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Wizzy

IGC Management
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  1. Wizzy

    Release 22.1.1.0 T

    [HOT] Season 22 Part 1-1 [NEW] Characters Renewal: Dark Knight, Rage Fighter, Slayer New attack power types: Rage (Dark Knight), Melee, Area and Divine (Rage Fighter), Darkness (Slayer) Reworked skill damage, mana and AG usage, range and elemental values Reworked 4th Skill Tree enhancements Dark Knight master tree: Fire Blow Strengthener and Fire Blow Mastery replace Death Stab Strengthener, Proficiency and Mastery Dark Knight and Slayer skills no longer use the Skill Attack Power (%) bonus, Rage and Darkness Attack Power replace it Higher damage and Combat Power of Mastery and Legendary weapons Lower maximum attack speed (CalcCharacter.ini) [NEW] Magic Gladiator: Spirit Attack Power while Crusher Charge is active [HOT] Monster movement rework (test, off by default): Common.ini [MonsterMove] PathSystem Monsters and other players are where the client shows them, so attacks and skills land on what the player sees Monsters move at the speed of their walk animation; offline-levelling and bot players at the speed of their wings, mounts and buffs Chasing monsters find their way round walls and keep up the chase [NEW] Characters Renewal: Dark Knight, Rage Fighter, Slayer [NEW] Hunting Record: Base EXP and Bonus EXP next to the total EXP, in the Hunting Record and Real-Time Hunting Record windows [ADD] FormulaData.xml: Season 22 formulas (Character 65-74, CombatPower 29-43, SkillTree 340-341, AbilityTree 291) [MOD] Falling Slash, Cyclone, Slash and Fire Breath of wizard classes no longer add the Energy bonus [MOD] Quests available up to level 1800 (MuQuest.xml) [MOD] MU Helper: new hunting area entrances in Aquila's Temple
  2. We are pleased to announce the release of the Season 22 Part 1-1 Update. This update introduces a major renewal of three character classes, new attack power types, extensive skill and progression changes, improved monster movement logic, and several gameplay and system improvements. Dark Knight, Rage Fighter and Slayer receive their Character Renewal, bringing redesigned combat mechanics, new attack power types, updated skills and revised 4th Skill Tree enhancements. The update also introduces improvements to Hunting Record, new Season 22 formulas, and additional changes to quests and MU Helper. Update Highlights Character Renewal for Dark Knight, Rage Fighter and Slayer New attack power types: Rage, Melee, Area, Divine and Darkness Reworked skill damage, Mana and AG usage, skill range and elemental values Reworked 4th Skill Tree enhancements Dark Knight Master Tree changes: Fire Blow Strengthener and Fire Blow Mastery replace Death Stab Strengthener, Proficiency and Mastery Dark Knight and Slayer skills no longer use the Skill Attack Power (%) bonus Rage Attack Power and Darkness Attack Power introduced for the corresponding classes Increased damage and Combat Power for Mastery and Legendary weapons Reduced maximum attack speed Magic Gladiator gains Spirit Attack Power while Crusher Charge is active New Monster Movement System available for testing Monsters and players are synchronized more closely with their positions displayed by the client Improved monster pathfinding and chasing behavior around obstacles New Hunting Record information showing Base EXP and Bonus EXP separately from total EXP New Season 22 formulas added to FormulaData.xml Wizard class skill adjustments for Falling Slash, Cyclone, Slash and Fire Breath Quests extended up to level 1800 New MU Helper hunting area entrances in Aquila's Temple Various gameplay improvements, system optimizations and balance adjustments Detailed Patch Notes For those interested in the complete technical breakdown, the update includes the following major changes: Character Renewal: Dark Knight, Rage Fighter and Slayer Attack Power System: new class-specific attack power types and revised damage calculations Skill System: updated skill damage, resource consumption, range and elemental values 4th Skill Tree: revised enhancements for the renewed classes Monster Movement: new pathfinding and movement behavior available as a test feature and disabled by default Hunting Record: Base EXP and Bonus EXP are now displayed separately FormulaData.xml: Season 22 formulas added for Character 65-74, CombatPower 29-43, SkillTree 340-341 and AbilityTree 291 Quest System: quests are now available up to level 1800 MU Helper: new hunting area entrances added to Aquila's Temple The Monster Movement System is currently provided as a test feature and is disabled by default. It can be enabled through Common.ini using the [MonsterMove] PathSystem setting. When enabled, monsters and other players are positioned according to what the client displays, allowing attacks and skills to connect with the positions visible to the player. Monsters move according to their walking animation speed, while offline-levelling and bot characters move according to the speed provided by their wings, mounts and buffs. Chasing monsters can also navigate around walls and other obstacles while maintaining pursuit. We invite everyone to explore the new content and experience the extensive character, combat and gameplay changes introduced with Season 22 Part 1-1. Test Versions The test version is available only for Customers who upgraded their SeasonPass to level 13. All test versions are limited in time and will be shut down after the launch of the official release. Limiting the test version to actual holders of the required SeasonPass helps prevent Customers without the required pass from running early test versions on live servers, which previously had a negative impact on the MU market and its community. SeasonPass The SeasonPass 7-12 levels are currently available at a reduced price of up to 35% off. The promotion is available until 20.10.2026. To purchase or upgrade your SeasonPass, go to License Manager and select Manage SeasonPass.
  3. Version 22.1.1.0 T

