/r/Otherland

Photograph via snooOG

Otherland isn't dead.

There is new hope.

The polish DRAGO-Entertainment has picked up development and released a Trailer for Steam Early Access.

The OFFICIAL HOMEPAGE!

Otherland is a full-scale Massive Multiplayer Online Role Playing Game based on the highly acclaimed novels of Tad Williams.

Embark on exiting adventures in a virtual multiverse of worlds ranging from fantasy to sci-fi and beyond.

Now on Steam!

Books Wiki

Related Subreddits:

/r/Otherland

203 Subscribers

16

Anotherland: A server emulator for otherland

Hey r/Otherland!

I’m the developer behind Anotherland, a server emulator for the Otherland MMO. It took a lot of work and there is still a lot left to do, but currently, you can explore the maps of Otherland with other players and buy cosmetic items in the shop (interact with the bankers in Lambda Mall to get some currency).

I host the current version of Anotherland on my servers, so you don’t have to set it up yourself. To connect, open UnrealEngine3/AmunGame/Config/DefaultUI.ini and look for the line:

+ConfigureLoginAddress=(srvName="#UI.EU_Server_LIVE#", srvAddress="78.46.105.144", srvPort=6112, queuePort=53292)

Replace it with:

+ConfigureLoginAddress=(srvName="Anotherland", srvAddress="5.75.231.133", srvPort=6112, queuePort=53292)

You can now visit https://account.anotherland.cloud/ to register an account using the Discord OAuth provider. Use the displayed credentials to log into the game.

However, please note the following caveats:

  • The communication between the client and server is encrypted, but it is not secure by any measure. Please DO NOT share any sensitive information.
  • Passwords generated from the link above are valid for a single login only.
  • Currently, only the "Social" playstyle is implemented. Selecting any other option will not work and will result in a stuck client.
  • You might occasionally fall through the floor. If this happens, use the respawn option from the menu to teleport to the nearest portal.
  • Most user interfaces (UIs) are nonfunctional in the current version of Anotherland.
  • If you have made any changes to your game client, please revert them before connecting to the server, as they might interfere with online functionality.
  • Expect numerous glitches, crashes, and bugs. There is still much to learn about the Otherland client.
  • There will be frequent database wipes to accommodate new developments.

If you encounter major bugs, feel free to open an issue on GitHub. However, please refrain from creating issues about missing features for now. Also, feel free to visit the Otherland Discord (https://discord.gg/GdhtjTQ6uq), where you can discuss the game and where I post updates about my reverse engineering and development efforts.

Thank you to all members of this small but amazing community!

3 Comments
2024/05/17
17:33 UTC

7

Just gonna leave this here...

There's a possibility to experience part of Otherland again...

See here https://github.com/AnotherlandServer/anotherland

and here https://discord.gg/Ur23QvN3

The game is only in social mode and there are no quests. At the moment, it's primarily for sightseeing. plemkuhl also just managed to get the portals active again, so it's easy to see the map.

He's running a server, you can find the deets in discord.

2 Comments
2024/03/15
20:25 UTC

3

I’m so sad I missed this

My sister and myself have just started Watching Josh Strife Hayes videos on Otherland and needles to say after the second video we both ran to steam to only find the game is dead as a door nail as is no longer on steam or anywhere we could find. So I’m here to ask any news on a revive? Anyone trying to take it over? Who do I need to pay to turn the server back on? Which god Holy, Satanic or Eldritch do I need to pry to, to bring this game back just so I can play it (I’m willing to sacrifice my first born if needed)

2 Comments
2023/10/15
23:50 UTC

17

Any chance for a revival/Source Code release?

I understand that the game is about as dead as can be but after watching Josh Strife Hayes' series I'm trying to see if I can hold out on some hope for a revival.

The Drago devs who were managing the game seemed to be quite cooperative and friendly with the playerbase. Has there been any information on whether they'd be able to release the source code or allow in any way for the small fanbase to run private servers?

7 Comments
2022/07/11
15:03 UTC

5

Dead?

Hey - is this sub and game dead? Just recently read the books and saw Josh Hayes' play through!

5 Comments
2022/02/17
23:13 UTC

16

The Beauty of the Otherland MMORPG - Scenery Compilation Video

A compilation of scenery videos I took of Otherland :)

https://www.youtube.com/watch?v=uGPFhNueYhc

The game has unfortunately been offline for 2 months now without any news on its return, so I wanted to compile some clips together to remember the stunning environments and preserve some of them in video form for those who have never played.

0 Comments
2021/11/20
18:28 UTC

2

How is the multiplayer side of this game?

All the gameplays Ive seen have only shown the solo experience. How is the mmo part? Whats special about it?

2 Comments
2021/08/24
14:31 UTC

6

Loggin problem but seemed to be solved.

