r/daoc • u/CelebrationFar4504 • 5h ago
Offline bot specs
Is there a way to choose which spec bots you can summon? Thinking of playing a mini and have a team wizzy thing going, but they would have to be ice pbaoe spec
r/daoc • u/CelebrationFar4504 • 5h ago
Is there a way to choose which spec bots you can summon? Thinking of playing a mini and have a team wizzy thing going, but they would have to be ice pbaoe spec
r/daoc • u/Blackthorn_DAoC • 1d ago
Official Release Date & Time
Blackthorn will launch on Saturday November 28, 12:00 PM CET.
Beta Closing Date
With launch closing in, it's also time to announce the closure date for our Beta.
The server will close for connections on Monday November 2, 19:00 PM CET.
Final Testing
We would like to use this opportunity to warmly invite players to use the coming days to do their final testing of our server and all its systems and features, so that we can go into Launch as polished as possible.
Time Trials
One of our final server features is Time Trials, a simple instanced dungeon concept which allows players to challenge themselves through unique, rotating PvE encounters for various rewards.
The goal is not for this to replace any existing real world PvE, but to add a fun and engaging endgame PvE option for players who enjoy that playstyle.
See: https://discord.com/channels/1115374284228010069/1128037783391449098/1561402864348299374 for more info.
Discord General Chat
With launch around the corner and Beta nearing its final days, we decided to re-open our general chat channel to build some hype towards launch.
Due to the workload it adds for the team though, we will close it again once the server has launched officially.
Bring A Friend
Additionally, we are happy to introduce a new mechanic that allows players to earn rewards by referring friends.
Once those friends reach level 10, you will be eligible to earn titles and improved rested XP.
More details on this will follow.
Another Thank You
Lastly, we can't repeat this enough. The amount of support and dedication from everyone surrounding this project has been heart warming. Four years ago I couldn't believe to ever be writing this, but it is amazing to see it finally come together!
Thank you all!
r/daoc • u/Ceofreak • 1d ago
Hey all,
I maintain the PvP fork of u/zomboden’s amazing OfflineDAoC project. We’re in touch and overlap on a lot of the work. I work on this project together with a friend who is also a passionate player!
We built the entire /companion system from scratch without any reverse engineering. Seeing how much easier it gets once you can actually look inside the client is incredibly liberating.
I normally make programming tutorials, but this time I used DAoC as the example for a reverse engineering video. It covers:
Video: https://www.youtube.com/watch?v=erRoMmb5Gkg
Happy to answer questions here.
r/daoc • u/PsychologicalTop1279 • 18h ago
r/daoc • u/entropyofdays • 1d ago
Hi all,
I'm a huge fan of DAoC. It was my first MMO and a game that has always been very close to my heart. Seeing the outpouring of development around a game that is now 25 years old is so exciting. I discovered Eden last year and have since been following community developments closely.
I put together an easy-to-run port of shadowofze's OfflineDAoC project and catastrophic-impact's Linux server for Apple Silicon macs. It builds the server natively on macOS and runs the original 1.127 client and the new 0.36 Godot client natively.
It tracks both upstreams and automatically applies compatibility patches. The goal is to make running the server and client as easy as possible. Everything is wrapped in a single `daoc` command.
Performance is fantastic on my M5 Max MBP. I get ~95 FPS under Rosetta Wine emulation and ~120 FPS on the native Arm64 Wine client. I have another repo where I'm experimenting with graphics patches for the original client, accessible with the daoc graphics command, although shadowofze's new Godot client might make that the better direction to go!
What it does
daoc game switch moves the server, your save and your clients together, and backs up the save first.daoc admin ... for single commands.What you need
xcode-select --install) and cmake (brew install cmake)Everything else (Wine, the .NET runtime, Godot, the game files) gets downloaded from the upstream releases. Nothing from EA is bundled in the repo.