    22 downloads

    This is x22 series of Server Suite package (S22 Part 1-1). This submission contains Full Server Suite Package of latest stable version for the series and all incremental update packages releases within the series. Summary of reported and resolved issues is provided in change-log and per specified version in the Bug Tracker If you want to be notified of further updates on this submission, make sure to follow it by clicking follow button at the top-right. CONFIG CHANGES: x22-P1-1 Interested in participating in DEV and help testing BETA releases? Check for TEST versions availability trough versions tracker. Relevant notes are attached directly to relevant TEST version.
    From €580.00
  4. Wizzy

    Release 21.2.3.7 S3

    [HOT] Attack speed check: new mode on the client's own timing, AntiHack.ini [AntiHack] SpeedHackTableMode [HOT] Agility fix: applied per skill, end-of-attack skills keep their effects at high attack speed [ADD] Attack speed check: AntiHack.ini [AntiHack] SpeedHackData options for the new mode [ADD] Agility fix: Common.ini [General] AgilityBugFix<Class> 0 adjusts to each skill automatically [ADD] Personal store: Muuns can be sold, Common.ini [PersonalStore] AllowMuunItems (database 2.4.2) [ADD] 3D Camera plugin: config.ini [Graphics] PlateMinScale, smallest name plate size (100 = no scaling) [ADD] 3D Camera plugin: config.ini [Graphics] PlateHoverFullSize, full size name plate under the cursor [ADD] JoinServer: log entry for an account that is already connected during a map server move [MOD] Attack speed check: AntiHack.ini options described in the order they are set up [MOD] Agility fix: new recommended AgilityBugFix values in Common.ini (or 0) [FIX] Attack speed check: the table counted attack speed above the class maximum of CalcCharacter.ini [FIX] Attack speed check: a shield or orb alone was not treated as bare hands [FIX] Attack speed check: attacks right after entering the game used an unset table row [FIX] Map server move: a client still finishing the move could be disconnected [FIX] Map server move: the move counted against the IP/HWID connection limits [FIX] Map server move: a refused move left the account logged in [FIX] Reconnect: sometimes never reconnected [FIX] Reconnect: a late attempt could drop a player who had already reconnected [FIX] Reconnect: short client freezes on the character list and from an error box [FIX] Muun evolution: the evolved Muun with a set period lost its end date [FIX] Cash shop and limited commands: Muuns went to the main inventory instead of the Muun inventory [FIX] Starter inventory and limited commands: wrong period on Muuns [FIX] Earring and 4th/5th wing option count limits were not applied [FIX] Client crash in the mix window after a character info refresh [FIX] Notices containing % could crash the client [FIX] NPC names and speech bubbles showed "Conversion failed" with a non UTF-8 Lang.mpr [FIX] Missing characters of some languages in the new UI (fonts_all.swf) [FIX] Bonus Command from items and effects was not shown [FIX] HUD showed a wrong maximum AG above 65535 [FIX] HUD HP bar did not show the poisoned state [FIX] Used stat fruit count could be overwritten by an item time notice [FIX] Switch UI: the Ctrl+F window closed after death
  5. Since 21.2.3.6 the 4th debuffs are no longer a performance issue. We optimized them.
  6. Wizzy

