

You then have script kiddies, people who watch tutorials on how to make hack clients (then later brag about it, usually).

You have the true hackers, people who make the clients and know all that crap. Not only that, you have a few groups of 'hackers'. Besides, who would go through all that work, just to have hacks on a single server? The only way would be to decompile the client, MCP would be the best option, it is never perfect, especially with mods, it makes the source a complete mess, changes all variables and methods almost always, so they would then have to fix all of that, literally guessing what methods I used, and my packets, then put their hacks in, which judging by how impossible that is, I'd say I'm safe. If I mod the main class of Minecraft, to something my server absolutely requires (like any mod really), then a hack client replaces that, it will no longer have my code, there for they will not be able to join the server, because they no longer have the 'mod'. Certain maps are better for earning fame and before the release of this hack people had manually tried to identify maps for hosting a fame train, an in-game phenomenon where lots of players organize in a selected realm for optimal fame gains.RetroCola For a normal server, yes your right. There are 13 predefined realm maps, so I developed an algorithm for recognizing which map the player was on based on a small sample. This time I released a map hack for the game. Releasing a hack this powerful transformed the game, and the hacking scene.Īnother big change came on 6. That's the a foundational building block of the experience. He later explained the gist of it here.ĭeath in RotMG is permanent. Nilly, a well-known RotMG hack creator, had hinted at the possibility such hack back in 2012. The hack works so well I actually received complaints from people wanting to kill their character for fame (an ingame currency earned by dying) but not being able to. On 0, Craz圜lient became the first public client to feature a sophisticated anti-death algorithm (aka. How not asking for feedback yields better, more thought out feedback. I learned, how certain features that I thought were self-evident, were found to be unintuitive by the users. It was the first project of mine to gain any real userbase. The rising popularity of my little hobby project sent me to a development frenzy, resulting in me pumping out new features at an ever-increasing pace.ĭeveloping Craz圜lient taught me a multitude of new skills. The reception was lukewarm at first but soon the download counts started picking up. The client was publicly released in February, 2017.

It was first realized in late September, 2016. Craz圜lient - the client that transformed RotMG hacking sceneĬraz圜lient was my private hacked client for an online MMORPG called Realm of the Mad God.