Quick start
git clone https://github.com/trozzelle/OfflineDAoC-macOS daoc-macos && cd daoc-macos
./daoc self-install
daoc server install
daoc client install
daoc server start
Then in a second terminal:
daoc admin accounts create <name> <pass>
daoc client login
daoc client start
It starts on 0.35b with the original client. To move to 0.36b and try the new client:
daoc game switch 0.36b
daoc client install --client new
daoc client start
r/daoc • u/Etheanore • 2d ago

It’s been almost two months now since I started working on Camelot Forge, and almost as long since I’ve wanted to talk about it on Reddit!It’s been almost two months now since I started working on Camelot Forge, and almost as long since I’ve wanted to talk about it on Reddit!
In the meantime, I’ve seen the community wake up with incredible projects like offline DAoC and a few screenshots in Unreal.
Camelot Forge is a little different: it’s a modern toolchain for server administrators.
Here are the tools currently available:
You can load all of the game’s zones, with the various assets and the NPCs, monsters, and interactive elements placed in them. You can move any element and save its state.
The idea behind the project is to make it a kind of Unity, but specifically for DAoC. An administrator, or even a whole team, creates a project in Camelot Forge, which then becomes a Git repository containing all the data for their server, whether original or modified. A project contains all the content of a shard, and this content can be deployed with a server package and a client update.
To avoid making things too complicated, the tool is entirely based on OpenDaoC and the official client. If alternative clients become established in the future and produce good results, I’ll see whether we can create specific versions for them!
I wanted to make a video, but I’d like to do it properly. So, until I can put one together, here are a few screenshots of the tool! Everything you see is functional.
The whole thing runs in a browser. The backend, including asset extraction and manipulation, is in Python, and the frontend is made with SvelteKit and ThreeJS for everything related to 3D display.
I plan to keep working on it, and the last major part I want to integrate is a Blender add-on. The idea is to be able to view assets and, with one click, open them in Blender, modify meshes, animations, and textures, and then export them again.
Feel free to tell me what you think! I’ll try to make a video for you in the next few days. The tool will of course be open source as soon as the first version is good enough.




r/daoc • u/BrettYall • 2d ago
A year or so ago I built a database from 20 years of data for my old guild, Athena's Avatars. Last week I saw the offline version of DAoC that u/zamobden made (huge shout-out!), got a little obsessed, and started modifying it. The result is Bindstone: an online on-demand freeshard that spins up when you want to play, featuring bots based on players from AA. (It stays asleep until you try to sign in, then it boots up and stays online as long as someone is logged in)
This year we lost a iconic player, Myst, and it was really, really tough. 2 years ago (to the month) we lost his brother, Drizz, so it's been a nightmare. We all played with both of them for decades. Dealing with that made me really, really nostalgic - but you can't go back to "the good old days". I love DAOC, and miss the thrill of RVR with friends, so I built Bindstone. Now, I can load in, spawn bots from my old guild that I've trained, and head out for an epic battle somewhere. You can, too. Anyone can crew up an 8-man of bots, OR from the AA roster from the site's archive, as trained bots. It's all random who you get, too. So that makes it fun. Names are real, not all classes are accurate.
I spent a lot of time training the team. It was so much fun remembering how my friends played and teaching the AI to play like them. I focused on the Hib group, so the AA crew only joins you in Hib... but there is a pvp AA Mid and Alb group roaming around... and they are trained very well.
What's on the Server:
Gotta say, running around blasting Albs and Mids with some old, old names was amazing. :D This is an online server, so multiple people can play at the same time. It's part of the AA tribute site now, so trickling players can find it, enjoy for a night, and carry on.
Let me know if anyone wants to contribute. Send me your guild emblem and roster and I'll add them. Down the road I may let people add their own rosters, or maybe even a freeshard server picker if anyone wants to tie in with this.
Any thoughts or ideas, toss 'em at me!
UPDATE:
THE GUILDS OF IGRAINE RIDE AGAIN
Bindstone's world is now populated by 13,301 real Igraine characters from 90 guilds, rebuilt from the Camelot Herald as of January 2005: their names, classes, races, guilds, emblems and realm rank. No more random-named bots.
