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Update: Test Server Updates [Jan-31]
Everyone,
I apologize in advance for the long post of updates. Over the past month and a bit, we've been working on the largest update (Milestone 1) that L1Justice will likely ever see at once. This update was a complete rewrite of the network code intended to increase the performance significantly, and early results show it has eliminated swing lag as far as Taiwan. This update required a long development time, and testing because it was literally over 10,000 lines of code changed across over 750 files with more than 250 hours of development time. As you can likely guess, this update had us much more nervous as it required a bulk update, all or nothing. Going forward, now that the rewrite is complete, we will be back to smaller more frequent content updates; the network code rewrite sets the required foundation for further development.
The changes are on the Test Server as of this moment. The test server was reset with a backup of Live to properly test, and validate there are no unforeseen issues. This is where everyone comes in, to get this update live faster, we will need your help. We will need you to get on Test, play with things, try to break things, and possibly participate in a siege that is currently happening every 1/2 hour for 30 minutes. More details are below. Our plan is to move this update to live as fast as possible, should there be no major issues reported, we can handle minor things once live.
Please keep us informed via Private Message on Discord, or by replying to this thread of any strange or unexpected behaviors from test. It is very important that people accurately report the details of what they experience out of the norm before this goes live.
Core Server Updates:- Updated the Core Network code to Java NIO - this was an extensive overhaul and likely one of the best server performance increases we will see, bringing the Lineage source code from 2010 to 2019.
- Updated the code responsible for generating Random numbers to ThreadLocalRandom which is much faster, and much more random when used by multiple threads.
- Migrated the server from BoneCP (deprecated and outdated) to HikariCP for database connectivity which should yield better performance.
- Added a ban notification when logging in, should you find yourself banned.
- Removed some erroneous Thread.Sleeps() that could cause Thread Locks and performance issues.
- The Core Updates should eliminate issues with "Thread Locks" that would cause some isolated Lag Spikes and D/Cs.
Bug Fixes- Teleport Amulets will now cancel absolute barrier.
- Added a proper delay to -warp so it doesn't lock your character up, however some actions like attacking are disabled when warping (including double warping).
- Summons can no longer hit karma bosses, unless the master has the buff.
- Ebony Wands no longer hit karma bosses, unless the player has the buff.
- Fixed the name of Roasted Spider Leg Skewer so they can be hotkeyed again.
- Attempting to fix the glitch caused by walking out of stun - it will now reset your position when stunned and prevent further action.
- Attempting to fix the Illusion Stun (Bone Break) glitch where it would cause the screen to go black / crash.
- Deaths while teleporting, and/or dying in town should now be extremely rare if not non-existent.
- Escaping to town immobilized by venzing during a PVP action such as being Stunned or Fogged while teleporting should now be extremely rare, if not fixed entirely.
- Fixed a bug that would cause characters MP to go below 1 on de-level, and crash them.
- Some really long NPC names cause the client to crash. Specifically, the "Kent Mercenary Squad" would cause the text issue near the gate. We've removed the text from the mercenary squads in the castles, to avoid this. This is a client-side bug, and setting "Show NPC Names: Off" in the System Settings when not needed will help prevent some erroneous d/cs in rare cases.
- Fixed a very old d/c bug that was caused by doors / entryways. Player should see less disconnects overall, especially from doors (no more getting d/c's from doors, yay!). We are debugging, and looking into other causes as well.
- Fixed map boundary issue that would allow players to occasionally teleport outside of the Aden map.
- Fixed the situation caused by standing in "bugged cells" where you can't hit, or get hit from certain directions.
- Fixed monsters stacking on the same cell as you when standing on the "bugged cells".
- Fixed a bug that allowed monsters to walk through, and get stuck in a wall.
- Doors should now be properly impassable when closed to monsters and NPCs.
- Players that are Pink from combat will now properly appear pink when they enter your screen, reload or teleport! Players flagged for PVP should now always appear pink on your screen.
Class Changes and Weapon Updates- Slightly increased the Proc rate of Spear of Intense Winter to make it a viable option when comparing to Wind Axe.
- Increased the damage for Staff of Baphomet to start the process of weapon balancing.
- Updated Storm Shot to match the client with +3Hit, +6Dmg.
- Reverted changes to Counter Barrier, source material shows it should be (Large Damage + Hit Modifier + Enchant) x2.
- Illusionist: Bone Break no longer ignores Counter Magic.
- Dragon Knight: Foe Slayer now acts similar to Triple Arrow and doesn't remove Erase.
- Added an AOE Proc to Ronde Edo. It will proc at 15% doing damage to 8 monsters within 2 cells of the target. This AOE only works for PVE and scales the damage by 10% for every over enchant up to a maximum of 50%.
Game Play & Quality of Life Updates- Removed all the bugged cells from some maps, such as Giran Prison Floors 1-4. I will be working on removing all bugged cells from all maps going forward, which is the first step to improve NPC Pathing ability.
- Updated and improved Line Of Sight (LoS) code to hopefully eliminate or significantly reduce some of the LoS issues from casting spells or using the bow to attack. Please keep us updated on any unforeseen issues that may arise from this.
- Improved teleporting again, there is no longer a requirement for a second packet from the client which eliminates deaths after venzing, and delayed venzing.
- Attackers/Chao Makers below the PVP Points level (Currently 60) who are not flagged for PVP can no longer be killed by CB. Similar to anti-chao making with counter detect, Counter Barrier will only bring the attackers HP to 1.
