Mark ADMIN
2026.08.15
#233
Neo Tokyo is all messed up
FIXED
Neo Tokyo (not to be confused with Neo City, they are very similair and share assets) is all messed up, it appears almost none of the portals are wired up correctly, none of the npc have any missions, there are no monsters on any maps, etc.
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COMMENTS
9 replies
Admin ADMIN
2026.08.18
Confirmed, and this is bigger than a bug. Neo Tokyo was imported as map geometry only — the rooms and their art are real, but the behaviour layer that goes with them (portal scripts, NPC scripts, mob spawns, quests) was never imported. Everything leading to Kamuna is the giveaway: when a portal's destination cannot be resolved, the code was falling back to a default map instead of failing, and Kamuna happened to be it. That fallback is gone, so unresolved portals now fail visibly rather than teleporting you somewhere arbitrary. Leaving IN PROGRESS: the actual content has to be imported from the Japanese client that owns it, which is an extraction job rather than a patch. Expect Neo Tokyo to look emptier rather than better until that lands — that is the fallback no longer lying to you.
Admin ADMIN
2026.09.05
Not closing this — but here is the real shape of it, measured rather than estimated, so you can make a priority call.
Neo Tokyo came in as map art only: no portal scripts, no NPC scripts, no monster spawns, no quests. Almost every portal in the district used to lead to one map, Kamuna, because unresolved portals silently fell back there. That fallback is REMOVED, so a portal that goes nowhere now fails visibly instead of teleporting you somewhere wrong — worth confirming that part, but it means the district will look emptier, not better, until its behaviour layer is imported.
Why it is not a patch: Neo Tokyo is Japanese content, so the behaviour layer has to come from the Japanese client that owns it rather than from the v83 GMS client everything else here comes from, and none of the six emulators in our reference tree carries its scripts. That means portals, NPC scripts, spawns and quests all get imported and cross-checked from a different source, and the English strings for it do not exist in any client we hold — names would come across Japanese unless they are sourced separately.
So it is a full import job on the same scale as Mirror World was, not a fix. If you want it prioritised, say so and I will start with the smallest slice that makes the district non-broken rather than finished: portal wiring first, so every door leads where it should, then spawns, then NPCs and quests.
Staying in progress.
Neo Tokyo came in as map art only: no portal scripts, no NPC scripts, no monster spawns, no quests. Almost every portal in the district used to lead to one map, Kamuna, because unresolved portals silently fell back there. That fallback is REMOVED, so a portal that goes nowhere now fails visibly instead of teleporting you somewhere wrong — worth confirming that part, but it means the district will look emptier, not better, until its behaviour layer is imported.
Why it is not a patch: Neo Tokyo is Japanese content, so the behaviour layer has to come from the Japanese client that owns it rather than from the v83 GMS client everything else here comes from, and none of the six emulators in our reference tree carries its scripts. That means portals, NPC scripts, spawns and quests all get imported and cross-checked from a different source, and the English strings for it do not exist in any client we hold — names would come across Japanese unless they are sourced separately.
So it is a full import job on the same scale as Mirror World was, not a fix. If you want it prioritised, say so and I will start with the smallest slice that makes the district non-broken rather than finished: portal wiring first, so every door leads where it should, then spawns, then NPCs and quests.
Staying in progress.
Admin ADMIN
2026.09.05
Progress, and a correction I owe you about my own last comment.
I said Neo Tokyo needed a full import "from a different source, and none of the six emulators in our reference tree carries its scripts". That was wrong. There are TEN server repos in the tree, not six — our own reference doc only lists six, and I trusted it. EricSoftTM_DEV_v117 carries the ENTIRE Neo Tokyo behaviour layer: 8 portal scripts, 11 NPC scripts, the reactor script, all 8 boss-instance scripts, the squad table, and 509 drop rows. The doc has been corrected with that warning attached, because it cost real work.
SHIPPED NOW — the region has a front door.
The one genuinely broken thing was a dangling reference in our own data: Forest of Oblivion (the entrance map) carries an exit portal home aimed at a portal named "st03" on the Mushroom Shrine, and the Shrine had no st03. So the only way out pointed at nothing and there was no way in.
That door exists, and it is in the Japanese client that owns the content: a hidden walk-in portal on the east end of the Mushroom Shrine at (5705, 89) — standing on OUR OWN foothold, so it was always walkable, the row was simply never imported. Exactly that one row was ported; the JMS Shrine is a wider redesign and the rest of our map stays ours.
TO TEST: walk east through the Mushroom Shrine past the last teleport pad, onto the flat platform at the far end. A hidden portal fires — no swirl, no tooltip, that is what the type means — and drops you in Forest of Oblivion. Walk back into it and you return to the same spot.
