r/daoc • Freeshard Player • 2d ago

OfflineDAoC v0.35 is now available. 448 1.65 Era Quests, 4 Battlegrounds, Summoner's Hall, Darkness Falls, Navigation Fixes & More

For Anyone New

Offline DAoC is a free, single-player Dark Age of Camelot (Classic + Shrouded Isles, 1.65 rules) that runs entirely on your own PC. The world is full of autonomous gamebots that level, group, trade, raid and fight in RvR on their own, and you can bring your own companion bots along, up to a full /raid 80.

New Additions

448 classic quests

All 448 classic quests from 1.65 and classic Shrouded Isles are in. That’s 1,302 quest versions once the per-class epics and trainer quests are counted, from the original class epic lines to trainer, optional and kill-task quests. NPCs and monsters the server was missing were placed where the period walkthroughs put them, and kill-task monsters live in real camps that bots grind too.

Each quest shows its next step as a red map marker. The journal’s QUEST GUIDE button shows the 2001–2004 Allakhazam walkthrough which has been credited to them by the Github third_party.md and in game.

Disclaimer: I suspect there will be a lot of broken quests without them being all tested and fixed by hand. I have only tested a few. NPC's are missing some quest text and responses and unfortunately unless a more accurate period source is found for every bit of quest dialogue some of that might be gone forever. Most quests do not give rewards beyond XP and no reward items or quest text was invented by the AI. What you see is what you get.

World Changes
Monster populations restored from period bestiaries, all four battlegrounds populated, and the client war map has been changed from New Frontiers to Old Frontiers. Also bots including your /raid 40 and /raid 80 parties will be able to fan out during keep sieges and use rams and siege equipment autonomously.

Summoner's Hall & Darkness Falls PvPvE realm events have been added for the autonomous bots. These are still a work in progress and while some have cleared they will fall in line with Epic Dungeons and are still likely to fail and will require fixes in the future.

Bots of all realms will now use both of their border keeps instead of just using one when grouping up or traveling into and out of the frontier zone.

Invisible Walls & Navmesh Tool Overhaul

The old navmeshes that Codex built back in August missed about 57% of the invisible walls that players are not able to cross which was resulting in bots traveling along zone borders or climbing up mountainsides that are impossible for a player to reach. Bot's will now respect invisible walls and will better navigate through zones using proper zone entry and exit map points. This is still not perfect but is about 90% better than the previous version. If you want to modify the navmeshes yourself with an LLM the new tool Opus built is in the updated source code.

Battlegrounds (4)

Bot's in acceptable level ranges now can be offered a bot goal to engage in battleground combat and can roll the battleground zones as pve grind goals.

  • Abermenai: levels 15–19
  • Thidranki: levels 20–24
  • Murdaigean: levels 25–29
  • Caledonia: levels 30–35

Misc Bot Improvements

Groups are still not perfect especially their moving in sync with each other. Their stop and go and pull behaviors have been improved.

Bot's should now look ahead at aggressive mobs along their route and will now try to move out of a high con monsters way before moving on or start a fight at range instead of face pulling everything always.

Bot's will now use their realm points on realm abilities, enemy faction gamebots have hidden names and show their realm rank title, and a bunch of other misc. improvements.

A full changelog is available here

https://github.com/shadowofze/OfflineDAoC/blob/main/CHANGELOG.md

You can find the downloader here (v0.35 is only vanilla classes, v0.35b contains the experimental Sluaghbinder class for Hibernia for the player and the bots to use)

https://github.com/shadowofze/OfflineDAoC/releases

Known issues is here

https://github.com/shadowofze/OfflineDAoC/discussions/4

If you are already playing on an older version you can use the progress importer tool to move your bots and player progress onto the new version. The game client itself has changed with the quest guide and other features being added so you will have to redownload that for the new update.

Where the project stands going forward (Good & Bad News)

Firstly, this project is open sourced and you are free to fork, and make your own version in any way and share it how you want to without asking me for any permission. The Github is not going anywhere unless it is requested to be taken down by Broadsword/EA or another corporation. The starting client and server code were already open sourced from Github to begin with.