Every guild of your realm is a choice in Crew Up (on the helper): you get a balanced group of eight drawn from that guild's members. Hibernians can also crew up with Athena's Avatars.
Guilds are listed in Igraine's realm-point order, January 2005.
ALBION (30 guilds)
Outlaws of Darkness, Dark Knights, Divine Ancestry, The Unknown, Angry Zergin Noobsters, Dragon Knights, Wings of Vengeance, Order of Anarchy, Allegiance, Highland Guard, Templar Knights, The First Order, Horde of Death, Sangreal Knights, Guardian Council, Seven, The Black Watch, Siege Alliance, Dragons Bane, The Motley Crew, Alliance du Quebec, Sancti Graal, Hand Of Caliburn, Warlords of Albion, Armageddon's Dawn, Aurora Avalonis, Albion's Honor, Higher Power, Befallen Apostles, Black Dawn, Extra: Athenas Avatarz (Alb Gareth Caster Group)
MIDGARD (30 guilds)
Nordic Steel, Beyond Death, Valkyrie's Chosen, Anno Domini, Rigor Mortis, Fires of Valhalla, Hjouse of Spjank, Doom's Ordinance, SvX, Midgard's Legacy, Dead Men Walking, Fallen Few, Black List, Fellowship of Fate, UndertakerS, War Council, Remnant, Dragonfire, Northern Reavers, Einherjer, Ascension X, Harmonium, The Brat Pack, Sinister Eyes, Svartedaudir, Dark and Shattered Guild, Xukuth d'Veldrin a'Velven, Shadow Warriors, Midgard Knights, Odin's Fury, Extra: HEY YALL (AA, Mid Ector)
HIBERNIA (30 guilds, plus Athena's Avatars)
Athena's Avatars, Black Mass, Free Will, The Pretend Heroes, Cannyssagh Saighin, Ciorcal Lochtach, Horizon, The Empire, Retribution, Daoine Sidhe, Blades of Purgatory, Deception, Sword of the Dragon, Isle Guard, Dominion, Riders Of The Storm, The Black Company, Bog Troopers, Arcanum, Dark Regime, The Syndicate, Dark Redemption, Strength and Honor, Phoenix, Lords of the Hunt, Fueled By Ignorance, Hounds of Cullan, Mutiny, Honor Guard, Furiant, Brash Bravado,
Was your guild on Igraine and isn't listed? Tell me and I'll add it.

r/daoc • u/CelebrationFar4504 • 2d ago
Hello, new to the offline mode but having tons of fun. Is there a way to make a guild? I spawned in 8 groupies but I guess they don’t hit yes when it prompts them to lol
r/daoc • u/CelebrationFar4504 • 2d ago
I’ve been trying to figure out how to download the offline daoc and have no idea what I’m doing. Can anyone give me step by step instructions on what to do?
r/daoc • u/zomboden • 3d ago
https://github.com/shadowofze/OfflineDAoC - Everything to download and set up the game/local server is included here. Follow the setup instructions.
Changelog for what is different from 0.35 to 0.36 is here. https://github.com/shadowofze/OfflineDAoC/blob/main/CHANGELOG.md
https://github.com/shadowofze/OfflineDAoC/discussions/14 Bug Reports here
https://github.com/shadowofze/OfflineDAoC/discussions/4 Known issues is here
What is OfflineDAoC?
OfflineDAoC is a single player Dark Age of Camelot experience based in the 1.65 Classic+Shrouded Isles time frame. You can either play completely solo, solo with /spawn companion bots in your party (including /raid 40, /raid 80 for tackling harder pve/pvp content with your bots), or spawn in thousands of fully autonomous gamebots to populate the world around you and they do end game PvE and RvR.
What is the difference between 0.36, 0.36b and 0.36c?
0.36 is just the vanilla game with only slight modifications/small qol.
0.36b is the vanilla client + the custom sluaghbinder class and includes server modifications so the bots can play that new custom class too.
