post rev. 1 by Rot on 10-03-26, 08:01 am
Posted at 10-03-26, 07:53 am Link | #
Drahan GM

Posts: 2293
Joined: 02-06-17
Last post: 3 hours
Last view: 3 hours

Dear Milletians,

Mabinogi Professional will be undergoing scheduled server maintenance during the following time:
04:11AM 10/03/26 to 04:28AM 10/03/26 (EST)
Reasons:
  • Dungeon rejoin. If you disconnect inside a dungeon or shadow mission, you can return to the same run within 5 minutes, where you left off (up to 3 times per run).
  • Interface options (Options > MabiPro): interface upscaling (Smooth, Sharp or xBR for crisper text), a separate cursor size, and a screen shake setting. Changing the interface size now asks you to keep it or reverts after 15 seconds.
  • Bosses that are down but not yet finished when a mission ends now stay finishable, so your party can still finish them and get the drop.
  • Bosses that only one kind of attack can hurt are immune to everything else again (the Longa gem golems, the Ruin Guardian, the Demi Lich, Banshee and Arc Lich, and others).
  • Logging in after a crash or a frozen game no longer gets stuck on "already logged in". (MAYBE)
  • The PvP duel damage-rate slider no longer crashes both players' games.
  • WASD now works while holding Shift (walking) and while targeting.
  • No more error box when closing the game.
  • Fixed a black box around the target circle and white lines at the window edges at larger interface sizes.
  • Pressing Game Start repeatedly in the launcher no longer opens several clients.
  • Item icons for Firewood Crates have been fixed. New crates will display properly.

We apologize for any inconvenience.

-MabiPro Staff
Posted at 10-04-26, 11:06 pm Link | #
Drahan GM

Posts: 2293
Joined: 02-06-17
Last post: 3 hours
Last view: 3 hours

Dear Milletians,

Mabinogi Professional will be undergoing scheduled server maintenance during the following time:
04:50PM 10/04/26 to 06:59PM 10/04/26 (EST)
Reasons:
  • World overlay size 125%, 150% and 175%. Chat bubbles and names over characters can now be sized between 100% and 200%, so they stay readable with a smaller interface.
  • Shyla's prices: Spirit Weapon Repair Potion back to 60,000, Weapon Power Potion (30 min) to 40,000 and Weapon Power Potion (1 hr) to 80,000.
  • Conflict: on Advanced, Hard and Elite all enemies spawn together again. Basic and Intermediate keep the split fight at the east gate.
  • When a mission clears a wave, downed monsters that haven't been finished no longer vanish. Finish them for their drop as usual (e.g. Battle for Taillteann).
  • Fixed the interface breaking (clicks not matching the screen) with World overlay size at 200%.
  • Discord <-> Global chat bridge has been re-enabled.

We apologize for any inconvenience.

-MabiPro Staff
Posted at 10-06-26, 01:47 am Link | #
Drahan GM

Posts: 2293
Joined: 02-06-17
Last post: 3 hours
Last view: 3 hours

Dear Milletians,

Mabinogi Professional will be undergoing scheduled server maintenance during the following time:
10:22PM 10/05/26 to 10:39PM 10/05/26 (EST)
Reasons:
  • Halloween event: Cursed Labyrinth. The Milester mansion is throwing a Halloween party, and something isn't right inside. Talk to The Milesters' Coachman in Dunbarton with a Halloween Party Invitation to enter, with a party of up to 4. You get 3 invitations a day while the event runs.
  • Skills and items now show a single name, without the extra English subtitle.
  • On laptops with two graphics cards, the game now asks Windows to use the faster one.
  • Metallic Arrows have been made tradable.
  • Shyla's shop has been readjusted. Combat experience potions are now 13750 for 30 minutes, Weapon Power Potion set to 75000.
  • A 30-minute combat potion will be required for crafting expertise potions henceforth. Thank you for your feedback.

We apologize for any inconvenience.

-MabiPro Staff
Posted at 10-12-26, 07:03 am Link | #
Drahan GM

Posts: 2293
Joined: 02-06-17
Last post: 3 hours
Last view: 3 hours
Hi everyone, I want to talk about some of MabiPro's long term goals, finances, and AI.

MabiPro's AI usage policy

First, I want to talk about our use of AI in the project. To preface this conversation, I want to iterate what MabiPro's internal AI use policy is:
AI is allowed, but has these restrictions:
  • It may not be used for art, at all.
  • It may not be used for story, quests, puzzle/dungeon/shadowmission creation.
  • All AI written code must be reviewed by a human.
This really is a massive majority of what developers on MabiPro actually work on.