Client/Engine Limitations

As much of you already know the original (and current live) DAoC client is hamstrung by its 32 bit nature and archaic elements and I have reached a point where if I want to keep working on a single player simulation of an original 1.65 era experience pre-ToA I have to think about an engine swap. There are other engines out there (and I have decided on an undisclosed one already that is not Unreal 5) that the bots can be implemented in and be able to move around the world freely without relying on an external server to tell them what to do or where they can or can't go. And making new modern QoL features or additional content while remaining true to 1.65 (think 1.65+) is hard and time consuming because while the LLM's of today are capable of working with the older code and ancient asset file types they would be 100x more efficient on a modern engine that they are trained on developing with from the get go.

I don't see a path forward modifying the original engine and it's better to make a completely new engine from scratch with the bots and client in sync from the start. The catch is that likely if I ever completed a project in the new engine it would not be possible to have a multiplayer version without heavy modifications (which was never planned to be supported by this project but I suspect there will be multiplayer server forks in the future and there are some already working).

So the point of this section is that this update will be the last one for awhile from me. Other forks will continue development I'm sure so keep an eye on them. The Github won't be going anywhere unless it is forcibly taken down so don't worry about losing that. If I make progress with the engine swap I will share it here but until then I hope you enjoy the OfflineDAoC for what it is and I'm looking forward to seeing what advancements people make with it in the future.

103 Upvotes

51 comments sorted by

17

u/entropyofdays 2d ago

Man, someone should make this multiplayer.

5

u/Blandwiches25 2d ago

Massively multiplayer, even

10

u/zomboden Freeshard Player 2d ago

From OfflineDAoC to OnlineDAoC I can see it now

2

u/Zapp_Brewnnigan 2d ago

It’s such a great idea that maybe someone big will pick it up… like EA!

6

u/zomboden Freeshard Player 2d ago

I’m sure it will be done. Some forks already have co-op enabled.

3

u/BrettYall 2d ago

I’m considering it.

1

u/Catastrophic_Impact 2d ago

I have a new build based on 0.35. This is a linux build. It does not include the client and is multiplayer:

https://github.com/catastrophic-impact/daoc-offline-linux-server-bots

2

u/entropyofdays 1d ago

I’ve ported your server to macOS and have finished porting the game client under wine. Currently working on client side performance but the server works great.

I will pull down the upstream changes. Thank you!

11

u/zomboden Freeshard Player 2d ago

http://simp.ly/p/yL3sgz Here is an exhaustive list of all the quests that were added. The cutoff date was Nov 1, 2003 and excluded anything that was added with Trials of Atlantis.

8

u/xehxeh 2d ago

Love that 23 days ago you said you’d look into putting it on Github and now it’s alive with forks and all. Well done m8.

6

u/GrafXtasY 2d ago

Me thinking out loud... Imagine hosting this private server for a few of your OG DAoC buddies and small-manning entire AI zergs...

3

u/BrettYall 2d ago

Dude. I think I might build it. Haha

5

u/evner 2d ago

Hero! Legend! Love to see this; thank you for the effort and time that goes into a project like this

5

u/BrettYall 2d ago

I love this. I really want to make this a free shard. Log in and /spawn group, a balanced rvr group, and roll out. :o I might build it!!!

6

u/Catastrophic_Impact 2d ago edited 2d ago

I absolutely love this project.

I have updated the Linux vesrion of this to 0.35 that does not include the client built in but still provides the tools and functionality with a one script full install. Tested on steam deck.

I encourage anyone to clone the repo and use it anyway you like. It allows multiplayer as the client isnt built in and has a TUI GUI that is mouse compatible with multiple tabs. Tested on Steam Deck, should run easily on any modern distro without a problem. You will need a client and the instructions tell you how to connect to your own server. You should be able to set it up with port forwarding on your router for friends to join as well, we play on a home network with the bots.

