For starters, we do have a name (and a logo!) picked out for the new server, but as we don't have a release date yet we won't be giving out the name publicly for now. Anyways, here's a few of the things that we have set up for the new server!
I mentioned recently in the shoutbox that the achievements system is fully functional. I spent a lot of time modifying the client to fix a number of bugs with the achievements window (seriously, I'm pretty sure Gravity never even opened the summary page, literally everything was broken). There's still a couple minor display bugs with the special title achievements, but most of them shouldn't be noticeable, and don't cause any issues with functionality.
Here's a couple screenshots of what it looks like!
The achievements in the screenshot above are conditional titles, a custom feature - once you no longer qualify for the titles, you'll lose access to them. So being the top PvPer of the month for example gives you access to an exclusive title for a month.
The titles system has also been modified slightly to allow us to add special titles for things outside of achievements - the only example above is the Admin title, but there will be a few titles exclusive to VIP players, and we'll likely be adding forum-related titles as well!
We've also included SRH in the client directly, so you don't need to worry about setting up a 3rd party tool yourself. To those that might not have heard of SRH, it's essentially another client plugin similar to RCX, which was commonly used on Inertia.
The primary features are showing your skill range and showing various skill AoEs without needing to display the effects. For example, you can set it up to display red cells wherever Storm Gust has been cast, so even while playing with /effects off you can still see where things are. Of course this is all optional and fully customizable.
We have a number of other client modifications for quality of life improvements as well, including instant screenshots with configurable quality.
Anticheat Improvements & Custom Delay System
Another thing that's been done is improving the anticheat system - inevitably there'll probably be some issues early on due to every computer being different, but we'll work to fix those immediately as they come up. Overall the end result should be a more effective and smoother experience provided by the anticheat system.
One major improvement is server-side blocking of NDL (no delay) cheats, which is probably the highest impact cheat tool in SHR servers. More importantly though, we've actually done this by implementing (with permission) a system developed by the team at Rise of Midgard. Part of this system includes disabling the client's delay system, since delays are handled on the server now - in other words, the client actually has a built-in NDL, which means that spam speed is no longer restricted by a player's ping.
Obviously there'll still be other factors that can affect spam rate, such as network stability, but essentially players who are far from the server host (such as in the Philippines) will be able to spam just as fast as someone in the US. This should help to give a much better gameplay experience to players who aren't located near the server.
Anyways, that's it for today! We have a lot more that we've worked on, and a lot more still to come - I'll try to post here from time to time to give some updates of how things are going.