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Divided Realms 0.38-dev8 modern test (bring your own 1.130 client)
The eighth development test build for the original retail 1.130 client. It fixes the battlegrounds and RvR dungeons on a stock client, and it carries a round of bot route, keep and raid fixes from long test runs.
This download contains no game client. You use your own Dark Age of Camelot install.
What's new since 0.38-dev7
Battlegrounds and RvR dungeons on your own client:
- The four battlegrounds, Dodens Gruva, Summoner's Hall and Marfach Caverns now load on a stock 1.130 client. Before, going there dropped you to character select or out of bounds.
- The launcher adds these regions to its copy of your client and builds Abermenai's terrain from your client's own Thidranki files. Marfach's map isn't in 1.130, so the client patch carries it. An existing client copy is patched on the next start.
Bot travel:
- Albion bots bound for Pennine Mountains no longer turn back and forth at the Black Mountains North border. In one test run that loop cost 574 bots 2,399 goals.
- Bots stop heading for a zone crossing they can't reach. Once three bots give up beside one, the others use a different crossing for two hours. The crossings behind a wall in Valley of Bri Leith caused 408 give-ups in one run.
- A bot inside its own realm's keep can leave through the doors. After a capture, armies used to be stuck inside until they were teleported home.
- Bots back away from monsters they can't fight on hills as well as flat ground. In test runs, retreats that found no way out fell from 23% to 5%.
- Fixed a server error when two kills in the same moment levelled up the same bot.
Hall of the Corrupt:
- 31 monsters that stood outside the 1.130 dungeon are now placed in its rooms, so a raid can reach them. Before, a raid there could end "Route blocked" with encounters left.
Checked for this build
- Automated tests: all 4,890 server tests, 191 launcher tests (1 skipped) and the world-update and client-patch tool tests (1 skipped) pass.
- In game: the battlegrounds, on the owner's local package built with the same client patch. The Pennine fix, the retreat fix and the level-up fix each held through a 9-hour bot test run.
- Not yet played: the crossing rule, the keep doors and the Hall of the Corrupt raid (these passed tests, and the routes were checked on the game's navigation data, but they haven't run in a live server). Marfach Caverns hasn't been tried. Updating a dev7 folder by extracting this build over it is checked by tests only.
Requirements
- Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's
game.dll(SHA2563915a495…). - The Windows feature .NET Framework 3.5, for the client's connector. The game's own .NET runtime is included.
- About 7 GB free disk.
- To play together, everyone needs this same build.
How to play
- Extract the zip and double-click START DIVIDED REALMS.cmd.
- The launcher asks for your DAoC folder. It copies your client into the game folder and patches the copy. Your own install is not changed.
- START SERVER, then ENTER REALM. Your account is created on the first login.
Updating from 0.38-dev7 or earlier: close the launcher, extract this download over your folder and replace every file. Your world and characters are kept.
Joining a friend and hosting work as in 0.38-dev5 (docs/PLAY-WITH-FRIENDS.md in the download).
Known limits
- Hall of the Corrupt monsters were placed from the navigation data, not by eye, so some may stand in odd spots. Lord Gildas is about 2,000 units higher than his classic spot, and Lady Darra's summoned paladins still appear at their old positions.
- Everything listed under Known limits in 0.38-dev7 still applies.
Download check
DividedRealms-0.38-dev8-modern-test.zip · SHA256 456c898b549f814beab44184688e47b5a5622d529079446cfb5b8efef073d28c
(952,042,318 bytes)
World Workshop 1.0.0: world, item and data editor for Offline DAoC
World Workshop is a world, item and data editor for Offline DAoC. It opens in your web browser and edits the game folder you already play from: NPCs and their walking paths, items, merchants, loot, spells, quests and server settings. Every save is backed up and can be undone.
This download contains no game files. Everything you see is read from your own installed client.
What it does
3D world:
- See your zone with its real terrain, buildings, trees and NPC models.
- Move, add, copy and delete NPCs, objects and doors, plus zone points, bind points, teleports, jump points, keeps and areas.
- Give an NPC a walking route: click the ground to add waypoints, then choose loop, back and forth or walk once.
Items:
- Browse every server item and every item appearance in your client: weapons, armor, cloaks, helms, shields and housing decorations.
- Preview items in 3D. Armor, cloaks and helms are shown on a player character (Norse, Briton or Celt, male or female), with the item's dye, mesh variant and glow effects.
- Edit stats with readable names: bonuses, damage type, slot, realm, effect.
- Sort by level, name, price, type or realm, and filter by slot or level range.
- Find problems: appearances missing from your client, items that can't be equipped, items nothing sells or drops.
- See where each item comes from: merchants, loot drops, crafting, quests, starter gear.
- Turn client art the server doesn't use yet (hundreds of armor pieces, cloaks, weapons and housing decorations) into new server items.
Merchants:
- Build merchant lists page by page and put them on any NPC.
- Pay with coins, or with any item as currency (like the Darkness Falls seal merchants). Item currency needs a server with
GameCustomCurrencyMerchant; see Known limits.
Also:
- Game data: search and edit NPC templates, loot tables, spells, quests, server properties and other content tables. Accounts and characters are never shown.
- Server files: edit server settings and bot JSON files, with a backup on every save.
- Custom looks: give NPCs new looks painted on any client model.
Requirements
- Windows 10 or 11, 64-bit.
- An Offline DAoC game folder you already play from (the folder with
START OFFLINE DAOC.cmd). The modern-test package works too. - A current Chrome, Edge or Firefox.
- About 170 MB, plus room for preview caches inside your game folder.
No Python or other installs are needed. Exact building floors use the .NET 10 runtime already in your game's tools\dotnet folder.
How to use
- Extract the zip anywhere and run
WorldWorkshop.exe. Windows may warn that the program is unsigned; choose More info, then Run anyway. - The first time, choose your Offline DAoC game folder. The editor remembers it. To pick another one, run
WorldWorkshop.exe --game "D:\Offline DAoC". - The editor opens in your browser. Keep its console window open while you edit.
- Close the game and stop the server before you click Review & save. Then start the server again to load your changes.
Backups, previews and caches go to <game>\runtime\world-workshop-data. Restore edits undoes an earlier save without touching your characters' progress.
The first preview of each zone takes a few minutes to convert. After that it loads from the cache.
Known limits
- Item-currency merchants need a server build that includes
GameCustomCurrencyMerchant. Stock Offline DAoC servers don't have it yet, so that option is greyed out. - Hood-up cloaks aren't drawn yet.
- The previews are close to the game but aren't screenshots of it. Check important changes in game.
- The editor changes database rows only. It doesn't change navigation meshes, scripts or the game client, except Custom looks, which adds new private models and can be uninstalled.
- So far it has only been tested on the author's own installs. Please report problems.
Downloads
WorldWorkshop-1.0.0.zip: the programWorldWorkshop-1.0.0.zip.sha256: its checksum,e34bd640cbcd7c88cb4ee8f2ad2f893726fc18f438ad53a024e9ceb794a16d46
Licence
GPL v3, like Offline DAoC. The source is in source/tools/world_editor at this release's tag. Three.js is MIT-licensed.