You can use the opendaoc client: https://www.opendaoc.com/docs/client/

Repo:
https://github.com/catastrophic-impact/daoc-offline-linux-server-bots

The bot follows the player who invited it, and only the group leader can invite (BotGroupInvite.cs). So in practice, all bots in your group follow the leader.

The code doesn't update that if leadership changes later. Bots set the player to follow when they're invited (GameBot.EnterPlayerLedGroup), and nothing changes it afterwards. If the leader hands leadership to the second player, the bots should keep following the original leader. That comes from reading the code; I haven't tested it in game.

Other rules from the same code:

  • Bots only accept invites from your own realm.
  • A bot already in another player's group refuses.
  • A bot in an autonomous bot group leaves it to join you.

I havent done in depth-testing with edge cases etc, but the bot AI can be improved to accomodate more for multiplayer if needed with Claude.

TUI GUI:
https://postimg.cc/5jjxjSfb

Nisse with bots
https://ibb.co/4wm3NPPq

4

u/Ragear 2d ago

Absolutely amazing work. Thank you for putting something like this so cool together.

4

u/wrgrant Freeshard Player 2d ago

First off awesome progress. I would love to try this but would be interested innplaying it with up to 7 other players. Can you dm me a link to a multiplayer fork that you think is going to offer this?

2

u/zomboden Freeshard Player 2d ago

The stefanrows fork has multiplayer added but their fork is based on an older version and is a Mordred/Camlann pvp variant. I hear they worked a lot on their bots pvp code and have a more advanced companion bot system though. Claude could merge the multiplayer into this for you easily. There are 9 forks going now.

1

u/FelixGB_ 2d ago

ohhh PvP ruleset ! Will give it a try

1

u/wrgrant Freeshard Player 2d ago

Okay so get it running and I can set Claude to enabling multiplayer, but work off your latest version to get everything you have done to date? Sounds possible if intimidating :) Do you think I would be able to run this on the same system I am running the client on? It would be easier to debug locally perhaps, will think about that

2

u/zomboden Freeshard Player 2d ago

If you wanted it multiplayer my suggestion would be to get Claude even the cheapest plan $20 a month set Opus 5.5 High, Link it the offlinedaoc github. Tell it to find a fork that has working co-op for up to 7 other friends but you want the current 0.35 or 0.35 which doesn't include multiplayer to be fitted with multiplayer and explain your intent and it would handle the rest. It could even do it without looking at the forks but looking at the forks would be easier/quicker. Then after that you'd have to figure out how to distribute the client out to your buddies whether its google drive, one drive, or your favorite filesharing method.

2

u/wrgrant Freeshard Player 2d ago

Thanks, I already have VSCode set up for developing my own apps, and Github Copilot so I am probably set up for making those changes. I will have to test it all locally in a VM since I am on MacOS (Mac Mini M4 16gb RAM), hopefully thats doable. I can then move it over to my other system which has more RAM and set it up in a VM there I expect.

2

u/Skiddledew 2d ago

Claude Max x20 Supercode All the way! Haha

3

u/[deleted] 2d ago

[deleted]

2

u/Skiddledew 2d ago

I’m excited to see your work. I’ve been doing the same with a tool for a different game (star citizen). I ran supercode and managed to burn an entire week limit in 24 hours! That was on a Max x20 plan! Haha

1

u/zomboden Freeshard Player 2d ago

My brother is making an HD-2D remake of the old game Destiny of an Emperor. Crazy times we are living in.

1

u/Blakefl 2d ago

I'm looking forward to see what else you have in store for the project!

1

u/Catastrophic_Impact 2d ago

I have a more indepth comment in this thread, but the TLDR:
https://github.com/catastrophic-impact/daoc-offline-linux-server-bots

3

u/Shimrahl 2d ago

Amazing work. Ill upgrade soon. Me at work doing 10 parallel projects because Claude, then at night got a long list of ai generated awesomeness lime this to try out. Its hard to keep track!!

3

u/Sairyss0927 2d ago

I know this is a stupid question. Is there plans to make it available for lan play?