If you are here you are probably through Josh Strife Hayes video on youtube.
Well for me anyway.
Download it over steam, created a character but couldn't log in yesterday. I could create a character and I could log in if I chose social but not with normal. After restart and try again it showed me the character on level 60 but still, I was kept hanging on the loading screen.
Then I changed the video setting from the window as it was selected to fullscreen. Tried to log in and could into the starting area. Makes no sense but it worked. Had then reboot it but it worked.
So let's try it out.
Oh, I am on the EU server.

2 Comments
2021/06/08
09:29 UTC

4

Best gamer ever made, wow

Amazing, the best game ever 10/10 😋😋😋😎😎😎🤣🤣🤣

2 Comments
2021/02/24
23:51 UTC

29

I just watched Josh Strife Hayes' video on this game.

The design is so gorgeous. I really wish that we could crowdfund this game, so it wouldn't waste those visuals...

7 Comments
2021/02/07
03:19 UTC

8

I have a feeling

Dunno why but i have a feeling this game is kinda dead

3 Comments
2021/02/04
11:56 UTC

7

State of the Game - December

Hello Others!

Admittedly, it has been rather silent on our side recently. The reason being: we are very, very busy and the goal of this State of the Game is to shed some light on what have we been busy with as well as give you an idea what's next on our agenda. Rest assured: the whole team is still full at work on Otherland and preparing the game to eventually leave Early Access with all the features promised and lots of your ideas incorporated!

We were basically spending the entire December on wrapping up the next installment of the storyline. This again comes with a completely new zone called Water Isle, lots of quests and another level increase. While we haven't decided when exactly we are going to release it, it has been a major milestone for the project.

While some of you might say that there are more important things to take care of, finishing Water Isle in December will allow us to split the team and come January approach Otherland's development in a more diversified manner. By having one part of the team working on side quests and repeatable content like dailies, factions and dungeons and the other part of the team working on game mechanics related issues we’ll be able to increase the speed at which those elements land in the game.

While being focused on Water Isle this month, we found some time for various bug fixes and smaller improvements that were just released in a Xmas patch that should solve remaining technical issues. We even managed to put a tiny Xmas event into the patch to at least give Lambda Mall a Xmas touch and a couple of rewards.

In January, things will get really interesting. Let's start with the biggies: SOMA, resources and crafting. The SOMA system will receive an overhaul, SOMA drops will be changed so that all types of SOMA are obtainable from enemies depending on their level and difficulty and we will be adding gathered resources. The reason we are doing those things is to take onto crafting in the next step.

Crafting is rather lackluster right now and I don't mean the bugs it needs to have fixed. We want Otherland to go into the direction of a player based economy, so most of the good stuff should be craftable and tradeable by players. We’d love to see players going out into the simulations and dungeons not only thinking about their level and XP, but also what they can gain for crafting.

To accomplish those goals, we need a much better crafting system, not the basic, thread off the mill one we have right now. And that's what Otherland is going to get. While there will be a DevTalk regarding various aspects of resources, there will also be DevTalks about the crafting system itself. However, this is just too good a place to not throw in some highlights: The majority of items will be craftable and players will decide to craft them as a shell just for the visuals as a costume or as equip-able items with stats. Players will define the item's stats and the level requirement of the item. Players will be able to push not only stats, but also the item quality even further on critical crafting successes. A lot end-game gear will come from crafting. They will require 1 or 2 components coming from bosses, but the same stat definition rules will apply to allow players to create items they want instead having to use what RNG dropped them. Last but not least, items will be moddable allowing further stat customization and stat increase. And those are just the highlights...

Another major topic that will be worked on parallel to the crafting system is group oriented content. Proper dungeons with cool bosses are on the agenda here, followed by world bosses and a Looking For Group system. Our goal here is to implement one dungeon for each zone with a mix of classic, closed dungeons and open dungeons. Some of the dungeons will be tied to a faction system we are currently working on giving players an additional source of reputation on top of the dailies. Factions will come with their own vendors selling you some really nice recipes and items based on your faction standing. This leads us nicely to the next topic as one of those nice items will be a mount.

Yes, mounts are coming to Otherland. We will implement them similar to pets starting off with one mount early on with an experimental status to work out the kinks and once we are all satisfied with their performance we will go on to create a wider variety of mounts.

In January we hope to deliver the Collector's Edition bar to you. We are sorry it took longer than anticipated, but we simply felt fixing technical issues for everyone had the priority over delivering content for a minority. We hope the final result will make up for it.

Last but not least: We hear you! We read your feedback! That is the main purpose for being on EA. So we know we still have to improve the combat system and that is on our list as well as more exploration of the world (e.g. side quests as mentioned above but also the use of bars) and endgame content such as extended PVP and Guild Wars.

We always envisioned the EA period to take 6 months. Now we know that goal was not realistic. However, we are getting there, step by step and we are thankful you take this journey with us!

