We took the server apart, bolt by bolt
Before launch we put the server through a real stress test: we went through the core, the datapack and the economy and closed dozens of holes that other projects don't even know about for years. Here is what we did:
- Closed every dupe method we found: in trades, cash-on-delivery mail, the manor, freight and quest rewards.
- Hardened the login: protection against password guessing and a lock after a series of failed attempts.
- Protected NPC dialogs against packet tampering: no foreign buttons, no free rewards.
- Drops roll once per kill: the extra-window trick for double loot no longer works.
- Raid bosses and siege guards drop exactly at the advertised rates: x15 and x10.
- Epic jewels drop at a fair chance and only in the open world, so they are worth a whole clan's effort again.
- Fishing and quests reward at the advertised rates, with no stray multipliers of up to x200.
- Closed a manor loophole that turned cheap crops into expensive rewards.
- Castle shop limits can no longer be bypassed, and castle tax in multisells is charged only once.
- Skill enchanting costs SP and adena for every attempt, just like on the official server.
- TvT, CtF, Last Hero and GvG: one window per IP, no rewards for a draw, the winner gets the prize exactly once.
- Paid services charge only for a result, and buying Noblesse now asks for confirmation with the real price.
- Balanced prices and adena sinks so adena doesn't lose its value a week after launch.