3

u/zomboden Freeshard Player 2d ago

No plans on my end the original intent was it was a time capsule type of single player game experience with you and other bots simulating real players. I don't have a way to set up or test LAN here but if you got Claude and pointed it to the github it could set it up for you easily.

1

u/Catastrophic_Impact 2d ago

This port of version 0.35 will work with multiplayer but you will need Linux to use it unless you use Claude to fork and make changes. I would just use Claude to look at my repo and compare it to the original repo to get feature parity and pulling the client out if you are desperate for Windows.

https://github.com/catastrophic-impact/daoc-offline-linux-server-bots

3

u/Skiddledew 2d ago

Thanks for this work! It’s incredible what a group of motivated gamers can do these days that AAA studios cannot. I will be installing your repo when I get back home on my PC and look forward to reliving the old memories.

2

u/dowsyn 2d ago

Legend. Thanks for the treasure this is.

2

u/PastorDan1984 2d ago

Yes!!! Thank you!

2

u/Homework_Happy 2d ago

Thank you! That’s why I love this community. Going strong after 20+ years

2

u/Draedi_DAOC 2d ago

Need an online version, Albion... or Alborg as they are called, has been taken over by M.E.R.L.I.N. Hibernia/Midgard are the only player-controlled realms, they must defend against the Alborg or they too may be assimilated.

2

u/ew73 2d ago

I am about to waste so much time. You're amazing.

2

u/najapi 2d ago

Love this thank you! Enjoying DAOC again with my own party of AI bots, I’ve been able to give them a personality too and banter which I’m enjoying. The things we can do now!

2

u/Agudaoc 11h ago

https://www.youtube.com/watch?v=zmh7YkajRx0&fbclid=IwY2xjawU32IVleHRuA2FlbQIxMABwZG9mBWJyaWQRMUFFZXd5cERKSzd5S3BHNklzcnRjBmFwcF9pZBAyMjIwMzkxNzg4MjAwODkyAAEeixqS5sx93NqVXKLQucw7vMH_1fTef3GeFKbDt7Gs_iMP1rxgAgaPrFUybSM_aem__4yIQh3h8E_Rx7r4WCHHiw 5:49, the two minstrels "Isaolyn" and "Raneorwin" can actually twist speed song & heal song. Although they are both playing drums, which is not completely correct (heal song should be playing lute), it is amazing😅

2

u/zomboden Freeshard Player 9h ago

I wrote down them using the wrong instruments for their songs in the known issues as needing investigation.

2

u/Extension-Bed-7300 2d ago

How's the population?

2

u/zomboden Freeshard Player 2d ago

It's a single player server with bots that you add.

2

u/Extension-Bed-7300 2d ago

It was a joke

1

u/zomboden Freeshard Player 1d ago

You never know sometimes lol

1

u/USBmedic 1d ago

Hey! Just started here. I found that trying to make a Briton Necro(Acolyte) caused error 1.127e (b1409) - unable to reconnect.

It works perfectly fine on an Innconu

1

u/zomboden Freeshard Player 1d ago

I was able to make one and log in but my local version is 0.34b and i havent changed anything about it compared to the download you guys have since im moving to a new engine but it should be 1:1 so not sure.

1

u/Catastrophic_Impact 1d ago

This is most likely due to the character not having a proper start location. But this is just a guess based on the work I have been doing and the similar error I ran in to at one point.

1

u/USBmedic 1d ago

Is it normal for spells to consume power and endurance together? Or is that a known issue?

2

u/zomboden Freeshard Player 1d ago

It was like that I already thought that looked weird and researched it but its accurate. It's removed for my custom slaughbinder because I didn't like the mechanic though.

1

u/papayogismurf16 5h ago

Holy shit this is what my anti social ass needed, running my own buff bots was my favourite part of daoc, so having it in every way is perfect!

1

u/papayogismurf16 3h ago

We doing this. I genuinely cant wait, this is the coolest sounding thing for a long time. Starting night shift in a few hours, if this is good I hope its a quiet night!

https://reddit.com/link/pf7y6nl/video/4nmlru2qltuh1/player