​Alpha, Akio and the Otherland Team

0 Comments
2015/12/23
14:06 UTC

2

Xmas Patch

Dear all,

the servers will go down at 14:00/2PM CET today for about three hours to apply the newest patch to Otherland. While we have delayed the next content expansion to January to allow more testing time, this tiny update includes a small XMAS Event and some major fixes, most notably for players previously stuck with the "Make Character List" Bug.

Patch v5.5.31

  • A tiny Christmas Event has been added putting light Christmas touches onto Lambda Mall and offering 3 little Christmas quests with appropriate rewards: a new pet and a Christmas themed floor and wall look for the U|Space.
  • The “Make character list” issue has been resolved.
  • The O’rly bar now has guests that fit the setting.
  • Lambda Mall received minor visual upgrades.
  • Various areas in the simulations received minor visual updates.
  • Foliage of many maps has been improved.
  • Members of the “Sweetie Cheng clan” now have more detailed textures and models.
  • Shotguns now have a slightly longer range.
  • Energizer's sticky capacitor now has a new and unique indicator.
  • Many regions now have their missing unique names added.
  • Some of the missing maps have been added.
  • The player’s position on the minimap has been fixed.
  • The minimap should no longer have a strange blur on it.
  • The mini-game host NPCs have been disabled for the time being.
  • Collisions and pathfinding in the Monastery has been improved.
  • Many side quests display their dialogs correctly now.
0 Comments
2015/12/21
10:56 UTC

3

Dev Talks "Buffs & Debuffs"

Hello Others!

"Havock" sat down and wrote another "Dev Talk"! Have fun! :)

" I assume most of you start reading this post with one question on your mind. No, the other question. „What is this about?”. DevTalk will be a series of game concept presentations we will post with regular irregularity. The general idea is to explain what we are currently testing with internal builds or designing for the future of Otherland. The DevTalk however is not meant as a simple monologue from one of the developers – we want to hear your opinions and thoughts about what we present. Keep in mind that with your help we can always make the game better!

So, let’s start…

…with buffs and debuffs. We feel it is a relatively easy topic and a good start before we dive into more complex combat changes.

The general idea of the previous development team for combat was to have tons of buffs and debuffs. The train of thought was that it would bring a lot of diversity into the game.

Looking at it now we believe it has been the wrong approach. Not only does it make the game appear needlessly more complex, but it also makes it less clear when it comes to what to expect and how to react during both PvE and PvP combat.

We are thinking about a different approach: cut as many buffs and debuffs as possible and combine them into several big ones. To make it more clear what we are going for, let me show you a quick example.

Imagine we have a Savage Beast, a Butcher and an Assassin at some village in 8Squared. They all have a debuff in their arsenal of attacks: “Rip”, “Gutted” and “Lacerate” respectively. However, they pretty much do the same same thing: deal damage over time. To make them appear more “unique” each has their own visual effect, sound, icon and description.

What we have in mind is the opposite: merging them into one buff named “Bleed”. It would still do the same thing – deal damage over time, but it would have the same visuals, sounds etc. making it a lot easier for all of us to recognize and understand what just happened to our character and how we should react to it.

We are thus about to settle on nine debuffs and believe to have all the bases covered:

  • Bleed: damages the target for X damage every second for X seconds.
  • Blind: causes the next attack of the target (within X seconds) to miss. Each attack consumes a stack.
  • Cripple: decreases the movement speed of the target by X for X seconds.
  • Poison: damages the target for X per second for X seconds while also decreases healing received by X.
  • Weakness: decreases the target’s armor by X for X seconds.
  • Silence: disables the usage of all abilities of the target for X seconds.
  • Stun: stops and disables all actions (including movement) of the target for X seconds.
  • Sleep: stops and blocks all actions (including movement) of the target for X seconds. Taking damage breaks the effect.
  • Taunt: forces the target to attack the caster for X seconds.

Since we want the game to be as clear as possible with the debuffs we decided to use them for all the class abilities we have in the game. So a damage dealing warrior would mostly apply “Bleed” and an assassin would mostly apply “Posion”. At first it looked good, but during internal testing we noticed that our QA team never played in groups that had more than two of the same class and tried to have as many classes in the group as possible. It was something that eluded us at the start – if assassins apply “Poison” why would we want two of them in the group if the effect is already applied on the target?

The quick and simple way to resolve the problem was to stack debuffs. From here we want to go a step further to keep things simple. If you play a warrior and apply a Bleed debuff to an enemy and another warrior also applies his Bleed then the current Bleed will cumulate in damage while also refreshing the timer of the Bleed while at it. So if the first Bleed dealt 100 damage per second, the second warrior’s Bleed dealt 120, then the debuff would increase to 220 damage per second.

Obviously some of the debuffs do not stack as it would not make much sense. These debuffs are “Silence”, “Stun”, “Sleep” and “Taunt”. While we did consider stacking for Silence, Stun and Sleep by simply increasing their duration with the amount of stacks, we decided it would alter both PvE and PvP in a manner that simply isn’t desired.

