Development Progress


Follow the ongoing development of the Lineage II Classic Secret of Empire server core. Each milestone moves the project toward a stable, faithful foundation.

Percentages track how far each system has been verified against official Patch Secret of Empire behavior, on top of a working server foundation. They are held back deliberately: the alignment work is confirmed against official data, but has not yet been tested in a live game session.

Overall Progress

71%
Last updated

Development Progress

Core Modules

  • Core Architecture In testing
    85%
  • Database & Data Structures Scripting
    80%
  • Network Layer In testing
    85%
  • Login & Security Prototyping
    60%
  • World & Movement Scripting
    90%
  • AI & Skills Scripting
    70%
  • Items & Inventory In testing
    75%
  • Game Mechanics Scripting
    65%

Additional Modules

  • Quests & NPCs Scripting
    65%
  • Combat System In testing
    70%
  • Skills & Effects In testing
    75%
  • Parties & Clans Prototyping
    35%
  • Trade & Economy In testing
    70%
  • Olympiad & PvP In testing
    72%
  • Instances & Raids In testing
    90%
  • Administration Tools Prototyping
    30%

Changelog

Development notes, release details, and project updates.

  1. v0.7.0

    Epic bosses AI implemented

    • Aligned AntQueen, Core, Orfen, Zaken, Baium, Antharas AI with L2OFF
    • Implemented instanced (Balthus) versions of Baium, Zaken and Antharas
    • Completely re-wrote the quest "An Arrogant Search" to be off-like
    • Adjusted the sorting order in teleporters lists to be aligned with L2OFF
  2. v0.6.4

    Sieges polishing and teleporters adjustments

    • Polished regular siege logic for relogs, shutdown interruptions
    • Removed debuff if died in siege zone
    • Adjusted the pricing for castle heralds multisells according to the side selected
    • Adjusted all tax tables and zones across the world
    • Added the missing items to all traders and re-sorted their list positions to be aligned with L2OFF
    • Adjusted teleports coordinates and pricing for all Gatekeepers
    • Fixed all Cruma Tower teleporters
    • Fixed Cruma Tower elevator
  3. v0.6.3

    Geodata and the Gludio Siege

    • Connected official’s geodata.
    • Overhead attacker and defender marks now show on characters inside a siege combat zone, the way official displays them. The piece missing all along turned out to be the attacker bit; the client also wants your own relation sent back in a particular layout. Working, but there are edge conditions still to polish.
    • Stopped every monster spawn being nudged by a random offset. Fine for a field mob, quite wrong for a castle — Gludio’s shield guards now hold their post and the four knights have stopped wandering off.
    • Gludio’s treasure chests, which had never spawned at all, are in place with official’s drop shape and the inert behavior it gives the ones that stand still.
    • A siege now runs its full scheduled length after the castle changes hands part-way through, with every gate weakened, the chamberlain hidden and the dark heralds talkable.
    • Corrected the mid-victory conditions for a siege with only one attacker.
    • Post-siege NPC spawn are corrected.
    • The current owner was being listed twice on the next siege’s clan list.
    • A siege announces itself on screen now, with the crown overhead icon going to the castle lord alone.
  4. v0.6.2

    Gludio Siege Implemented

    Gludio Siege has been implemented based on official behavior. It is different from other castles siege mechanics and is threated by NC Soft as Beginner Siege. Now it is matched official behavior completely as it works on L2OFF. Fixed:

    • Gludio Siege mechanics
    • Beginner Siege handling
    • All spawn points are aligned with official positions and behavior
    • Now there are no defenders for Gludio for each cycle
    • Casting the imprinting (ruler seal)only available once Baron NPC is killed
    • Treasure chests are spawned on siege start in correct positions
    • Chests, Royal Guards and Baron have correct drop tables
  5. v0.6.1

    Items, Second Pass

    We had already audited items once, so this was meant to be a formality. It wasn't. Across eight batches: 290 of 309 item combinations were simply missing, equip cooldowns were wrong, and chests were expiring while their contents sat there indefinitely. Items aligning is finished for now, but wil be spot-checking just in case.

  6. v0.6.0

    Castle Sieges

    Some cleanup on Sieges. Fixed:

    • Siege towers had 342 HP. Official gives them 300,000, and a tenth of that defense was all they had too.
    • 136 castle guards that were never being spawned.
    • Moved the start time to official's 20:00.
    • Reshaped Aden's siege zone, which was out by up to 343 units.
    • Fixed castle glowing flairs once captured for Light or Dark side. Flair is also visible now in corresponding towns as well.