0.36c is a client only that connects to a 0.36 or 0.36b server. It is a fully rebuilt from scratch client on an entirely different engine that breaks free from any hard coded limitations that the old client had. It includes optional modern (WoW) MMO Movement among other features. You can play with the same bot roster, and account on 0.36 or 0.36b (choose one depending on whether or not you want a custom class) with 0.36c and swap between the clients freely as you please. 0.36c (new client) is completely optional.
What are some of the features?
-Custom bot system, with capable /spawn companion bots, a custom /raid 40, /raid 80 mode at level 50 tackle harder content solo or with other gamebots in the world, and a fully navigation mesh designed autonomous bot system so they can level from 1-50 in the world and participate in active rvr/end game pve similar to what a high population server would have.
-Custom client built from GDScript that uses the old games assets and lighting and keeps the gameplay feel the same while having a visual edge advantage and the perks of it being free from the hard coded 32 bit limitations of the old directx9 client.
-Over 1300 classic quests from before Nov 1, 2003 including class variant epics are included and most are now working.
-Sluaghbinder for 0.36b a custom Hibernia class that is similar to a shadow knight or death knight from other MMO's. It has its own custom epic armor set after its level 50 quest is finished from the trainer in Tir Na Nog (she is near Chamber of Stealth).
-A custom quest guide feature where you can click a quest guide button in your journal and it pulls up original 2001-2004 era walkthroughs for you to see. Also included is modern quest QOL such as map markers.
-4 Battlegrounds from the 1.65 era are included and level appropriate bots will participate in these if you have them set as bot goals.
-A custom realm exchange system (depicted at end of video) where you can buy and sell your items with bots like a modern MMO auction house. They can also buy and sell with themselves or buy from you if you are selling a gear upgrade.
-A fully custom launcher based on DoL/OpenDAoC open sourced code that is easy to use and set up on any PC without convoluted CMD prompts everywhere.
Is there a cost? Donations? What's the deal with this?
No, there is no cost, and no donations are accepted. This is a completely free fan made AI vibe coded project that is almost 3 months into the making. All assets used, and code of the game are still the property of EA/Broadsword.
Why is there no multiplayer? Co-Op? Lan?
This is a single player time capsule project, meaning there is no multiplayer, no online servers running, and nothing of the sort. The project is open sourced so people can do whatever they please with the code and if that includes taking it and making a server then so be it. But my original intent is that this is a fully offline experience that can be played for years to come without worrying about a server's population or whether a server is going to get shut down.
I was playing a previous version, can I update to this new version?
There is a progress importer tool included that should move your bot roster and local player account into the new version. It wont work 0.36->0.36b however. only 0.35->0.36 or 0.35b->0.36b. 0.36c is just a new client that attaches to either 0.36 or 0.36b's server. You can try it with older versions too and it may or may not transfer.
Found any bugs?
Please report any bugs with as much detail as you can either on the github discussions, through the github issues report system, or even DM me here if you need to. All bug reports or reports of things that are 100% definitely wrong (not just minor texture or visual differences on the new client unless its outrageous, that is to be expected) are appreciated. I am not capable of fully testing this project alone so any bug reports are very welcome. Expect a ton of bugs (especially with 0.36c)
What is the new client based on?
The new client is based in Godot 4 and is completely written in GDScript with C# to bridge with the server.
Why is it not Unreal 5?
There are other people already doing unreal projects, and in my opinion Unreal is too heavy of an engine for an MMO like this. But I am looking forward to trying those Unreal projects if any ever release. I am not a game developer.
r/daoc • u/Aladin_Laki • 2d ago
What's the name of song that plays during character selection screen on Eden server? I found the Eden Launcher theme but not the song that comes next during character creation/selection. Is it a specific song for Eden or did it exist in original DaoC?
r/daoc • u/Flat_Pin2610 • 3d ago
Been working on this project in unreal for some time, but to get some input and interest while that cooks I built it in a bit smaller scope for browser - curious to hear what people think!
Try it out and please leave feedback!
