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Releases: rambodolphin13/DividedRealms

Divided Realms 0.38-dev7 modern test (bring your own 1.130 client)

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The seventh development test build for the original retail 1.130 client. It adds every client mount with saddles, armor, barding and saddlebags, flying mounts, a longer camera zoom, a large round of bot AI work taken from other forks, the Living Server's talking update and living world, and updates that keep your characters when you copy a new build over an old one.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev6

Updating keeps your world and characters:

  • From this build on, the world ships as a clean copy (runtime/data/world-clean.sqlite3.db). The launcher makes your world from it only when you have none, so extracting a new build over an old folder no longer replaces your characters.
  • On start, the launcher brings an older world (0.38-dev to dev6) up to this build's fixes after making a backup in runtime\backups. Only rows that still have their released values change. Characters, bots and other saved progress are never touched.
  • The launcher also patches your client copy again when a newer build changes the client patch. It may ask for your Dark Age of Camelot folder once.

Mounts:

  • Every stable master now sells 68 mounts (horses, warhorses, unicorns, the elemental war steeds, wyvern, gryphon, baby dragons, brooms, great elk, wolf, lion, rabbits and more), after its route tickets. It also sells its realm's saddles and horse armor, all 36 bardings and the four saddlebags. Prices are cheap.
  • Any mount rides at full speed from level 1 and works in RvR zones.
  • The saddlebags open the horse inventory without a Champion Level requirement, and an unsaddled horse shows its realm's basic saddle.
  • Flying mounts: the wyvern, gryphon, baby wolf and glimmer dragons, stone dragon mount, ghost mount and brooms fly. Type /flight while mounted to take off or land (put it in a macro for a quickbar key). In flight you move up and down freely at twice ground speed, rider and mount keep their idle animation, and there is no fall damage for a short while after landing. Flying is off in RvR zones.
  • The camera zooms out much further.

Bots (AI work merged from shadowofze's main, the Living Server and Nikse77's mod-0.37):

  • Area spells, add control, Celerity, pet focus shields, /spawn specs and /spawn <class> <spec>, companion stealth, and monsters with no faction bringing their own kind.
  • Gamebots learn where zone seams block a route, keep their camp when it renews, leave a camp behind monsters that are red or purple to them, and back out of a whole pack's reach after giving one up. Parties no longer pull monsters 8+ levels above their average.
  • Darkness Falls: a bot saved inside returns at its realm's entrance after a restart, and a bot stuck without an exit is moved out after three minutes.
  • Group fixes: stalled members are moved to their leader, Necromancers and Clerics pull only when no one better can, mezzed enemies are finished once no other enemy is free, Minstrels on the move keep only the speed song.
  • Bots react to attacks like players, path to a far-off player instead of walking straight, and go through a portal with a player they are grouped with.
  • Border-keep gates that were baked shut on the navigation mesh have walk links again, and the Cotswold portal pad sits on the world's floor.

Living Server Beta 1.1 (merged):

  • The talking update: bot chat that only says what is true, world news, conversations that follow on, combat calls, bot tells, lore debates you can join, and answers to common questions (where to level, how long to 50, where to buy a horse ticket, what is happening in RvR).
  • The living world: deeds and reputation, storylines, beggars, gold spammers, roleplayers, rumours, holiday chatter and Leeroy in raids.
  • Quests: one marker scheme over NPCs, a 25-quest journal, epic quest chains (/epic) and /tele mob picking a camp near your level.
  • Resurrection: one offer at a time, rezzers raise you from a clear spot, and a decline pauses offers for a minute.

World Workshop:

  • The 3D view shows and sets a zone's server water level, the mouse wheel zooms toward what is under the cursor, and the view stays smooth with many NPCs on screen.