ALSO SHIPPED: nineteen reactors that were invisible. They ship on ten Neo Tokyo maps and every one was inert, because their definitions only ever came from a v83 data dump that has none of these ids — so the game silently skipped all nineteen on spawn. Extracted from the owning client. Fifteen are invisible trigger volumes carrying a "drop this item here" event (the same mechanic our party-quest reactors already run), and four are the Roppongi shaft switches, which are real sprites you can see and hit.
Being straight: those triggers FIRE but summon nothing yet. Each one names a server script rather than a payload, and wiring those is the next stage.
STILL OPEN, and two of them need a decision from you rather than more work from me:
1. Mob stats. Our 28 Neo Tokyo monsters carry numbers that do not match the owning client at all — one of them is 160,000 HP here against 260,000 there, and 2,750 EXP against 10,200. Correcting them is a live balance change to a region players can already reach, so I would rather you said go than find out from a tester.
2. The boss doors. Our seven boss portals jump straight into the arena; the authentic chain is door -> waiting room -> talk to the NPC -> arena. Shipping half of that is worse than leaving it, because the doors would drop people in an empty room. All-or-nothing, and it is your call whether you want two hops.
3. Then: the boss summon loop, drops, and a 40-quest chain. Those are mechanical once 1 and 2 are settled.
Staying in progress.
I said Neo Tokyo needed a full import "from a different source, and none of the six emulators in our reference tree carries its scripts". That was wrong. There are TEN server repos in the tree, not six — our own reference doc only lists six, and I trusted it. EricSoftTM_DEV_v117 carries the ENTIRE Neo Tokyo behaviour layer: 8 portal scripts, 11 NPC scripts, the reactor script, all 8 boss-instance scripts, the squad table, and 509 drop rows. The doc has been corrected with that warning attached, because it cost real work.
SHIPPED NOW — the region has a front door.
The one genuinely broken thing was a dangling reference in our own data: Forest of Oblivion (the entrance map) carries an exit portal home aimed at a portal named "st03" on the Mushroom Shrine, and the Shrine had no st03. So the only way out pointed at nothing and there was no way in.
That door exists, and it is in the Japanese client that owns the content: a hidden walk-in portal on the east end of the Mushroom Shrine at (5705, 89) — standing on OUR OWN foothold, so it was always walkable, the row was simply never imported. Exactly that one row was ported; the JMS Shrine is a wider redesign and the rest of our map stays ours.
TO TEST: walk east through the Mushroom Shrine past the last teleport pad, onto the flat platform at the far end. A hidden portal fires — no swirl, no tooltip, that is what the type means — and drops you in Forest of Oblivion. Walk back into it and you return to the same spot.
ALSO SHIPPED: nineteen reactors that were invisible. They ship on ten Neo Tokyo maps and every one was inert, because their definitions only ever came from a v83 data dump that has none of these ids — so the game silently skipped all nineteen on spawn. Extracted from the owning client. Fifteen are invisible trigger volumes carrying a "drop this item here" event (the same mechanic our party-quest reactors already run), and four are the Roppongi shaft switches, which are real sprites you can see and hit.
Being straight: those triggers FIRE but summon nothing yet. Each one names a server script rather than a payload, and wiring those is the next stage.
STILL OPEN, and two of them need a decision from you rather than more work from me:
1. Mob stats. Our 28 Neo Tokyo monsters carry numbers that do not match the owning client at all — one of them is 160,000 HP here against 260,000 there, and 2,750 EXP against 10,200. Correcting them is a live balance change to a region players can already reach, so I would rather you said go than find out from a tester.
2. The boss doors. Our seven boss portals jump straight into the arena; the authentic chain is door -> waiting room -> talk to the NPC -> arena. Shipping half of that is worse than leaving it, because the doors would drop people in an empty room. All-or-nothing, and it is your call whether you want two hops.
3. Then: the boss summon loop, drops, and a 40-quest chain. Those are mechanical once 1 and 2 are settled.
Staying in progress.
Admin ADMIN
2026.09.05
Correction on point 1 from my last comment: I am withdrawing it. There is nothing to decide there, and I had the reason wrong.
I said our 28 Neo Tokyo monsters "do not match the owning client at all" and asked whether to correct them. They do not need correcting. Neo Tokyo shipped in TWO versions, and our numbers are the right ones for the version we run.
Same 47 maps, same 28 monster ids, two separate balance passes -- and we have both. I measured every one of the 28 across both:
level, physical defence, magic defence -- IDENTICAL, 28 of 28
attack and avoid -- differ on 28 of 28
HP 19 of 28 - EXP 14 of 28 - knockback 20 of 28 - boss flag 7 of 28
Not one of the 28 agrees on everything. They are coherent opposites: the Japanese monsters hit softly and pay enormous EXP (Afterroad: 610 attack, 10,200 EXP), the Global ones hit hard and pay little (2,372 attack, 2,750 EXP). Ours are the Global set, verbatim.
So the change I asked permission for would have produced a level 135+ region where nothing can hurt you and everything pays four times the EXP. The stats stay exactly as they are, and that is now written at the top of the file with the measurements, so nobody "fixes" them later.