For buffs we are planning to have nine:

  • Block – The next attack taken (within X seconds) is blocked. Each blocked attack removes a stack.
  • Power – Increases the damage of the targets auto attacks by X for the next X seconds.
  • Haste – Increases the attack speed of the targets auto attacks by X for the next X seconds.
  • Evade – Increases the dodge and parry chance of the target by X for the next X seconds.
  • Regenerate – Heals the target for X per second for X seconds.
  • Speed – Increases the movement speed of the target by X for the next X seconds.
  • Explosion – The next auto attack made by the target deals X damage to all hostile targets within X meters around the primary target hit.
  • Threat – Increases the threat generated by the next auto attack by X. Each attack made removes a stack.
  • Vampire – The next auto attack made within by the target heals it for X. Each attack made removes a stack.

Similar to how stacking works for debuffs, buffs can also be stacked (all of them). So if you have nine stacks of “Block” and are hit nine times before the buff runs out, you will block all of the hits.

As you might have noticed several of the buffs are opposite to the debuffs. If you have “Speed” and “Cripple” at the same time they will negate each other. The final result (does your movement speed go up or down) depends on the overall power of the buff and debuff. Simple and easy to understand – at least we hope so.

That’s pretty much it for this time. I really hope that it gave you a better understanding of where combat is going in term of buffs and debuffs. Next time I would like to talk about the general ideas for class abilities without going into too much detail of each class. Things like how stances are going to work, passive abilities, etc. "

0 Comments
2015/12/10
15:17 UTC

4

Maintenance and Patch today 11.27.2015

Dear Others,

Update: The maintenance is over and the servers are up and running. Have fun! :)

at 16:00 CET we will start the maintenance to update Otherland and add the new free Content DLC "The 5 Isle Conflict". The servers are expected to be back online at 19:00 CET. If you haven't tried Otherland yet, now is your chance with the current Steam sale at 50% off!

Patch v5.5.27

  • Introduces Wood Isle, one of the large 5Isle islands with more than 70 new quests and more than 200 new quest rewards as well as 6 new neat cinematics. New smaller areas make an appearance as well, such as The Monastery, Mr J’s or Irish Pub.
  • Level cap has been increased to level 55.
  • Targeting: The heavy and special charge display (on the crosshair) has been improved.
  • Targeting dead NPCs/players is now possible.
  • Clan bank now also allows to store SOMA.
  • Certain walls in the ClanLand have been corrected and players should no longer get stuck or fall through them.
  • SOMA gathering should work correctly on all maps now.
  • Node communication on the servers have been improved and should positively impact overall server stability.
  • Teleporting to the Halloween event zones has been disabled.
  • Fixed an issue in Respawning which should make respawning a lot more reliable.
  • Additional fixes to the “Make character list” issue have been implemented.
  • The quest resetting issue is still under investigation, but we applied some smaller fixes which should make the issue appear less often.

BR

Alpha, Akio and the Otherland Team

1 Comment
2015/11/27
13:52 UTC

3

Content Expansion Details, Patch Notes and Sale!

Dear Others,

Otherland is currently 50% on sale. There was never a better time to join the Multiverse with the newest patch (details below) and the next free content DLC "The 5Isle conflict" arriving tomorrow!

The 5Isle Conflict

Broken away from the other islands, Wood Isle features a vast forest, filled with powerful allies. But not every creature hiding there is friendly. Players will have to fend off the most dangerous creatures yet, hiding in the darkness of the forest. But wood monsters are far from the only danger Wood Isle holds. Allies and enemies will both be confronted to an unholy force: Demons! In this update, the developers have focused on improving combat by rebalancing the damage and healing system. Combat is now more challenging, strategical and enjoyable for all players. With 70 new quests, Wood Isle offers a lot of new content to explore. This update will also increase the level cap to 55.

Patch v5.5.27

  • Introduces Wood Isle, one of the large 5Isle islands with more than 70 new quests and more than 200 new quest rewards as well as 6 new neat cinematics. New smaller areas make an appearance as well, such as The Monastery, Mr J’s or Irish Pub.

Level cap has been increased to level 55.

  • Targeting: The heavy and special charge display (on the crosshair) has been improved.
  • Targeting dead NPCs/players is now possible.
  • Clan bank now also allows to store SOMA.
  • Certain walls in the ClanLand have been corrected and players should no longer get stuck or fall through them.
  • SOMA gathering should work correctly on all maps now.
  • Node communication on the servers have been improved and should positively impact overall server stability.
  • Teleporting to the Halloween event zones has been disabled.
  • Fixed an issue in Respawning which should make respawning a lot more reliable.
  • Additional fixes to the “Make character list” issue have been implemented.
  • The quest resetting issue is still under investigation, but we applied some smaller fixes which should make the issue appear less often.