    Release 21.2.3.6 S

    [HOT] Performance: FPS is now stable and holds close to 25 FPS [ADD] A message when fontconfig.txt names a font the font library does not carry [ADD] Custom Maps & Monsters: Three more render flags: CHROME9, MULTIPLY, HEIGHT_CLIP [ADD] Custom Maps & Monsters: Custom NPC support (can work with LuaUI) [ADD] Custom Maps & Monsters: Optional IsNpc and NpcType attributes for custom indexes in MonsterList.xml [MOD] Custom Maps & Monsters: Updated documentation (Wiki) [MOD] Berserker and Darkness life cost moved to Lua (RegularSkillCalc.lua), SkillSettings.ini keys removed [MOD] MonsterList.xml now describes its attributes [FIX] GameServer froze when some Legendary set item option settings were wrong [FIX] Fog stayed on the character select screen after leaving a map that has it [FIX] Player chat bubbles scaled with the camera zoom [FIX] Move to maps located on Instance server was not possible
  7. 1. BC bug was fixed while ago. make sure you updated your monster spawns with released updates. 2. IT should work, nobody reported any issue 3. VIP expiration cannot cause mass DC. This is misleading statement. There should be bug report created for the case and logs should be attached, so we may identify reason of DC. VIP expiration cause DC of specific character and this is how it works (and will be) since always on every Season and never was a reason of complaints.
  8. Custom Maps & Monsters: Build Your Own Worlds and Bosses in Pure Lua A new plugin for the LuaAPI ecosystem. New playable worlds and monsters from your own models, scripted entirely in Lua. Adding a world or a monster of your own to MU used to mean the same thing every time: a client developer, map limits hardcoded in the binary, and a fresh build for every model and every effect. Custom Maps & Monsters takes that wall down. Register a world, put your own models on monsters and NPCs, and give both a Lua script that runs every frame. No client patching, no rebuild. What it is Custom Maps & Monsters adds two things the client was never built for: playable worlds above the original map range, and monsters drawn from your own models. Both are configured from encrypted files, and both can be scripted in Lua. The plugin is what brings a world into the game - it does not draw one. Worlds are made and edited in MU World Creator, which is also the only way to generate a mini-map for them. Worlds the client never shipped with Register a map and it behaves like any other: warps, gates, spawns, its own music. From there a per-frame Lua script owns everything you see. Scenery animation: scrolling water, breathing lava, smoke vents, anything you can drive per frame Weather: written in Lua, from drifting snow to storms with lightning Distance fog: per map, with the sky behind the terrain matched to it Object culling: scenery past the fog is skipped, and fades out instead of popping Fading roofs: buildings open over the player, from a table or from a script Ambient sound and birds: placed slots and flocks, driven from the same script Fog and culling work on the original maps too, not only on new ones. Monsters from your own models Your own .bmd models on monsters and NPCs: scaled, tinted and lit A second render pass: glows, beams and crystals drawn over the body Attack effects: your own, or borrowed from any monster the client already has Player skills on monsters: the client draws its half, your script adds the rest Per monster: weapon slot, move speed, sound actions and render flags Built for fast iteration While the server grants dev mode to your account, the same folders load plain .lua and a console shows script errors as you work. The API is identical either way, so you develop in .lua and ship .gsc. Scripts and terrain are packed with your own 32-character key, so players load your work but can never read, copy or edit it. See it working The plugin ships with a finished map and boss you can put on your server as they are: the town of Lost Land of Tarkan and the Pharaoh boss. Beside them sit two reference builds, there to be read and copied from: Tarkan Copy, world 160 — a copied world, registered, with its scenery and weather scripted Hydra, monster 2498 — a custom model with a second render pass, lights and attack effects Every page of the documentation builds on those two rather than inventing a new toy, and both can be deleted without breaking anything else. One tool in the box IGC File Encrypt — packs terrain, scripts and config files for a live client, and renumbers a copied world in one pass Where to buy? The Custom Maps & Monsters plugin can be purchased from our store. Availability and documentation Full step-by-step documentation - from registering your first world to monster skills and the wire format — is on the wiki. Screenshots
  9. Wizzy