But, here are some examples of things it CAN be used on, and real world examples you have seen lately:
  • It may be used for core engine development. For example, the creation of "Me" and "Decorate" tab.
  • It may be used for bug fixes in existing content, especially for complex bugs that have plagued MabiPro for almost 9 years.
  • It may be used for backporting newer content to MabiPro, such as Cursed Labyrinth (which is G16 content) where the content, story, quests, and puzzles are all pre-existing, made by humans, and simply mechanically backported. All changes and updates to this content were done by human hands.
The reason that I bring this up and clarify how we use AI is because, understandably, people may be concerned about code quality, content quality, and many other things concerning the ethical use of AI (and whether AI is even ethical to use at all, given it is trained on the corpus of every piece of text and code in humanity's written history).
Most of MabiPro's developers do not use AI at all, in fact, I am basically the only one myself.
I also want to clarify that NONE of MabiPro's donation money has ever been used to fund AI usage, at all.

MabiPro's long term goals

That being said, AI has limits. Right now, core engine changes built by AI are created and added to the game through complex reverse engineering, function hooking, and manipulation of existing compiled code.
It isn't possible to do much more than what we have already done in a way that is maintainable and keeps the code quality standard we strive for internally.

I have two long term goals for MabiPro
  • I want to convert MabiPro to 64 bit, and replace DirectX9 with OpenGL. This should have incredible performance improvements.
  • For fun, I want to copy what some World of Warcraft private servers have done, and make a web-based version of MabiPro.
Both of these goals sound well, impossible right? I mean, you cannot just magically convert a 32 bit program to 64 bit, even with the existing frameworks we have for modifying the game.

Now, how can I actually achieve my goal here? Let's take a look at some other projects:The first project, GTA3 decomp, took humans 5 years to do by hand. The other two - done within this year alone....if you are even a little bit familiar with software engineering and reverse engineering, that timeline should make you go WTF...?

For those who are unfamiliar with the current state of AI, I want you to watch this video:
https://fixvx.com/jadenjtw/status/2106068013283971483

If you can't beat em, might as well join em.

With that context, let's revisit my long term goals: Both of these goals are proven to be possible using the techniques already established above. So, why not actually do it?


MabiPro matched decompile project

I recently began the project of decompiling MabiPro's binaries to original, compileable matched C++ source code, using an AI swarm of over 1000+ agents. It is pinned to the exact MSVC2008 compiler used to compile the original client. Right now, as of writing this message, the game is 76% decompiled. That is massive progress, and just having 76% of the source code is a game changer. Two of our binaries reached 100% and are fully compiled from source at this point.
As I approach 100%, the progress slows down as the AIs have to unravel every single line of code in the game, with functions getting more and more complex.
I won't go into detail about exactly how this works, if you are curious you can send me a DM.

But the bottom line is: This is a massive deal for MabiPro's long term maintainability and feature development.
Every ASM patch, every hooked mod/feature patch can be converted to REAL, native Mabinogi features. It unlocks a world of capability that we have only dreamed about over our 9 years running this server.

MabiPro's finances

MabiPro is privately financed by me directly, and has always been. Historically, donations do not reach me, they are distributed to our content developers as tokens of appreciation for the great work they do for the server.
This allows MabiPro players and developers to never worry about whether we will shutdown due to cost of hosting and infrastructure. There are only a handful of times that donation money has ever been used by me - a couple of times 8 years ago in our early days (About $100 USD), and another time recently to finance our EU server (about $300).

Over our 9 year history, MabiPro has expensed over $30,000 USD ranging from dedicated servers, VPSes, DDoS protection, bandwidth, domain costs, hard drives for physical backups, and whatnot.
This is how MabiPro has always been, and how it always will be. I only give you these numbers to give you a perspective, but at the end of the day, they dont matter. We are privately financed and it does not really matter how much we expense. It's a small price to pay for something that means as much to me as MabiPro.

And, like I mentioned before, we have never used any donation money for AI use, including the decompilation project. However....

Financing the MabiPro matched decompile project


We are burning through billions of tokens, right now that is about 140B cached input tokens and 50M output tokens.
And, we will need double, or even triple the amount just to hit 100% as complexity grows.

Tokens are expensive. So far, I have spent $1200 of my own money on this project, and I estimate it will cost me another $2000 to complete.

To help fund this, I am opening donations towards this process. Just like any other donation drive, donators will be given the cosmetic Donator title.
All funds from this round will be used for the decompilation project.
The money will be used to buy Anthropic, Deepseek, and OpenAI tokens. If you do not want your money going to an AI lab, do not donate during this round.

For those who are itching to get a Donator title but do not want to contribute funds towards this project, we will have another donation drive in the near future that will be dispersed to content developers just like previous rounds.

If you would like to contribute to the cause, contact Darecrow on Discord for details on how to donate.
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