  7. v0.5.4

    Spawn Headings

    It turned out the spawn reconciler had never once compared heading, so 132 spawns were facing the wrong way. Fixed, and then we re-checked spawn coverage from three separate directions to be sure nothing else had slipped through the same gap.

  8. v0.5.3

    Olympiad alignment

    The Olympiad is not working initially on L2OFF server because it used cross-server olympiad. So fixed not only Java behavior but the L2OFF itself:

    • Implemented L2OFF proxifier to get rid of cross-server World Olympiad and keep only regular Grand Olympiad. Now L2OFF has its working retail olympiad working correctly.
    • Matches could not start at all on Java so fixed conditions.
    • Draws were never counted.
    • A double logout scored a free one.
    • One arena in four was being fought 3,662 units from where the arena actually is.
    • Registration, match counts, the rank list, hero certification and the reward curve now all follow official.

  9. v0.5.2

    Enchant Rates reverse engineered from L2OFF binaries

    The enchant rates are not in any data file, they are compiled into the server itself. So we read them back out of it, step by step, and wrote the whole table down. Enchant stones and the blessed potion stack on top of those base chances exactly as official has them.

  10. v0.5.1

    Item Stats and Enchant Flags

    Thirty items carried the wrong combat stats. Separately, 317 items official lets you enchant could not be, and 67 it forbids could be. Both lists sorted, and each bow got its own reload back instead of one derived for all of them.

  11. v0.5.0

    Castles, Halls and Gates

    Aden and Schuttgart had lost chunks of the ground they are supposed to own. Clan halls are now paired by geometry rather than by list order, which fixed their banish points, and the Aden side gates that had been standing open are shut.

  12. v0.4.4

    Augmentation Rebuilt

    This was the big one. We wrote out all 770 options official defines, rebuilt the pools behind them, and corrected a fee table that had drifted. 84 options still need translating, and until they are done those minerals stay untouched: a half-filled pool quietly skews the odds everyone rolls against.

  13. v0.4.3

    Skill Trees and Quest Gates

    Class skill trees corrected against official. Quest level gates are enforced rather than advisory, and a class transfer finally pays out the exp and sp it is supposed to.

  14. v0.4.2

    Shops and Multisells

    Buy lists and multisells now match official down to the taxed rows, which took a few attempts to parse properly. Thirty-six core multisells were missing outright; those were generated and wired up to every NPC that should be offering them.

  15. v0.4.1

    Combat Formulas

    The M.Atk exponent was 2.2072 where official uses a flat 2. It looks like a rounding difference and behaves like anything but once your matk climbs. Critical rates now round the way official rounds, accuracy and evasion are corrected, and we confirmed stat truncation by putting a live character side by side with official's numbers.

  16. v0.4.0

    NPC and Player Stats

    Every NPC stat synced to official, and the same for player, summon and servitor base stats. Servitors had been spawning with 0 MP, which is the sort of thing that hides in plain sight for years. Parity confirmed in game afterwards.

  17. v0.3.3

    Drops and Spoils

    Every drop, spoil and box table a player can actually reach now matches official. The multisell assortments and merchant lists sitting behind them got the same treatment.

  18. v0.3.2

    Skill Landing and Effects

    Landing chances were still carrying a 10% floor inherited from a much later chronicle. Gone. Three abnormal types were stacking when they should have replaced each other, damage-over-time had a stray tenfold magic critical burst, and death drops were uncapped.

  19. v0.3.1

    Equipment Systems

    A pass over ensoul runes, armour sets, transformations, agathions, talismans and bracelets. Most of it already matched official, which was a welcome result for once. Nineteen official talismans had somehow become unequippable along the way; they work again.

  20. v0.3.0

    NPC AI and Skills

    NPC behavior now follows official's own AI scripts rather than an approximation of them, which changes how they pick targets and call for help. A fair number of NPCs had no skill list at all. Exp and SP rewards were resynced across 578 of them.

  21. v0.2.0

    Spawn Reconciliation

    Built the tooling to compare our spawns against official's, then started working through what it found. Fixed:

    • Global spawners and day/light conditional spawners
    • Zaken was in the wrong place
    • Grand boss respawn timings were off
    • Instanced spawners aligned with L2OFF
    • A handful of NPCs were quietly being spawned twice

  22. v0.1.0

    Baseline

    The starting point. Prototyped reverse engineering tools for official L2OFF Secret of Empire files. Parsed all available data and established the foundation for further development.