Checked for this build

  • Automated tests: all 4,887 server tests, 189 launcher tests and the world-update and client-patch tool tests pass.
  • In game (owner's test world): buying mounts at the stable masters, riding, and flying with /flight.
  • Not yet played: updating a dev6 folder by extracting this build over it (the chain is checked by tests from every earlier world), every creature mount's saddle and barding look, and the merged bot AI over a long session.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll (SHA256 3915a495…).
  • 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

  1. Extract the zip and double-click START DIVIDED REALMS.cmd.
  2. 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.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Updating from 0.38-dev6 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

  • Some client mounts are left out because they look wrong with a rider (dragonfly, wingless stone dragon, minotaur, troll, stone dragon, evil pixie). The Chimera waits for a later build: it needs a saddled model that the client patch can't add yet.
  • Everything listed under Known limits in 0.38-dev6 still applies.

Download check

DividedRealms-0.38-dev7-modern-test.zip · SHA256 b0c2328c5b363d6af8257d5e414268f160546202aa83a5f82536589540a0e55f
(951,995,918 bytes)

Divided Realms 0.38-dev6 modern test (bring your own 1.130 client)

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The sixth development test build for the original retail 1.130 client. It fixes experience in the battlegrounds and RvR zones and adds the modern Trials of Atlantis item bonuses, plus a round of bot fixes.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev5

Experience in battlegrounds and RvR zones (tester report):

  • The launcher's XP rate (2x, 3x, 5x, 10x) now also applies in every battleground (Abermenai, Thidranki, Murdaigean, Caledonia), Darkness Falls and the frontiers. It used to be replaced there by the separate RvR zone rate, which stays at 1, so a 10x world gave 1x in those zones while bots still got 10x.
  • The RvR zone rate (rvr_zones_xp_rate) is now an extra multiplier on top of the XP rate, for players, companions and bots alike. At its default of 1, RvR zones level at the same rate as everywhere else.
  • With a high XP rate the battleground brackets go by fast: going over a battleground's top level (19, 24, 29 or 35) sends you out of it, and logging in over it does too.

Items:

  • The modern Trials of Atlantis item bonus rules are on in this world: 1.126+ caps (item hits, resist and stat cap increases, power pool), level-scaled item caps, and the mythical bonus types (health, power and endurance regeneration, crowd control reduction, physical defense). /bonuses and delve show them with their real caps.
  • Level 45+ monsters that don't con grey have a small chance to drop a Mythirian.
  • Midgard's teleporters offer [Atlantis].

Bots:

  • Gamebots created above level 1 train their specializations as soon as they arrive. Many level-50 bots used to fight with every line at 1. Bots that fall 5+ levels behind on training go to their trainer.
  • Gamebot Maulers no longer stand out of reach trying to cast a Mauler gift they can't use.
  • Gamebots learn where others died recently and route around those spots. Solo levelling camps suit each role better: casters prefer blue and yellow monsters, melee green and blue.

Checked for this build

  • Automated tests: all 4,426 tests pass.
  • Battlegrounds (checked against the world data and server logs, not yet played):
    • All four battlegrounds have their realm teleporter entry, level bracket, keeps, doors and guards.
    • Every realm's arrival point lands on the same ground in the 1.130 client as on the server.
    • Gamebots of all three realms reached and fought in Abermenai, Thidranki and Murdaigean. Caledonia had no bots in the 30–35 range yet.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll (SHA256 3915a495…).
  • 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

  1. Extract the zip and double-click START DIVIDED REALMS.cmd.
  2. 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.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Joining a friend and hosting work as in 0.38-dev5 (docs/PLAY-WITH-FRIENDS.md in the download).

Known limits

  • Battlegrounds: please report which battleground, your level and realm, and what you saw (red screen, the teleporter refusing, or being sent out) if you can't get in.
  • Murdaigean and Caledonia: the 1.130 client draws a slightly different central keep (moved about 128 units) than the one the server's doors and bot paths use. Doors there may look a little off. Abermenai and Thidranki match.
  • Everything listed under Known limits in 0.38-dev5 still applies.

