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SoloScape preview alpha version B

SoloScape preview alpha version B is the build where the project starts behaving like one connected preview instead of separate experiments. The v4.5 world, website, forums, hiscores, store foundation, desktop client, browser client, and live admin dashboard are now being wired around the same local preview flow.

This is still alpha. The current goal is a reliable local version first: start the preview database, website, Java world, desktop client, and browser client, then use that same stack as the hosted proof once the repeated tests are boring.

v4.5 world source

SoloScape's current world base is Mige5's EasyRS2 Progressive Singleplayer v4.5 package. The public thread describes a progressive RS2 single-player project where the player can choose older builds, currently ranging from build 244 through build 377.

That matters because the server is not a single static cache. The public thread lists notable version content milestones:

  • Build 244: base RS2-style support.
  • Build 254: Kalphite Queen.
  • Build 270: Fremennik helms.
  • Build 289: metal dragons.
  • Build 298: Slayer.
  • Build 306: dragon scimitar and newer spells such as tele block.
  • Build 308: Ancient Magicks.
  • Build 317: Barrows.
  • Build 327: Farming.
  • Build 333: newer prayers such as Smite.
  • Build 339: Fight Caves.
  • Build 345: Dagannoth Kings.
  • Build 362: Chaos Elemental.

The v4.5 notes also add working build 244 support, website database/tooling updates, and the MAX_LVL config. SoloScape now exposes that kind of world configuration through the admin dashboard instead of leaving it hidden in Config.cfg.

v4.x improvements we are building on

The v4.x changelog is why this became the better base for SoloScape. It includes fixes and improvements for range accuracy, crossbows on older builds, wilderness bot combat-level controls, bot behavior, older-build animations, head icon ordering, quest reward interfaces, Pirate's Treasure, smelting, cooking, tanning, leather crafting, NPC spawns, item IDs, personal hiscores, beastiary data, smithing internals, Barrows/death item behavior, special item handling, Jad, shop pricing, and MAX_LVL.

The imported world also gives us a larger and more useful old-school data base than the first preview: NPC definitions, NPC drops, item definitions, item spawns, shops, quest data, cache builds, and build-specific behavior.

Skills and progression

The public skill set is the classic 2006-era set: Attack, Strength, Defence, Hitpoints, Ranged, Magic, Prayer, Cooking, Woodcutting, Fishing, Firemaking, Crafting, Smithing, Mining, Runecraft, Agility, Herblore, Thieving, Fletching, Slayer, and Farming.

SoloScape's admin panel now maps important v4.5 progression controls:

  • Cache build.
  • P2P/F2P world mode and membership rule.
  • MySQL hiscores on logout.
  • XP rate and progressive XP mode.
  • Quest XP rate and bot XP rate.
  • MAX_LVL and optional XP cap at max level.
  • Bank size, idle logout, LAN mode, and character backups.
  • Shop restock speed, shop item multiplier, and dynamic shop prices.
  • Item respawn, NPC respawn, and ground item duration.
  • Drop multipliers and drop-rate cap.
  • Fight Cave start wave and Barrows reward rate.
  • Random event mode.
  • Missing quest behavior.
  • Skill unlock popups.
  • Movement system.
  • 2h weapon stat modulation.

The rule for alpha B is simple: the website should follow the Java world. Hiscores, profiles, equipment, and public stats should sync from real game saves instead of showing fantasy placeholder values.

Quests and classic content

The v4.5 quest journal contains a large classic quest surface. It includes early free quests such as Cook's Assistant, Demon Slayer, Doric's Quest, Dragon Slayer, Ernest the Chicken, Goblin Diplomacy, Imp Catcher, Pirate's Treasure, Prince Ali Rescue, Rune Mysteries, Shield of Arrav, Vampire Slayer, and Witch's Potion.

It also includes members-era classics such as Desert Treasure, Monkey Madness, Recipe for Disaster, Waterfall Quest, Watch Tower, The Fremennik Trials, Lost City, Legends Quest, Heroes Quest, Priest in Peril, Swan Song, Horror from the Deep, Ghosts Ahoy, Regicide, Underground Pass, Shilo Village, Dwarf Cannon, Garden of Tranquillity, and One Small Favour.

Inherited custom quest entries are being kept visible during testing, but anything player-facing will be verified before we promote it as complete.