See you in the Multiverse!

Alpha, Akio and the Otherland Team

0 Comments
2015/11/26
11:49 UTC

2

[TIP]Read the books first!

^^^^^^^^^the ^^^^^^^^^game ^^^^^^^^^sucks ^^^^^^^^^compared ^^^^^^^^^to ^^^^^^^^^the ^^^^^^^^^books

^^^^^^^^and ^^^^^^^^its ^^^^^^^^a ^^^^^^^^broken ^^^^^^^^game ^^^^^^^^as ^^^^^^^^well

1 Comment
2015/11/02
19:25 UTC

0

[bug] Game does not launch.

It says I need to update my graphics drivers, which I have done so many times since I got this error.

2 Comments
2015/11/02
14:34 UTC

0

Patch for Halloween Event and 33% discount

Happy Frightening Others!

Horror fans and costume fanatics: It’s time! Otherland’s Halloween event starts tomorrow and adds new quests, costumes and pumpkins to the game. An exciting chase for these pumpkins will lead to a totally new area and reward the players with a unique pet! Yes, you've read it right - for the first time, pets will become available in Otherland! And the best news: We have a discount! You can now save 33%. Happy Halloween!

However, in order to implement the changes, server maintenance will be necessary. The servers will be in maintenance mode from 3 p.m. GMT+2 until 6 p.m. GMT+2. During the maintenance we will patch the servers for the Halloween event and will provide Steam with the newest client patch. Please take a look at the patch notes below.

Thank you for your understanding and happy farming!

Patch v5.5.16 “Spooky Scary Invasion”

  • The Halloween content has been unlocked.
  • Bug World, 8Squared, Lambda Mall and Mars Docks simulations are now under attack by Halloween forces. Each of the simulations gained a Halloween themed area.
  • Three Halloween themed pets have been added to the game. They will be available through questing. The quests awarding them will be available only during the Halloween event.
  • Three quests have been added in Bug World, Mars Docks and 8Squared. These quests reward a small amount of credits and a Halloween themed pet (they will appear in the Credits tab of the inventory). The quest givers can be found near the main portal of each simulation.
  • Three Halloween themed world bosses had been added in 8Squared, Lambda Mall and Bug World.
  • Three daily quests had been added in 8Squared, Bug World and Lambda Mall. In order to complete them you will need to defeat the Halloween bosses in each of the simulations. These quests can be repeated every day and award a Halloween Token to be used to acquire one of the halloween costume sets.
  • Four quest givers have been added to Lambda Mall. They allow players to return the “Halloween Tokens” for costume parts. Keep in mind that you need to select the reward manually. There are two unisex costumes (“Black Knight” and “Killer”) and two gender specific ones (“Punk Male” and “Punk Female”).
  • 8Squared path finding had been tweaked and should cause less issues now.
  • Several terrain issues have been fixed.
  • Missing 8Squared trees have returned and you can again enjoy the environment.
  • The Arena in the Bad Sector had several fixes applied and should now cause less issues for players.
  • Some quest rewards could not be sold to vendors. The shopkeepers will accept them now.
  • The level cap of 50 had been tweaked and should no longer cause any issues.
0 Comments
2015/10/30
13:25 UTC

0

Expansion, Halloween and Steam Controller/Link Support!

Dear Others,

we have great news for you regarding several exciting updates coming to Otherland:

  1. First Content Expansion Release We are happy to announce our first expansion that expands the storyline of 8Squared with more than 120 new quests, giving players a chance to join the White Army forces for the very first time. Experience a multitude of new areas and locations within 8Squared such as the Mausoleum or the Red Castle, providing exciting gameplay for the next 10 levels. The level cap has also been increased beyond 40 to allow further progression and character development.The new, free content update called "The 8Squared Conflict" will go live tomorrow.

  2. Steam Link & Steam Controller Support added Otherland does not only play great on Valves just released Steam Link but now fully supports the Steam Controller! We have just uploaded an official profile that you can use to play the game from your couch - feel free to leave us comments or customize and upload your own profiles!

  3. Halloween Event / Content At the end of next week our big Halloween event will go live. We will share more information at a later stage, but you can look forward to a "re-decorated" Lambda Mall, special Halloween locations and themed quests that give exclusive rewards (want Pumpkins, anyone? Or you prefer PETS?).

Cheers,

Alpha, Akio and the Otherland Team

0 Comments
2015/10/20
13:45 UTC

0

State of the game No3

Dear Others,

we apologize for the lack of updates this week - but we can tell you that we have not spend the time idle. In the following post I want to give you some insight on what we are working on currently and what to expect this month.

Work on the upcoming content update goes along smoothly so you won’t have to wait long now until the storyline continues. But I think that’s a better topic for next week when we are close to the release of the expansion. Also we are currently planning a big event for Halloween, combined with some new content.

