Old SchoolOps

RF Online: Giga 4 Episode 2 v0.2.2

The Gameplay Slice

Released 2026-07-12

The first real gameplay: content loaded from a database, monsters to fight, melee combat with experience and levels, an NPC shop, potions and buffs, visible other players, and death and respawn.

This is where RF becomes a game you can do things in. It brings up the whole first gameplay loop: enter the world, see other players, fight monsters, gain experience and levels, loot and use items, and shop. It also clears the last things blocking two real clients from playing side by side.

Game Data and World Entry

  • The server loads real giga4 content from a database now: items, monsters, skills, stores, and prices, taken from the original game tables. Your character’s starting gear, stats, and inventory are built from that data.
  • You enter the world as your real character: stats derived from your class, your inventory, your forces, and your quests.

Monsters and Combat

  • Monsters spawn in the world, wander their area, and are visible to everyone nearby. Where they appear is our own configuration.
  • Melee combat works from end to end: pick a target, attack, deal damage, and get the kill. Kills award experience, experience levels you up, and leveling grows and heals your health. Monsters respawn on a timer.
  • Health, damage, and experience use our own formulas, tuned to feel like the early game.

Other Players and Stance

  • Other players show as full character bodies now, where before they were only a dot on the radar.
  • Attack stance works. Switching into battle mode holds, so attacking no longer fails without a reason.

Items and NPCs

  • Monsters drop loot boxes on death that you can pick up into your bags.
  • An NPC shop with working buy and sell against the real store stock and prices, in the game’s currency. New characters start with a small amount of money.
  • Potions restore health, force, and stamina from the real potion data, and using one lowers the stack. Skill and force buffs can be cast and apply a timed effect.

Death and Mob Behavior

  • Monsters you attack fight back: they aggro, chase you at their real speed, and swing when they reach you, then give up if you outrun them. Standing monsters hold their spot on your screen instead of drifting or blinking.
  • A lethal hit now downs your character and drops your attackers’ aggro. Reviving restores your health and returns you to the spawn point.