Currently there are queues for up to 15 player matches (5 per realm - 8 is too crazy lol!) but can also drop right in with bots that are semi competent 😂
Disclaimer: Yes - many class names/things directly pulled, this is just for this browser iteration.
Highly recommend PC only - and fullscreen! not feasible on other platforms at least at this time, and not really focused on supporting mobile.
Hello Fam! We are working on a DAOC browser game, and its already live and playable for free at:
https://hollowmere.fly.dev/ come check it out!
Full disclosure, we're vibe coding this thing like crazy. Which is why it's free and maybe also why you might be interested. We're trying out this new idea of game dev called "Hive-coding" where you just give your prompt on our discord and we'll send it to an agent and it'll make it to into the game. So you can contribute to what this game becomes. Your basically a dev with us.
Current status is very early. Just one realm in the game, we have lots of innovative ideas but we're still hammering out the basics. The goal isn't a DAOC copy but something entirely new with a lot of what made DAOC great included.
Again, we're early, but it's amazing how much fun it is already. We're just getting started so come be a part of what we're building!
r/daoc • u/zomboden • 7d ago
I am back again a day later with a different teaser and some news about what happened since I posted my previous teaser & then removed it abruptly a few hours later despite positive reception on it.
What you see in the video is a very rough version and I already have a list of over 100 things just from a few hours playing that will need looked into and fixing.
There is a metric ton of animations, spell effects, and other quirks that have to be fixed. I'm working on as many as I can but I would appreciate any issue reports on Github to add to the list especially for the new client once it is available. There are a lot of weird bugs from moving everything from a client only to a client+server.
Also if you remember how this old UI used to display information LET ME KNOW IF ANYTHING LOOKS WRONG! It built this classic style UI based off old UI data files and I could not find reliable pictures or videos of anybody playing with this UI.
Why I deleted my original teaser abruptly
A lot of people reached out to me wondering what happened, long story short the original thing I was teasing which was the new client/engine + the rebuilt project was never going to come to fruition. I have since salvaged the new engine+client combo and repurposed the client to hook up the current developed OfflineDAoC server code (which is still far from perfect, there is still a lot of bot AI lag, and other misc issues).
My Misunderstanding on Technical Aspects of the Game
I am not a game developer and never claimed to be, and I set out on the now cancelled OfflineDAoC Rebuilt project assuming I could bypass the server code for a single player game and bake bots directly into the client, and I was wrong.
I had no idea the strain on a system that handling/processing the bots and monsters would take vs letting an optimized server direct them instead
I had no idea how many aspects of Dark Age of Camelot were controlled by the server vs the client. The server handles A LOT of the game. It was never built to be a single player game. All the damage math, stats, and too many things to even list are controlled by the server alone.
What this means for OfflineDAoC
This means that the new client I will be playing will be slowly optimized, made better, effects, sound effects, etc. And that I will be working on improving the existing server code alongside the new client code. The new client connects fully into the old server now so no new bot brains, or anything else has to be rebuilt from scratch. Hundreds of hours were put into the bot brains over the course of 2 months.
The new client, and old client can both connect to the same server/account/bot roster. I will be looking to make it possible for you to have both a 0.36b and 0.36c and share your characters between them. Likely you will download 0.36b, and 0.36c will be client only and it will go into that folder and connect to the server so you can have both 0.36b and 0.36c and swap between them freely. Or just 0.36b if you don't care about the new client.
Unfortunately as of now this leaves 0.36 without any custom classes on its own unsupported with cross progression with the new client. But I'll see if I can figure something out, no promises.
When can we play the new client?
I am hoping to release a 0.36,0.36b,0.36c(new client) on Saturday Night or Sunday afternoon (US Time). It will be on the github and I will probably make a new post here. I have a large list of bugs I have to get fixed in the meantime including anything that anybody points out in the video about the UI, etc. There are tons of sounds, spell effects, textures, and other issues that still exist where it was moved from a client only to a client connected to a server.
It will be open sourced completely just like the rest of the project so you will be able to use the client to connect to your own version of OfflineDAoC or whatever else it is you want to do with it.