    Release 21.2.3.5 S

    [HOT] Performance improvements: ShadowMode, ShadowAlpha and ShadowStencil keys in config.ini [HOT] Added description of available keys in config.ini [HOT] Introduced Custom Maps & Monsters plugin Custom worlds and monsters driven by per-map Lua scripts in an isolated client-side state Custom map/town: Lost Land of Tarkan Custom Boss: Pharaoh Terrain and scripts can ship encrypted with LuaGameScriptKey (.xtt/.xap/.xbj, .gsc); dev mode reads the plain files instead Map and monster registration read from CustomMap.xdc and CustomMonster.xdc Reference worlds 160 (Tarkan Copy) and 199 (Lost Land of Tarkan), reference monsters 2498 (Hydra) as examples of possibilities Per-monster weapon slot, move speed and sound actions; monster skills Distance fog and object culling, on any map with a Fog row - original maps included; config.ini [Graphics] Fog and Culling Objects fade out into the fog instead of popping out of view Configuration section in PluginSettings.ini [HOT] 3D Camera plugin improvements Name plates and HP bars scale with the distance from the camera Damage numbers turn with the camera instead of staying on the default yaw [MOD] Updated IGC File Encrypt tool: Custom maps mode for terrain and scripts, Map number mode for renumbering a copied world [ADD] Lua API: onMapMoveRequest callback, with the MoveReq.xml entry the player asked for [ADD] Lua API: onShieldEffectSend callback takes over the shield (SD) break effect [ADD] Lua API: Monster.IsGroupRegenLiveBossState and Event.GetRemainTime [ADD] Auto refill of HP and MP on entering the game - CalcCharacter.ini [General] RefillHPMPOnJoinGame [ADD] Switch for wizard ring durability loss, Common.ini [General] DisableDurDownWizardRing [ADD] Auto save of monster kill count, MonsterKillCount.xml SaveDelay, in seconds [FIX] Auto reset could shut itself off in one scenario [FIX] Daily reward could be granted twice [FIX] Monster skill durability effect reduced the durability of period items [DELETE] Performance mode switch has been removed from ServerInfo.xml (BMD) and config.ini
  10. This is now how we will natively support. You would need to scan entire inventory using existing LuaAPI, find matching items, read its data and update.
  11. Wizzy

    Release 21.2.3.4 S

    [FIX] Custom UI: Selecting a Daily Rewards day box also selected all subsequent day boxes [FIX] Exp Tooltip continued to display Anniversary event exp even the event was disabled [FIX] Corrected invalid name of Focus Shot in SkillToolTipText.bmd [FIX] Corrected behavior of Pentagram Mix Charm (19,16) [FIX] Updated file selection to include missing map 146 [ADD] Added language bits to English.xml: 886, 887 [MOD] Improved Auth Server reconnection stability [FIX] Game Server crash
  12. Wizzy

    Release 21.2.3.3 S

    [MOD] Auth system improvements, requires TCP/50236 to be open (refer to "Installation Instruction.txt" to avoid issues) [ADD] Abnormal exit flag for clients closed with the window X button [MOD] MasteryItemMixInventory.xml: KeepOpt bitmask 64 preserves Extended Item Options [FIX] MasteryItemMixInventory.xml shipped with a wrong configuration [FIX] INI files: a value is cut at # or ; only when whitespace precedes it, so a key containing either is no longer truncated [FIX] Jewel of Kundun could not be used on Mastery Items [FIX] Unleash Marvel cooldown [FIX] Havok Spear and Chaos Blade output damage formulas [FIX] Clear-inventory commands are blocked while the interface blocking flag is on [FIX] AllowSameEnhancedOption crashed the game client when enabled [FIX] Added missing Raklion of Oblivion map to selection of files [FIX] Lua API: CashShop.ItemBuy was missing from the Core plugin [NEW] Custom UI: text renders with a font installed in Windows, configured in [InstallFont] in config.ini; ARIALUNI.TTF in the client root remains the fallback (see https://www.igcn.mu/guides/client-customization/language-and-font-configuration-r15/#toc4) [FIX] Custom UI: a click on a window header no longer starts a drag, and closing a window mid-drag no longer leaves it armed [FIX] Custom UI: clipped text lost up to two pixels on its right edge, and sliding text stopped before its end [FIX] Custom UI: the reconnect screen drew in the wrong order while Lua UI was active [ADD] CustomText.xml: MapName and UrlConfirm sections [MOD] Lua UI: LuaUIScriptKey must be exactly 32 characters, otherwise Lua UI stays off [NEW] Lua UI: UI.GetTickCount() returns monotonic milliseconds, for animation that does not count frames [ADD] Lua UI: windows can be modal, and can dim the screen behind them [ADD] Lua UI: buttons take a url, confirmed in a dialog showing the address; UI.OpenUrl accepts http and https only [ADD] Lua UI: win:centerOn, button faceColor, ui.ConfirmUrl, ui.LangText [ADD] Lua UI: renderImage takes an RGBA tint and a draw mode (Enums.Image.NORMAL, ADD, SMOOTH) [ADD] Lua UI: UI.ShowPanel and UI.TogglePanel open the game's own panels (Enums.Panel), UI.WindowIds() lists live windows [FIX] Lua UI: F9 re-sends the scene events, so a window shown on "ingame" no longer stays hidden, and re-reads the image atlases from disk [MOD] Lua UI: outside dev mode the client deletes every plain .lua under Data\Custom\Scripts [ADD] Lua UI: Enums.Image and Enums.Panel group the draw modes and panel ids [ADD] Lua UI: 18 ready-made sprite-sheet effects in Data\Custom\Interface\UI\Effects\ - explosions, lightning, flame, portal, meteor, gold burst, level up and more [ADD] Lua UI: FxShowcase window plays all 18 side by side, as a working example of animating from an atlas [ADD] Lua UI: the example windows moved to UI\Windows\Demo\, switched off with R.LOAD_DEMO in Registry.lua
  13. Wizzy