Download check

DividedRealms-0.38-dev6-modern-test.zip · SHA256 f8f4c70df7ceae16f64956ebbd8a7baacb4b09cb2c751d792ddc72d60ee33eae
(939,352,623 bytes)

Divided Realms 0.38-dev5 modern test (bring your own 1.130 client)

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The fifth development test build for the original retail 1.130 client. It adds playing together: one player hosts, friends join their world over Tailscale, the home network or straight over the internet.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev4

Play with friends (guide: docs/PLAY-WITH-FRIENDS.md in the download):

  • JOIN FRIEND (in the launcher, or JOIN FRIEND.cmd beside START) starts your client against a friend's server, without starting your own server or touching your save. It remembers the address and account, and the password too if you tick the box (encrypted for your Windows user).
  • HOST FOR FRIENDS lets friends into your server:
    • TURN ON opens the server to Tailscale and your home network. Your own ENTER REALM works as before.
    • ADD FIREWALL RULES (Windows asks) lets in only Tailscale and your home network, and only for this game's server.
    • INTERNET: TURN ON is for friends without Tailscale. While the server runs it opens its two ports on your router (UPnP) and closes them when it stops. Only the friends' internet addresses you list get past the firewall. The window checks your router first and tells you if your provider shares one address between customers (CGNAT), in which case only Tailscale works.
  • Friends' accounts and characters are saved in the host's world. Taking your own character along and back is planned (docs/CHARACTER-PASSPORT.md).
  • Join Friend is based on the stefanrows/OfflineDAoC fork's Tailscale co-op. Thanks!

Server:

  • Players are told the right address for the game connection: the host's own client gets 127.0.0.1, friends on Tailscale or the home network the address they connected to, and friends from the internet the host's internet address.
  • UPnP forwards to the PC's real address on the router's network (it used to take the first address the PC had, which could be a VPN adapter), works with routers on PPPoE connections, and removes its port mappings when the server stops.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll (SHA256 3915a495…).
  • 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

  1. Extract the zip and double-click START DIVIDED REALMS.cmd.
  2. 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.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Joining a friend: do steps 1–2 once so your client is set up, then double-click JOIN FRIEND.cmd. Enter the host's address and an account name and password for their server; it's created on your first login there.

Hosting: in the launcher, HOST FOR FRIENDS → TURN ON → ADD FIREWALL RULES. For friends without Tailscale, also INTERNET: TURN ON, type in their internet addresses ("what is my IP") and UPDATE FIREWALL RULES. Then START SERVER and send them the address from COPY ADDRESS. The modern test uses TCP 10330 and UDP 10430.

Known limits

  • Not yet tested between two PCs. The automated tests pass and the host's router check worked, but no friend has joined a real game yet. Please report whether you get in, whether entering the world and changing zones work, and what the window and runtime\logs\client-diagnostics.log say if not.
  • Internet mode can't work when the provider shares addresses (CGNAT, common with mobile, Starlink and some fiber). Use Tailscale then.
  • If the server crashes instead of stopping, the router ports stay open until its next start (nothing listens on them while it's off).
  • Everything listed under Known limits in 0.38-dev4 still applies.

Download check

DividedRealms-0.38-dev5-modern-test.zip · SHA256 652aac990b462b6731d3f0f7bb4fbb6e85eeccc27cc725f1b2b9493927c5a189
(939,104,593 bytes)

Divided Realms 0.38-dev4 modern test (bring your own 1.130 client)

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The fourth development test build for the original retail 1.130 client, and the first under the game's new name, Divided Realms. It brings in the Living Server (realm raids, keep sieges, bot guilds and personalities, period chat) and today's tester fixes.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev3

Divided Realms:

  • The game is now called Divided Realms. The launcher, its window titles and the Herald page show the new name and the split realm shield.
  • New loading-screen art: the realm shield over the three realms, titled DIVIDED REALMS. The client setup puts it in your game folder's copy of the client (pregame/splash.mpk).
  • Start the game with START DIVIDED REALMS.cmd.