With the last patch we also did some changes in the background regarding the login issues and the ‘make character list’ bug. It helped a little again as we can see from the logs, but only for some players. With the last patch the client now logs every single stage of the login and entering the game process in great detail (no personal data is being transmitted) and we think we now know what is causing it (a protocol issue deep in the underlying Unreal/Atlas network code). We have a plan in place on how to fix it but unfortunately no ETA yet. We will of course keep you posted.

For now I figured I let you know about some of the community requested changes and small improvements. While our focus is currently on the critical issues and the content patch, they do happen. We are following pretty much every thread on the forum and we don’t neglect taking the suggestions section seriously either. We heard your suggestions about the male avatar’s looks and improved that in the last patch. We added a set of chat commands many have requested. Things like inviting players to a group or clan without having to interact with them directly. There were quite a few other suggestions we took onto our to do list.

Last but not least, we haven’t forgotten the Exclusive Bar either. Work on it is ongoing and we decided to add two exclusive credits daily quests to the already planned content specific to that bar. Before that though, a set of commonly available daily quests that award credits will be rolled out right after the content patch.

As we did before, here is a preview for the next patch hopefully coming early next week (before the Expansion). Please keep in mind that things could be added and removed from the list depending on testing (currently going on):

  • ClanLand expansion tokens have been removed from vendors as the associated feature is not fully implemented, yet. Players who bought these have been reimbursed.
  • ClanLand theme tokens have been removed from vendors, they should have been there in the first place as it was just an experimental item. Players who bought these have been reimbursed.
  • Name length has been limited to 16 characters to prevent some of the logging issues. It turned out there was a discrepancy between the client and the server in terms of handling character name lengths. If you encounter login problems with new characters, please make sure the character’s name is not longer than 16 characters.
  • Further smaller improvements to the login issue have been implemented both in the client and the server. Additionally the client now sends detailed avatar equipment information to the server to help us narrow down the next batch of login and make character list issues.
  • Quickslot 8 is now available in key bindings.
  • Mouse buttons have been added to key bindings.
  • The text on the info screen in U|Space has been changed to something more appropriate.
  • Fixed an issue in the auction house when characters with 0 bits were trying to bid.
  • Fixed an issue with the auction house not setting bids correctly after a server restart.
  • Fixed an issue with an incorrect price setting when the default price has been deleted while creating a new auction.
  • Fixed an issue that prevented auction from being cancelled.
  • Fixed an issue with item stacks in the auction house.
  • Fixed an issue when collecting items from in-game while having a full inventory.
  • Fixed the ToManyLeaders issues when promoting clan members.
  • Fixed the last login date of clan members to not predate person computers and the internet.
  • Fixed an issue where ‘show offline’ has to be enabled to show any clan members in the Social Window (O). The ‘show offline’ toggle now correctly shows those being offline.
  • Fixed an issue preventing the character level of clan members being shown.
  • Fixed an issue that displayed clan members with the same class icon regardless of their actual class.
  • Fixed an issue with the background in the clan invite UI.

Clan members that have been kicked from the clan are now correctly removed from the clan’s ClanLand.

  • Fixed an missing string in the ClanBank bit transfer UI.
  • SOMA transfer in clans has been disabled for the time being until issues related to this feature have been fixed.
  • Clan chat is now being correctly displayed in the chat rather than as broadcasts.
  • Fixed an issue that prevented clan profile information from being saved correctly.
  • Fixed an issue with Message of the Day in clans not being shown correctly, especially when edited.
  • Fixed an string and localization issue in the UI when disbanding a clan.

Fixed an refresh issue in the UI when disbanding a clan.

  • The confusing ‘invite to guild’ button has been removed for members who have already been invited.
  • Fixed an issue that prevented the ClanLand portal from displaying its name properly.
  • Various performance issues in Bad Sector have been fixed.
  • Portal FX issues relating to distance of the effects being shown have been fixed.
  • Missing 1.000 credits should now be correctly added on standard edition accounts.
  • The patch also contains some of the data for the upcoming content patch, assets for an event and further collision fixes for the terrain.
0 Comments
2015/10/10
17:46 UTC

0

[Starter || Deluxe || Collector] Editions content ?

Hi there,

Couldn't find the differences between packs, I'ld be interested if anyone here bought it or just have the intels.

Thanks,

3 Comments
2015/10/02
00:05 UTC

0

29.09. Maintenance and Patchnotes v 5.5.5

Dear Others,

we are happy to announce today's patch. At 3PM (GMT+1) the servers will go offline for about two hours (until 5PM GMT+1) during which the development team will update the server side of the game. Please note that after that you need to download a client patch through Steam.

