Zeyron2 – Classic Oldschool Metin2 with Modern QoL!
Two Servers. One Vision. One Community.
Zeyron2 was born from the fusion of Aether2 (Hard Oldschool) and Mirkovka (Medium Oldschool), combining classic Metin2 gameplay with carefully selected quality-of-life improvements.
Our goal is simple: bring back the nostalgia, challenge, and satisfaction of oldschool Metin2 while making the overall experience smoother and more enjoyable.
Main Features
Multi-Language Support: English, German, French, Romanian, and Turkish.
Special Inventory: Keep your books, upgrade items, stones, chests, and more organized.
Offline Shop: Continue selling your items even while offline.
Shop Search: Find the items you need without checking every shop manually.
Target Info: Check monster, Metin Stone, and boss drops to plan your farming.
Quest System: Organized quests with objectives extending up to Level 94.
Portable Biologist: Manage your Biologist progression more conveniently.
World Boss: Hunt a randomly spawning World Boss across four different maps.
Pet Evolution: Incubate, feed, and level up your pets.
Costume System: Customize your appearance and extend costume durations.
Quest Panel & Bonus Workshop: Complete objectives, collect materials, and earn bonuses.
Sash System: Another way to develop your character.
Gameplay & Quality of Life
Custom Pickup Settings – Filter the loot you want to collect.
AutoBuff NPC – Get help with buffs, especially when starting out.
30-Minute Buffs – Spend more time playing and less time rebuffing.
PvM-Friendly Buffs – Buffs aren't lost when killed by monsters.
In-Game Rankings – Follow the competition directly in-game.
Daily & Seasonal Events – PvM challenges, PvP competitions, EXP and drop events, plus special Halloween and Christmas events.
Why Zeyron2?
Classic oldschool gameplay with useful QoL features
Meaningful progression through farming, quests, and character development
An international community with multiple language options
PvM and PvP activities for different playstyles
Convenient trading and farming systems
No Pay-to-Win philosophy – your progress should be determined by your dedication, not how much money you spend.
We believe quality-of-life improvements should support the oldschool experience, not replace it.
Join the Adventure!
If you're looking for a Metin2 server that combines the feeling of classic gameplay with modern conveniences, Zeyron2 is waiting for you!
Two projects. One vision. One united community.
Website: https://zeyron2.com
Presentation: https://www.zeyron2.com/presentation
Where legends never fade.
Hi users!
I am wondering about how to make new oxcostumes like the original four types like tiger, pig, wolf and bear oxcostumes.
Thanks for your time!
been there, done that.
a modern codebase makes working with the game a lot easier.
i abstracted all database related stuff to a reusable interface and by default use sqlite for dev env.
Hello everyone, earlier I replied to another related post;
I have been working on a massive engine upgrade. Essentially my goal is: stronger, more scalable foundation.
That said I started working on the project Lusus2 about a year ago. I've rewritten the entire source code from scratch, from the backend, to the dedicated servers, client, editor tooling etc.
Today I want to share a preview with you guys what I have achieved so far, some details & information when it comes to my direction. I would love to get some feedback and input from you all.
There are some details I want to mention before-hand though:
My first goal was to create visual fidelity with Metin2. I want the look & feel to be as close as I can possibly achieve. This preview video is using D3D12/SM6.
Render/scenery upgrades are intentionally deferred, given the extreme rendering possibilities within Unreal Engine, the path from worse graphics -> better graphics is alot easier than the other way around. Hence me introducing visual upgrades only afterwards.
There are still some visual bugs that I left in for you all to see, those will be solved. This is RAW current gameplay footage, uncut.
What's already working:
Besides the source rewrite, there's our own lightweight dedicated server & backend, restructured systems and more server authority. The old SYNC/client-ownership issues are being handled within that model, whilst preserving the combat behavior. There is still some refinement happening here, as mentioned below.
Party & friendship systems also support communication across maps, channels & dedicated servers. You don't have to be on the same map/server for those systems to work together.
AI path-finding handles buildings, walls & collision whilst staying extremely cheap. Mobs and NPCs can navigate around obstacles instead of running straight through them.
There is also quite an extensive tooling pipeline behind this:
Metin2 asset importing & GR2 -> UE/FBX conversion.
MSE -> custom effect format -> Niagara editor/tooling -> export back to the custom format. This allows old MSE effects to be edited inside the editor.
Unreal's landscape/world editing tools supported for existing Metin2 maps, including creating entirely new maps.
Extensive debugging tools & support.
Rewritten content authoring, with restructured Data Tables & Data Assets giving more control over the game's data. No more old proto nightmares.
Rendering & target hardware:
The rendering still uses Unreal's own D3D11/D3D12 paths & SM5/SM6 shader targets, depending on the configuration. There is a substantial custom rendering layer on top to achieve the Metin2-like presentation. The engine's built-in support for newer graphics is still there; the current focus is getting close to the original, with some improvements.