- Extended the PVP area of the Siege zones past the flags. The area outside the flags, will not count as siege kills, however if a clan participating in the siege (must be declared against the current castle owners) kills a player within the extended area will not go Chaotic or receive a PK point.
- Floating Eye Meat & Blinding Potion now works as intended to see the illuminations of Invisible players. This can be used as a check and balance to COI ganks while hunting and leveling.
- Reduced the party refresh (and member location) from 25 seconds to 5 seconds.
- Restarting in the Sanctuary of Evil Tarak will bring you to Oren.
- Restarting in ToS (Yahee, Death, Chaos) will bring you to Oren.
- Restarting at Giant Ant Queen will bring you to Windawood.
Content Updates - New Siege- Snapper, the Slot Expansion Expert has been added to Oren Town for expanding your ring slots. Once you are level 76, you can purchase the slot expansion to wear a 3rd ring.
- New Siege Mechanic has been added that provides for a point based system to foster more PVP and action. Pledges must now fight to take, and hold the castle while still allowing pledges a significant amount of points by stealing the castle at end.
- Removed Kent GateKeepers as guards, they will no longer engage in PVP and cant be killed.
- Set respawn delay of Kent Court Guards to 3 minutes to give a more live like feeling,
Anti-Cheating Updates- We've updated our scripts that monitor for cheating to further expand our detection capabilities. We've added more logging to help us detect, and investigate reports. When making a claim, please -report the player and monitor for the activity again. When you report someone, it will log all their packets for 30 mins. You will need to message a GM with the approximate time of the incident, and what to look for.. otherwise we are just looking at a massive dump of data!
- Improved walk-through walls prevention and detection have been added. This will prevent and/or log wall-hacking. If you are caught in the logs, you risk being Jailed and banned for the infractions.
- Added in security measures that prevent players from doing ANY action whileimmobilized (stunned, fogged, ect). This stops auto-pot programs from allowing players to heal during stuns, ect.
We look forward to having this live soon!
GM Charles - Global Admin & Developer - Server / Website
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Re: Update: Test Server Updates [Jan-31]
Woah! That's a lot of updates @.@ and a lot of improvements! I hope the implementation will go smoothly and you don't get too many errors.
Thanks for the hard work!
Rudy | Sentinel | Consular
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Re: Update: Test Server Updates [Jan-31]
While I'm happy all the time you guys spending, are you going to give royal a true over haul and add weapon choices for them that doesn't limit them to a junk spear and ori dagger? Right now most decent swords are knight only and craft weapons are tough to gather since its weak class.
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Re: Update: Test Server Updates [Jan-31]
So far, networking feels great. Pathfinding is a huge improvement; SKT4 isn't a shitshow anymore.
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Re: Update: Test Server Updates [Jan-31]
HellStinger - Yes, this update is a huge Milestone for us that enables us to focus now on class balancing, weapon additions, ect. Princes will be getting some love, I promise you. Currently, prince can use sword of silence, kurtz sword and the Frozen Spear was recently buffed to match Wind axe.
Slitsu - Thank you for testing! The pathing will continue to improve as i fix the broken cells even more! Appreciate the testing.
GM Charles - Global Admin & Developer - Server / Website
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Re: Update: Test Server Updates [Jan-31]
As a web developer, I truly appreciate your efforts on this! Really impressed with the quality of updates, specific descriptions and attention to detail. It's awesome to have a community so dedicated to keeping this legendary game alive in NA.
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Re: Update: Test Server Updates [Jan-31]
Looking foward to this massive update, great work Charles !
^_^ nerddog
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Re: Update: Test Server Updates [Jan-31]
Playing from Hong Kong,
I can notice the connection improvements in terms of my character attacking animation. Much smoother, so I suppose that's the swing lag having been largely eliminated.
cool! Hoping for a prompt implementation to live =)
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Re: Update: Test Server Updates [Jan-31]
WIMdowz, the swing lag will get even better down the road as I continue to work on rewriting old code, and making performance improvements.
GM Charles - Global Admin & Developer - Server / Website
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Re: Update: Test Server Updates [Jan-31]
The swing lag fix is great, playing from the middle east i couldn't play knight but now on test I can see little to no swing lag at all
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Re: Update: Test Server Updates [Jan-31]
Not had a chance to try Test Server yet but does this swing lag fix also address the pot delay issue? I’m playing from Europe and have no swing issue on live server (as far as I can tell) but I notice the delay in using potions. Sometimes it can be up to 2-3 seconds before I can pump another potion. I know Smitty swing lag fix addressed this but had crashing issues.
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Re: Update: Test Server Updates [Jan-31]
Neptune,
The test has server has been up for 3+ weeks with the swing lag fix. It should make potting much better, if not I can significantly improve that next. Please, give it a try and let me know?
GM Charles - Global Admin & Developer - Server / Website
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Re: Update: Test Server Updates [Jan-31]
Tested test server seems like still pot delay there.
I just tried to test wtfast here which file sends/receives packets here its not working with S3EP.bin or S3EP1U.bin.
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Re: Update: Test Server Updates [Jan-31]
Definitely experiencing pot delay
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Re: Update: Test Server Updates [Jan-31]
I will work on Pot Delay next, never thought to look into that. To be honest, players using the Pyros Swing Lag Fix / Leatrix may actually make things SLOWER now. With the code improvements we've done, the added time for Leatrix actually increases the packet time slightly.. which could be the cause of your pot delay. Can you try disabling it, restarting and seeing if it still exists?
I will do some tests myself, but have found disabling it has helped players from TW.
For those that want to use wtfast you need to target TW13032701.bin with this new client.
GM Charles - Global Admin & Developer - Server / Website