Living Server (merged from chris4aker/OfflineDAoC-LivingServer v1.0-beta):

  • Realm raids: bots form 200-strong raids, stage at hubs and raid the multi-group dungeons, from Crystal Cave to Avalon City.
  • Keep sieges, bot guilds with greetings and congratulations, bot personalities, and period-style chat that answers what was said.
  • A Living Server tab in the launcher for its settings.
  • Memory fixes: deleted bots, ended effects and a boss's self-recasting area spell no longer pile up on long runs.

Server stability:

  • An effect that ended before it started was ticked forever. A 3,000-bot overnight run grew to 30 million effects; that leak is fixed.
  • A Master Level ability error (Tuatha's Step Between Worlds) no longer logs the player out.
  • Stormforged chants and the Avatar form stay on the singer's group instead of landing on every friendly NPC in range; two Sovereigns in one group no longer replace each other's chant every pulse.

1.130 client:

  • Switching realm at character select no longer drops you with "You cannot connect to two realms on the same server" on your next zone change.
  • Riders sit on stable horses instead of standing on their backs (a new hash-checked edit in the patched game.dll).
  • The three dragons take their lair height from the live world instead of the classic one (not yet checked in game).

Bots:

  • Out-of-power casters hold back and let their pet fight instead of walking in with a staff; Druids fight with roots, nukes and their pet.
  • Low-power Animists keep one damage shroom up and skip vents and spores, so they regenerate between pulls.
  • /spawn <class> <spec> picks a spec (for example /spawn wizard fire); disbanded helpers no longer leave their pets behind.
  • The launcher's + Lv.50 button works for the modern classes: each has a level-50 starting kit.

World Workshop:

  • Its command line can audit NPCs, travel routes and arrival points against the navigation meshes (read-only).

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll (SHA256 3915a495…). A different or modified game.dll (or a replaced loading screen) is refused and nothing is changed.
  • 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.

How to play

  1. Extract the zip and double-click START DIVIDED REALMS.cmd.
  2. The launcher asks for your DAoC folder. It copies your client into the game folder and patches the copy (three files: game.dll, the creation screen layout and the loading screen). Your own install is not changed.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Known limits

  • This is a test build. The automated tests pass, but much of the newest work, the Living Server raids especially, hasn't been checked in game in this combination.
  • The program files are still named OfflineDAoC.exe and so on; only what you see is renamed.
  • Live world: in Cotswold, Mularn and Mag Mell most merchants and trainers are still near their classic spots, and bots gather for RvR at the old spots of the three keeps that moved inland.
  • Bots: they don't yet use the Death Knight's servant commands, Warlock chamber combinations, the other Death Knight forms, or the Bainshee wraith form.
  • Still missing from live: the Cabalist Simulacrum Soul, Fortitude and Resilience, the Valkyrie's Valkyrie's Supremacy and Odin's Hope, and the Mauler Farseer gift damage for ranks 1-4.

Download check

DividedRealms-0.38-dev4-modern-test.zip · SHA256 a9e5506bcc81e75c20189b6f833572fa39d46402164c1b9c569bd1da7232b1ff
(939,058,494 bytes)

Offline DAoC 0.38-dev3 modern test (bring your own 1.130 client)

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The third development test build for the original retail 1.130 client. Its world now matches the live 1.130 client you play with. It fixes bot spells across all classes and adds the World Workshop editor to the launcher. Details are in docs/BOT-TESTER-LOG.md, docs/BOT-MODERN-CLASSES.md and docs/MODERN-CLIENT-WORLD-MISMATCH.md.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev2

The world matches your 1.130 client:

  • The 1.130 client draws live's world, but the server used the classic world, so NPCs and doors stood in the wrong places. The server now uses live's world:
    • 787 NPC spawns, doors, objects, zone arrival points, teleports, bind points and safe areas were moved to their live positions.
    • Navigation was rebuilt for 92 zones from 1.130 data.
  • Castle Sauvage, Snowdonia Fortress and Svasud Faste stand inland, where live moved them. Their guards, merchants, teleports and bind points moved with them.