Future graphics settings will range from Metin2-like parity to much more realistic lighting/materials & an ultra profile with HDR support. How far you want to take it will depend on your own preference & hardware.
The current lower-end targets are an ASUS laptop from 2013 with an NVIDIA GeForce GT 740M & a Lenovo ThinkPad X395 with integrated AMD Radeon Vega graphics. Keeping the game accessible on older hardware is part of the goal aswell. These are development targets for the lower settings; final minimum requirements & performance figures will follow after more testing.
What I want to introduce / expand on:
The initial gameplay focus will be level 1-60, expanding from there where it fits. More party-content, world-bosses in lower leveling maps & better scaling, so there are more reasons to play together throughout those levels.
Guilds should have more to do aswell. Structured guild-wars, rankings, rewards, organized tournaments & events etc. Also looking at a better design for guild land & buildings. I want there to be a proper incentive to join a guild and play together with friends.
Some other planned changes:
Auction-house available to everyone by default. No Looking Glass or similar paid requirement. Still testing the buying/selling implementation to get it feeling right.
No item-destruction on failed blacksmith upgrades. Upgrade chances & item upgrade-paths will be reworked alongside this.
Full multi-language support, with English as the default language.
Full keybind support; every game key can be remapped.
A choice between native & custom UI layouts, with movable, replaceable & adjustable UI elements.
Removal of most invisible walls/collision, better auto-attack pathfinding to mobs & NPCs, and more control over fog range / draw distance.
There will be no P2W features or systems. The only planned paid systems are a battlepass-like system & a cosmetic shop, things like costumes, mounts etc. without gameplay advantages. Some revenue/support to keep the server running, whilst keeping those advantages out of it.
Prototype ideas / separate test realm:
These are ideas I want to test, not confirmed changes to the main game.
The plan is a separate public test realm within the same client, accessible through a realm/channel switch. Players can try things there, with feedback, polls & votes helping decide what happens with each idea.
For combat I want to try smaller / less densely packed mob groups, more skill integration, status effects, knockdowns from mobs & better enemy skill-use. Essentially less repetitive combat, more challenging encounters and less extreme grinding.
Reworked dungeons with more group coordination are another thing I want to explore. Potentially giving classes more of a tank/healer/dps role, but that is purely a prototype idea for now. It depends on technical difficulties, how it actually feels to play & the feedback.
I've also been playing with the idea of guild-only spaces where you could create your own landscape / map. However, putting guilds in separate zones could pull players apart, which is something I want to avoid. Most likely excluded initially and tested on the test realm first.
There are many more things I'd like to get into, but this should give you guys an idea of what's already there & where I want to go with it.
Note: this has been recorded in the middle of development. The host is my own home network on a WI-FI extender so it's not stable. I am still actively working on getting the SYNC & Fly "bug behavior" & server authority right during combat (here are still some visual bugs being fixed). This has turned into a mechanic of the game so I chose to preserve it whilst moving it into a fully server authoratitive model.
Feedback would be MUCH appreciated
Lusus2 server discord: https://discord.gg/gSdKufd5B
Preview video:
You can see that seam even in the video from your first post, in orc valley across from the hwang temple enterace after you toggled attr visualization, you'd also see it more clearly if you painted textures over that.
Anyway I have built a WorldEditor similar to this, just a bit more mature and I have had that issue as well, it was quite annoying to debug so Im sharing a possible solution below.
Search the editor code for slot math like (dy + 1) * 3 + (dx + 1) and for neighbours reached with slot ± 1 or slot ± 3. Check MapAccessorOutdoor.cpp, MapAccessorTerrain.cpp, MapAccessorUndo.cpp and MapManagerAccessor.cpp. That was the cause for me.
What went wrong:
1. The editor code worked out a terrain tile's slot as if the loaded ring around the camera were always 3x3
2. My editor loads a wider ring (LOAD_SIZE_WIDTH 7 under WORLD_EDITOR, which makes a 15x15 grid). Away from the centre, the formula picked the wrong slot. Example: centre [3, 0] looking for segment [6, 5] gave slot 22 instead of 190
3. What that caused:
- Near tile borders, the texture, height, attr and water brushes painted onto a different tile. That gave the seams and the spots where painting didn't show up.
- slot - 1 on column 0 wrapped to the last column of the previous row, a segment on the far side of the map.
- TerrainPutHeightmap stitched a tile's edge onto a random segment (its byTerrainNum = 4 fallback).
- Undo saved and restored another tile's heightmap.
Fix: find every neighbour by its segment coordinate (coord + (dx, dy)), then look up the slot with GetTerrainNumFromCoord / GetAroundSlot. Those check each axis's range separately. Never do arithmetic on the slot index itself. Also remove the old "3x3 range" guards: on a wider ring they reject neighbours that are valid.
When this applies: only if you made the editor's terrain load ring wider (LOAD_SIZE_WIDTH > 1). On the stock 3x3 ring the old formula is correct, so the cause would be something else.
You didnt share your source so I cant really tell if thats the case but it might be worth looking at