Netcode, geodata, pathfinding, movement, NPC AI and Java-core fixes are handled server-side to reduce common L2J friction while keeping compatibility with the original Interlude client and System.
01
Netcode, movement & geodata
Packet handling, action response and movement synchronization are reviewed together with geodata and pathfinding. Players and NPCs still obey server validation, obstacles and valid routes while old L2J desync and navigation friction are reduced.
02
Java core & server-side architecture
Problems are fixed where they actually belong: formulas, state handling, scheduling and AI can be compiled into the Java core, while XML, SQL and datapack remain responsible for data. Gameplay changes stay server-side instead of being pushed into the client.
03
Research, AI-assisted analysis & validation
Changes are not based on arbitrary values. Documented Interlude behavior, L2J/Orion implementations, Java/XML/SQL code and tests on the server are compared together. AI is used to locate inconsistencies, compare formulas and accelerate large code audits; every change is still reviewed, compiled and tested in-game before being treated as valid.
04
NPC intelligence & constrained AI
Guards and mobs use cleaner threat, chase, disengage, return and coordination states. Higher-level AI may propose only from closed allowed options or narrate verified facts; Java validates and owns every real action, reward and server-side decision.
05
Original client + System
The target remains an untouched Interlude client and original System folder: no custom interface, replacement DLL pack or edited l2.ini. The server can evolve without asking players to install an opaque custom executable.
06
Cross-system consistency
Combat, bosses, movement, NPC logic, dynamic events and AI are tested as connected systems. A fix is not considered finished if it solves one problem by creating another somewhere else.