Sincerely, Alpha, Akio and the Otherland Team

Patch v5.5.5

  • In-game mail has been enabled again.
  • In-game mail: fixed an issue where items received via mail were not being shown in the inventory. The items were delivered before this fix, but simply were not displayed so it appeared as if the items just vanished.
  • In-game mail: fixed a bug that caused items to disappear when a mail contained more then 2 items.
  • In-game mail: bits are now correctly calculated when sent via mail.
  • In-game mail: the mail UI now doesn’t care about case sensitivity in character names.
  • Auction house has been enabled again.
  • Auction house: when an auction value exceeds the buyout price, the buyout is now automatically triggered. Bidding over the buyout value should not be possible anymore.
  • Auction house: fixed an issue that prevented some auctions from being properly listed.
  • U|Space storage: an issue preventing usage of the storage has been fixed.
  • Clan bank: now correctly lists stored items and existing withdraw issues has been fixed.
  • Bits death penalty on respawn has been removed.
  • Tool tips in the character pane have been added for all player stats. While they will not satisfy theorycrafters, normal players should now have a better idea what certain stats do.
  • Mars Bazaar now has a map and a minimap.
  • Mars Bazaar: invoking the map does not crash the client anymore.
  • Male avatar received various smaller visual changes and a reduction in the hip and waist areas.
  • Female avatar. /Political_correctness_filter_disabled: the fat female setting is more fat now.
0 Comments
2015/09/29
12:23 UTC

0

Is there a way to get back on track once you're off track?

I got a quest to meet with Fredericks and kill some shaders. I lost connection and when I logged back in the quest wasn't doable. I dropped it and now I can't seem to get it again. Is there a way to get back on the rails so to speak? Thanks for your time.

1 Comment
2015/09/27
19:19 UTC

1

State of the game - week 2

Dear Others,

it has been two weeks since we launched Otherland on Steam and while we have eliminated quite some bugs in the last two patches and the servers are much more stable, we know we have still some way to go. Be assured our whole team works full time to fix bugs that you report and to improve the game based on your feedback. In this post we want to share with you what we are working on and give you a preview for the next patch that is scheduled for early next week.

We are still very much focused on login issues and server stability with additional logs to narrow down the areas where to look for the causes. There are several of them left even after we already fixed some. Our biggest problem right now is to reliably reproduce these problems as they are not as common as the forums might suggest (<5% of players) - hence us extending the logging even further. Despite that, thanks to some of the community members who gave us access to their accounts, we were able to make significant steps toward the next batch of fixes.

Early next week we will release a smaller patch dealing with some of the issues with in-game mail, the auction house and the U|Space storage. Both mail and auction house will also be enabled again by this patch, so everyone should be able to collect his bits from the Deluxe and Collector's Editions.

Right now we are also preparing the next content patch bringing story line quests for the next 10-12 levels. As work on this is almost done, the content team will soon move to address something that has been criticized a lot: the linearity of quests in the early and mid-game. In the near future we will thus add many side quests and a series of sub-plots that allow you to branch out from the main story. These quests and short quest chains will lead you to entirely different areas of the simulations, giving you the chance to explore Otherland more. Additionally we will implement the first batch of daily quests, including those that give Credits as rewards.

We are also working on new video settings for the game as the current settings are just hiding too many useful options and we have to admit are not really well balanced. We see people running better on ‘high’ than ‘fair’ or ‘low’ simply because we are not giving the profile required for min spec machines (e.g. slow CPU vs GPU vs memory).

Slowly, but surely we are also adding hints and help texts to the game. While a full tutorial overhaul will have to wait a bit longer, the hints and help texts should prove to be very useful. Some will be statics while others will be context oriented and triggered based on an action the player performs for the first time or advising him to perform a certain action when the situation calls for. This does require some coding so you won’t see all the hints and help texts being in-game within a few days, but we will get there eventually.

In summary, what can you expect in the next patch early next week?

  • Tool tips that didn't make it into the last patch
  • In-Game Mail system back and fixed :-)
  • Many Auction House bugs fixed
  • Some issies with U|Space and ClanBank fixed
  • Further fixes for the login bugs Client-side
  • Quickslot 8 keybinding
  • Male-Character Hip Correction :P

At the same time we will likely grant you another wish: to upgrade to both the Deluxe Edition and Collector's Edition for a reduced fee!

Have a good weekend! Alpha, Akio and the Otherland Team

0 Comments
2015/09/26
17:01 UTC

0

dead sub....never seen great game with dead sub

[shitpost]

but if the sub is this dead; doesn't speak well of the game.....

5 Comments
2015/09/22
17:06 UTC

0

Patch announcement

Dear Community,

we are happy to announce today's patch. At 16:00 (GMT+1) the servers will go offline for about 90mins during which the development team will update the server side of the game. Please note that after that you need to download a client patch through Steam.