Bots learn their spells again (all classes):

  • A bot that leveled during a session never learned another spell until the server restarted. Most bots were stuck with their level 1 spells. They now learn new spells as they level.
  • Instant attack spells work again: direct damage, damage over time, lifedrain, debuffs, diseases and stuns. A change in 0.38-dev2 had stopped every bot casting them.
  • Reavers, Valkyries, Champions, Valewalkers, Maulers and Heretics cast their attack spells between swings, instead of only meleeing once in reach.
  • Spear Valkyries, Storm Sovereigns and staff Maulers start with their two-handed weapon and use its styles.

Heretic focus damage (players too):

  • Arawn's Singe and the Blazing and Lava focus lines dealt damage only once per cast. They now deal ramping damage on every pulse.

World Workshop (new):

  • A new WORLD EDITOR button in the launcher opens an editor in your browser. You can:
    • move and add NPCs and give them walking paths
    • browse and edit items, with 3D previews on a character
    • build merchant lists, and edit loot, spells, quests and server settings
  • Every save is backed up and can be undone. Close the game and stop the server before saving.

Merchants that take items as payment:

  • A merchant can now ask for any item instead of coins, like the Darkness Falls seal merchants. Set it up in World Workshop's Merchants view.

Bot tester log:

  • It now counts spells that landed: stuns, disarms and debuffs no longer look "always resisted".
  • It also records why the AI skipped a spell, for example on cooldown or out of range.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll (SHA256 3915a495…). A different or modified game.dll is refused and nothing is changed.
  • 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.

How to play

  1. Extract the zip and double-click START OFFLINE DAOC MODERN.cmd.
  2. The launcher asks for your DAoC folder. It copies your client into the game folder and patches the copy (two files: game.dll and the creation screen layout). Your own install is not changed.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Known limits

  • This is a test build. The automated tests pass, but much of the newest work hasn't been checked in game yet.
  • Live world:
    • In Cotswold, Mularn and Mag Mell, live rebuilt the towns. Most merchants and trainers are still near their classic spots, some inside the new buildings.
    • The three dragons are moved back to their classic lair heights by their scripts, about 150 units above live's floor.
    • Bots gather for RvR at the old spots of the three keeps that moved inland.
  • Warlock: bolt cooldowns, and casting primary spells without a primer, still need a recheck.
  • Bots: they don't yet use the Death Knight's servant commands, Warlock chamber combinations, the other Death Knight forms, or the Bainshee wraith form.
  • Still missing from live: a few spells: the Cabalist Simulacrum Soul, Fortitude and Resilience, the Valkyrie's Valkyrie's Supremacy and Odin's Hope, and the Mauler Farseer gift damage for ranks 1-4.

Download check

OfflineDAoC-0.38-dev3-modern-test.zip · SHA256 d5e32594e9e69ea472bdb32396646952c0b8216ea0f23ee7ec2502071a3254a6
(925,172,072 bytes)

World Workshop 1.0.0: world, item and data editor for Offline DAoC

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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

  1. Extract the zip anywhere and run WorldWorkshop.exe. Windows may warn that the program is unsigned; choose More info, then Run anyway.
  2. The first time, choose your Offline DAoC game folder. The editor remembers it. To pick another one, run WorldWorkshop.exe --game "D:\Offline DAoC".
  3. The editor opens in your browser. Keep its console window open while you edit.
  4. 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 program
  • WorldWorkshop-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.

Offline DAoC 0.38-dev2 modern test (bring your own 1.130 client)

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The second development test build for the original retail 1.130 client. It adds bots for every new class, a bot
tester log, and fixes found by the first testers. Details are in docs/BOT-MODERN-CLASSES.md,
docs/BOT-TESTER-LOG.md and docs/PROGRESS-2026-10.md.

This download contains no game client. You use your own Dark Age of Camelot install.

