crashes. Cap creature icons to 3 and distanceAccuracy to uint8_t max, and add explicit static_cast<uint8_t> when writing counts/indices to the message to ensure correct serialization and type safety.
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NPC'S aren't selling the bounty talisman to do bounty task. |
Update based on npc list from https://www.tibiawiki.com.br/wiki/Bounty_Talisman
Updated npcs with bounty talisman |
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When a player dies after reaching level 8 in Newhaven, they are returned to Dawnport, even after choosing a vocation, they still lack the items needed to fight in Newhaven. |
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Hi, I noticed an issue with the new weapon attack effects (304–309). The animation direction does not adapt to the attacker/target orientation. Instead, the effect appears to be anchored to fixed world map coordinates, so the weapon swing stays in the same orientation regardless of player direction or target position. From testing, these effects render, but they behave like static map effects rather than directional weapon attack animations. Is support for weapon attack effects 304–309 still incomplete in the current protocol implementation? edit: I found an issue with offline training via bed. The modal window opens correctly and allows selecting a skill, but pressing Okay does nothing — offline training doesn’t start and the character remains online. From what I checked, Game::playerStartOfflineTraining() already exists, but it seems it is never called from Game::playerAnswerModalWindow(). The modal response is handled generically, but there is no specific handling for the offline training modal. |
offline training fixed |
Updated map with Targuna and fix an issue with weakly tasks Please download latedt map
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I tested it, but the issue is still there. The weapon swing effect always comes from the same direction, regardless of where my character is positioned relative to the target. The effect renders, but the directional frame does not adapt to the attacker/target orientation. |




This update contains the new game protocol 15.24
Note: Need to update new map, monsters and npcs in future
New Hunts (Need map update)
NOTE:
Downlaod Client
Client 15.24