    Release 6.1.0.90

    [FIX] Corrected ExcellentOptions.xml file structure, missing section affecting excellent options creation [FIX] Recently introduced new Connect Server did not properly display additional realms [FIX] Corrected ItemBagScript configuration to resolve invalid drop from certain locations [FIX] Corrected not working -2 value for SocketCount attribute in Item Bags [FIX] Updated Item Bags structure description file [FIX] Updated MonsterSpawn.xml file configuration
  14. Wizzy

    UI Extension

    LuaUI Extension What it adds Core changes what the server does, the Extension changes what the player sees. It requires Core. You build floating windows that the player opens and drags, or HUD panels that stay on screen for the whole session. They can use the game's own frame artwork so they look built in, or be skinned entirely from your own bitmaps. Controls Labels, buttons, images and panels. Scrollable lists with a scrollbar styled in colours or cut from your own atlas. Text fields that validate every keystroke and accept Chinese, Japanese and Korean input through the system IME. Two halves of one window A window is a client script that draws it and a server script that decides what it may do. They talk over a request and answer protocol you define, with typed payloads, so a button press can run server logic, query the database and send a result straight back. The server also decides whether a window may open at all. Level requirements, map restrictions and rules such as one window at a time belong there, because only the server can enforce them. Every language, one window On-screen wording comes from a per-language file, so a single window renders correctly for every client language you serve. Building and shipping With development mode enabled for the accounts you name, F9 reloads a script in place and an in-game console prints live values while you work, with no restart between attempts. Finished scripts are shipped encrypted, so the client loads them while players cannot read, copy or edit them. Tools included BitmapSlicer cuts an interface atlas into named slices and exports ready to paste Lua tables: https://www.igcn.mu/files/file/167-bitmap-slicer/ IGC File Encrypt encrypts your client scripts in one step: https://www.igcn.mu/files/file/157-igc-file-encrypt/ Requirements LuaAPI Core, plus LuaUIEnable=1 and a 32 character LuaUIScriptKey in the server's PluginSettings.ini. Full documentation: https://github.com/srv-config/Configs-Preview/wiki
  15. Wizzy

    API Core

    LuaAPI Core What it exposes Core gives Lua 155 functions across 25 namespaces, covering players, monsters, items, inventories, stats, buffs, skills, parties, guilds, movement, currencies, timers and a scheduler. On top of that come 13 data structures with direct access to player, monster, item and query result objects. Reacting to the game Behaviour hangs off 60 event hooks. A script runs when a player connects, enters the world, levels up, resets, kills or dies, picks up an item, buys from a shop or the cash shop, changes map, or types a command. Some hooks are decisions rather than notifications. Return a non-zero value and the action is refused, which is how you block an exploit, gate a purchase, or enforce a rule the client cannot be trusted with. Keeping data Queries go to the DataServer or JoinServer straight from Lua, and results arrive row by row in a callback. Currencies, cooldowns, custom statistics and history therefore live in your own database tables instead of a variable that dies with the next restart. What you can build Seasonal events, boss invasions, custom drop rules, reward tiers, PvP restrictions, economy tuning, guild automation. Anything whose logic can be expressed in terms of the events above. Working with it Every function and callback is documented, and the definitions are annotated for the Lua Language Server, so an editor such as VS Code completes names and shows parameters while you type. Full documentation: https://github.com/srv-config/Configs-Preview/wiki
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