Will this still have all the ROG systems removed, and the new companion system, etc?
Unfortunately, no. This new client will be a 1:1 hookup into the already existing OfflineDAoC server. The bot brains, and other aspects of the server that are already made and working would have been way too hard to get functional and potentially impossible with a client only. I wasted a lot of time trying to bake everything into a client only and that is on me.
r/daoc • u/code_only • 9d ago
Hi everyone! For those missing the old Kirstena's DAoC Atlas, I uploaded a mirror here based on what I recovered from the Wayback Machine (updated it to a bit more modern HTML5 layout). Just to be clear, I am NOT Kirstena (the creator), only a fan.
r/daoc • u/fairiefire • 10d ago
Super long shot, but I'm looking for my old running buddy Mutant Tomato, also from City of Heroes/Villains. I was a friar and knew a shortcut through the fairy tree. Sorry that killed us dead. Would love to run with you in newer games. I was Sem Pojo, and still am.
r/daoc • u/IllAdhesiveness7097 • 10d ago
In your opinion what server should I play in ? I used to play on Phoenix and I also played for some months on Eden , there other servers I can hop in ? Or you still think that eden is the best ? Let me know ;))
r/daoc • u/zomboden • 11d ago
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.
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.
r/daoc • u/TrainingNeither • 11d ago
Any private servers like Gaheris? Sometimes prefer to just PVE ya know.
r/daoc • u/Camlann_Reborn • 11d ago
The wait is over: Camlann Reborn officially launches tomorrow, Friday, October 9th!
We know open world free for all PvP is a niche experience, but we don't need a lot of players to have an absolute blast. Even a dedicated community coming together for high stakes fights is enough to bring back that legendary Camlann and Mordred atmosphere.
Here is what makes Camlann Reborn unique, fair, and action packed:
⚔️ Core PvP & World Mechanics:
🧙♂️ Smart Buffbot System dual Log (only on PVP-zones):
📅 Launch Schedule (Tomorrow, Oct 9):
💬 Discord & Connection Guide: discord.gg/vEfHsFVRG
Whether you stay for months or join us for epic weekend action, you are welcome. Prepare your builds, grab your team, and trust nobody.
See you on the battlefield tomorrow at 18:00 CEST!
r/daoc • u/BifrostAI • 13d ago
v0.0.2 Camelot Enhanced client
Features added:
-Login -> Character Overview/character screen
-Full player customization and creation
-HUD(player stats, hotbar, chat panel)
-Movement system
-Admin panel [all commands] (debug hammer weapon/fly mode)
-Combat system (targeting, attacking, casting, etc)
-100% of the mobs imported and animated
-Server/client replication with Dawn of Light server
-80% of the items imported
-Water added to zone generation
-Unreal editor toolbox contains everything needed to manage the asset pipeline and create zone profiles and more.
-Nanite skeletal mesh rendering GPU offloading. Capable of 500+ armored players or 2000 mobs within 5000 meter radius.
-Handful of zone profiles finished (shown in the images)
Each zone has its own profile and is created then modified based on what trees, terrain and materials look best. It is the slow part of the development to ensure each zone looks great. In the profiles I can change water materials, ground cover(density, spacing, fixture offsets etc), scenery replacements(trees, rocks, prefabs, objects), terrain material and weights per zone.
No AI enhancements or DLSS modifications have been applied to existing classic assets in the images. Nothing is placed manually in these images either. Using the existing nif tables the assets simply replace the old ones at their previous location. Scaling to the correct units. Everything is rendered from UE5 with a mix of new foliage, terrain material, lighting and water. The core game code is recreated from scratch and is not reversed engineered from the original game.
Once the HUD/combat system is ready for alpha. I will open up a server and release the first version of the client to test performance.
r/daoc • u/Blandwiches25 • 15d ago
Little project I got running in an afternoon with claude code. I have no intention on continuing it, I was just sick and bored at home and wondered, "what if?" after seeing a post about EQWow, lol.