Patch v5.4.8

  • We added a recall item to the game that allows you to travel from anywhere in the world to your U|Space. Can also be used as a last ditch effort to free your character if you get stuck. You will receive this item during the U|Space quest chain in Lambda Mall. For those who completed that quest chain already, there will be a quest giver in your U|Space waiting for you to give you one.
  • Various collision issues in and around Lambda Mall and associated areas have been fixed based on the various feedback from players.
  • Clan charters can now be correctly invoked/used.
  • The auction house UI should no longer crash the client. However, we disabled creation of auctions for the time being to fix some issues. The full functionality of the auctions house will be restored in a small, separate patch later this week.
  • In-game mail has been disabled due to serious bugs it is causing. It is currently being fixed and will be enabled again in a small patch later this week together with the auction house.
  • The time it takes to free up character names has been significantly decreased. You should now be able to create a character with the same name right after deleting the previous one.
  • The login and connect behavior of the client has been improved. The client should now quicker revert back to the login screen when something goes wrong.
  • The zoning & teleportation sequence in the client has been improved. We hope this should solve at least some of the endless loading screen / black screen problems. Additionally, the client will now display a message when the world becomes unavailable on transition.
  • The character creation now has a safe guard to prevent from multiple characters to be created during lag.
  • An exit button has been added to login screen to allow you to quit the game while in queue.
  • The annoying HP regeneration sound has been removed, locked up and the key thrown away.
  • The less annoying targeting sounds has been toned down. We decided to give it a second chance to redeem itself. We did however threaten it with the fate of the HP regeneration sound if it does not behave. (Greetings to Drake Woudenberg here „wink“-Emoticon )
  • Skill and stance description has been quickly improved to at least be a little more helpful. This is just a stop gap measure until we have time to do it properly with the new way players will gain skills in the future.
  • The CTRL key toggle in the login screen has been disabled to prevent the cursor from disappearing.
  • Various skill cooldowns have been tweaked.
  • Lambda Mall visuals have been tweaked a lot. It’s now more colorful, more fresh and more in line with the Las Vegas like bright look in the books.
  • Most of the rather out-dated lens flares have been rightfully retired as well.
  • The terrain in various zones has had its textures improved. Additionally, most of the low resolution glitches on the terrain should now be gone.
  • Collisions received countless fixes across all areas. A big thank you to the community for pointing out many of them.
  • Collisions and lighting have seen a technical rework to fix a bug that occasionally caused U|Space to crash.
  • The cause of the massive performance drop in MetaMorph and Hacker Shop has been fixed.
  • Fixed in issue in MetaMorph that caused a total freeze on certain configurations.
  • Seriously explosive barrels (as in exploding the client) as other objects with similar behavior have been removed.
  • A bug has been fixed that caused player movement to continue upon death and in turn cause many different issues when respawning.
  • Limbo: experience gained form quests in this areas has been slightly increased to avoid players leaving Limbo before reaching level 3.
  • Lambda Mall: The bow in the quest “Something to fight with” in the Bad Sector jail has its level requirement reduced to level 2 to help some players that are stuck there.
  • Lambda Mall: The Vengeance quest in Bad Sector has its enemy respawn rate decreased so you should have enough time to help the simuloids before new enemies start spawning.
  • Various broken legacy items such as the Black Dress have been removed from the loot tables. They will make a come-back once fixed and especially assigned to areas they were intended for.
  • Some of these “broken” items have also been additionally flagged to get rid of them on characters that have them already equipped as they cause unexpected things get happen.
  • The 8 Squared Mausoleum area received new pathfinding so that NPCs can now cross the bridges there correctly.
  • 8 Squared - Eby Byers: a portal has been added so player’s don’t get stuck there after the cut-scene.
  • 8 Squared - Shards Mannor: fixed an issue preventing some players from receiving a the follow-up quest from the Mad King.

Bug World: the entry quest has been modified to cause less issues for some players.

  • 5Isle: the killable fishes are no more. The bug has been fixed.
  • 5Isle: the Ambassador quest chain has been streamlined and players shouldn’t miss quests anymore.
  • 5Isle: reworked “invisible walls” in the Celestial Dragon quest area to resolve some of the respawn issues.
  • 5Isle: the Water Master fight has been reworked. There are now two Water Elementals that begin to channel health to the Water Master when the Master is below 50% hit points. Their purpose it to try outheal the damage dealt. However, there are now portals that spawn demons that attack the Water Elementals. One approach to this fight is to focus on the demons so they don’t kill the Water Elementals.
  • 8 Squared: the Spooky Lady in quest “Valley of Ardor” applied for a gender change that has been immediately approved.
  • Mars Bazaar: the quest “Shh…” has been redesigned and should no longer cause trouble.
  • Mars Bazaar: fixed multiple smaller escort related issues.
  • Various quest dialogs have been improved based on the feedback from the community.
  • AI: NPC healers become active sooner now, often already when hit points drop below 85%.
0 Comments
2015/09/22
13:27 UTC

2

5 days no login/endless loading.....refund time??

0 Comments
2015/09/21
21:36 UTC

Back To Top