Combat, bosses, drops, and shops

The conservative public boss list starts with classic content we can test clearly: King Black Dragon, Kalphite Queen, Chaos Elemental, and TzTok-Jad/Fight Caves. The underlying package also gives us Barrows, Dagannoth Kings, dragonfire/icy breath work, death item behavior, degraded Barrows items, Dharok behavior, clues, special item handling, and better NPC/drop data.

The v4.5 shop data gives SoloScape a stronger economy base too. The dashboard now exposes shop restock speed, stock multipliers, dynamic prices, item respawns, NPC respawns, ground item timers, and drop-rate controls, so tuning can happen from the web UI during preview testing.

Bots and the living solo world

Bots are a major part of the SoloScape feel. The v4.5 config surface includes wilderness bots, hotzones, skilling bots, progressive bots, trade bots, social bots, walking bots, clan war events, drop parties, scammers, bot login throttling, high-level escape behavior, frozen-bot relogging, removed bot names, and manual bot reset lists.

The admin dashboard now preserves the expanded v4.5 WILDY_BOTS format. Earlier preview wiring could accidentally shrink that setting and lose important trailing values; alpha B keeps generation mode, base combat level, combat spread, and deep-wilderness pathing intact.

Progressive bots are especially important because they make low-population testing feel alive. The goal is a world with skilling, trading, movement, ambient player-like activity, and nostalgic public hubs even before real player count is high.

Website, forums, profiles, and hiscores

SoloScape uses one account identity across the website and the game preview. The site includes account login, forums, private messages, player profiles, hiscores, recovery tools, support flows, staff moderation, membership settings, store settings, and admin operations.

The profile and hiscore direction is strict: the website should be a reflection of the real Java world. Equipment, stats, online state, and profile renders should sync from game saves and bridge snapshots. The bridge already covers character look sync, online snapshots, command polling, pending delivery hooks, and live player messages/kicks; the remaining work is to keep hardening those hooks against real play sessions.

Desktop client and webclient

The player-facing desktop client keeps the SoloScape dark shell, branded login screen, and preferred 474 orbs gameframe by default. The intended mode set remains:

  • Fixed low detail.
  • Fixed HD.
  • Resizable low detail.
  • Resizable HD.

For browser play, SoloScape uses CheerpJ so modern browsers can run the Java client without the old Java browser plugin. The webclient page keeps the 2005-2006 black browser-client feel, with fixed mode by default and separate navbar choices for HD and Resizable.

Browser gameplay remains alpha until repeated launch tests are reliable on a hosted/browser-reachable target. We have reached in-game preview states, but the browser client is not being called fully shipped until fixed and resizable paths survive repeated testing.

Store, Bond Points, and delivery

The store layer is being built around Bond Points. The conversion target is 1 Bond Point = $0.01 USD, so 100 points = $1.00. Points are intended to support membership-style upgrades, item/perk purchases, rewarded ads, referral rewards, and optional crypto/payment providers depending on what is enabled in the dashboard.

Store features are admin-controlled. If crypto payments, ad points, or referrals are disabled, the public store should stop mentioning them. If everything is disabled, the store becomes a configurable "store disabled" page instead of a half-working shop.

The delivery path uses pending bank deliveries and bridge acknowledgements so website purchases can be handed to the game world carefully. Gear and perks need source notes, model/render checks, requirements, combat styles, bonuses, and controlled delivery tests before they become public store items.

Admin dashboard progress

The admin dashboard now focuses on live operations:

  • Game and file port status.
  • Server process state and host command queue.
  • Browser TCP readiness and launch proof.
  • Bridge heartbeat and heartbeat age.
  • Live player and bot counts.
  • Online player snapshots.
  • Pending server commands and bridge acknowledgements.
  • World broadcasts.
  • Classic update countdown queue.
  • Server/client release intents.
  • Webclient target and networking settings.
  • v4.5 world tuning.
  • Expanded bot population controls.
  • Live player message/kick hooks when the Java bridge reports support.

Some controls are live through the bridge today, while deeper Java hooks still need source mapping before they become one-click operations. The dashboard now reports bridge capabilities so admins can see what the running world can apply immediately and what still requires restart or host-side action.

Alpha B is not the finish line. It is the build where the correct v4.5 base, SoloScape's website layer, the client path, and the operator dashboard finally point in the same direction.


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