What's new since 0.38-dev

Bots:

  • Gamebots, /spawn companions and account companions can be every expansion, live and royal class: Heretic, Death
    Knight, Mauler, Valkyrie, Warlock, Bainshee, Vampiir, and the Storm, Pendragon and Tuatha Sovereigns.
  • They use their class's own weapons, armor, spells, stances and pets.
  • Gamebots in your group now follow you through dungeon entrances, portals and region changes.

Bot tester log:

  • Every bot records spells and styles that fail, are refused or resisted, plus deaths and errors.
  • The results go to runtime/server/logs/bot-tester. Type /bottester in game for the top findings.

Class fixes:

  • Warlock primers and loaded chambers stay up. Before, they ended at once.
  • The Mauler aura stays up too.
  • Heretic Arawn's Singe and its damage-and-snare spell are no longer always resisted.
  • Each specialization shows as one spellbook line, instead of a stock line plus "(Live)" and "(1.130)" copies.

Other:

  • A bare /who lists everyone in your zone.
  • Clicking a bot of your realm shows its class.
  • The Tuatha Sovereign gets its own Hibernian loot.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll
    (SHA256 3915a495…); a newer or modified client is refused and nothing is changed.
  • 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.

How to play

  1. Extract the zip and double-click START OFFLINE DAOC MODERN.cmd.
  2. The launcher asks for your DAoC folder. It copies your client into the game folder and patches the copy (two
    files: game.dll and the creation screen layout). Your own install is not changed.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Known limits

  • This is a test build. The automated tests pass, but much of the newest work hasn't been checked in game yet.
  • Warlock: bolt cooldowns, and casting primary spells without a primer, still need a recheck.
  • Bots: they don't yet use the Death Knight's servant commands, Warlock chamber combinations, the other Death
    Knight forms, or the Bainshee wraith form.
  • Still missing from live: a few spells: the Cabalist Simulacrum Soul, Fortitude and Resilience, the Valkyrie's
    Valkyrie's Supremacy and Odin's Hope, and the Mauler Farseer gift damage for ranks 1-4.

Download check

OfflineDAoC-0.38-dev2-modern-test.zip · SHA256 8dc7652d7100e6ee1ceb4fc271d78c7340672e933ad16d63f7e08aeb97f9a863
(848,454,598 bytes)

Offline DAoC 0.38-dev modern test (bring your own 1.130 client)

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A development test build of Offline DAoC for the original retail 1.130 client: the live 1.130a class work for
every class, the expansion classes (Death Knight, Bainshee, Vampiir, Heretic, Valkyrie, Warlock, Mauler), the royal
Sovereign classes, Master and Champion Levels, live realm abilities, account companions and gamebot fixes. Details are
in docs/PROGRESS-2026-10.md.

This download contains no game client. You use your own Dark Age of Camelot install.

Requirements

  • Dark Age of Camelot at the 1.130 client version. The setup accepts only that build's game.dll
    (SHA256 3915a495…); a newer or modified client is refused and nothing is changed.
  • 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.

How to play

  1. Extract the zip and double-click START OFFLINE DAOC MODERN.cmd.
  2. The launcher asks for your DAoC folder. It copies your client into the game folder and patches the copy (two
    files: game.dll and the creation screen layout). Your own install is not changed.
  3. START SERVER, then ENTER REALM. Your account is created on the first login.

Known limits

  • This is a test build. Gameplay of the newest class work hasn't been fully checked in game yet.
  • Some live pets use the closest existing model and spell kit. A few live spells are still missing: the Cabalist
    Simulacrum Soul/Fortitude/Resilience, the Valkyrie's Valkyrie's Supremacy and Odin's Hope, and the Mauler Farseer
    gift damage for ranks 1-4.

Download check

OfflineDAoC-0.38-dev-modern-test.zip · SHA256 d24177e5d703b55627ac6f77e4f99c101a4103ba5e9032fdce8c9a86461a17ea
(848,283,836 bytes)