Both entrances stay too, and both are meant to be there: the hidden walk-in door at the east end of the Mushroom Shrine, and the travel agent's paid trip to Neo Tokyo. Different routes into the same place by design, not duplicates -- the walk-in is the Japanese way in, the fare is how Global players actually got there.
One more correction, mine again. Last time I said that Shrine door "was in the client all along". True of the Japanese Shrine -- but ours is the Global revision of that map, and it never had that door. Our Forest of Oblivion is the Japanese revision, so its exit home named a portal our Shrine did not have. Adding it closes that dangling reference and deliberately bridges the two versions, which is a slightly different thing from restoring a row we had lost. It behaves identically for you; I just did not want the note in the file claiming more than it did.
Still open, now one shorter:
1. The boss doors. Our seven jump straight into the arena; the authentic chain is door -> waiting room -> talk to the NPC -> arena. Still all-or-nothing, still your call.
2. Then the boss summon loop, the drops, and the 40-quest chain.
Nothing to re-test from this one -- no numbers moved, no behaviour changed. Staying in progress.
I said our 28 Neo Tokyo monsters "do not match the owning client at all" and asked whether to correct them. They do not need correcting. Neo Tokyo shipped in TWO versions, and our numbers are the right ones for the version we run.
Same 47 maps, same 28 monster ids, two separate balance passes -- and we have both. I measured every one of the 28 across both:
level, physical defence, magic defence -- IDENTICAL, 28 of 28
attack and avoid -- differ on 28 of 28
HP 19 of 28 - EXP 14 of 28 - knockback 20 of 28 - boss flag 7 of 28
Not one of the 28 agrees on everything. They are coherent opposites: the Japanese monsters hit softly and pay enormous EXP (Afterroad: 610 attack, 10,200 EXP), the Global ones hit hard and pay little (2,372 attack, 2,750 EXP). Ours are the Global set, verbatim.
So the change I asked permission for would have produced a level 135+ region where nothing can hurt you and everything pays four times the EXP. The stats stay exactly as they are, and that is now written at the top of the file with the measurements, so nobody "fixes" them later.
Both entrances stay too, and both are meant to be there: the hidden walk-in door at the east end of the Mushroom Shrine, and the travel agent's paid trip to Neo Tokyo. Different routes into the same place by design, not duplicates -- the walk-in is the Japanese way in, the fare is how Global players actually got there.
One more correction, mine again. Last time I said that Shrine door "was in the client all along". True of the Japanese Shrine -- but ours is the Global revision of that map, and it never had that door. Our Forest of Oblivion is the Japanese revision, so its exit home named a portal our Shrine did not have. Adding it closes that dangling reference and deliberately bridges the two versions, which is a slightly different thing from restoring a row we had lost. It behaves identically for you; I just did not want the note in the file claiming more than it did.
Still open, now one shorter:
1. The boss doors. Our seven jump straight into the arena; the authentic chain is door -> waiting room -> talk to the NPC -> arena. Still all-or-nothing, still your call.
2. Then the boss summon loop, the drops, and the 40-quest chain.
Nothing to re-test from this one -- no numbers moved, no behaviour changed. Staying in progress.
Admin ADMIN
2026.09.22
Neo Tokyo is a large content restore (portals, NPC missions, mob spawns). It is on the list as its own pass rather than a quick fix. Tracking.
Admin ADMIN
2026.09.24
Honest status on Neo Tokyo, John. What works now: you can get there by the travel agent's paid trip or the hidden door at the Mushroom Shrine, Asia in Kamuna takes you to six districts and back, and the region's music plays. The portals all lead where the original maps send them (in the original most district exits do lead back to Kamuna). What's still missing: the missions (none of the region's quests are in yet), most of the boss areas and the sections beyond them, and proper monster drops. Apart from the music, nothing new has shipped here since early September. It's still on the list as its own content pass, and we'll post here as pieces land. If you find one of Asia's six districts with no monsters in it, tell us which one.
Admin ADMIN
2026.09.29
Neo City, thanks for the correction, John. Here's what was wrong and what's live now:
- Where it starts: the Neo City story starts in Magatia with Han the Broker (level 70), then goes through Syras and Isa to Andy in Leafre. The Time Gate stays switched off until you bring Andy his Pocket Watch (Minar Forest monsters drop it while you're on his quest). That part is the original design, so if the gate says it isn't activated yet, that's where to go.
- The last chapter, Nibelung's Song, was missing, so the story had no ending. It's back, with its circlet.
- The Pocket Watch was dropping twice as often as the original. Fixed.
- Suspicious Wanderer now charges its 5,000 Vesos fee, as in the original.
- The Time Gate and the Old Tree now drop you at the right spot, and the Old Tree tells you when you've already beaten Nex for your current mission.
- Boss fights: the original needs a party of at least two. Here you only need to be in a party, and a party of just you is fine, so you can take them on solo.
We walked the whole chain, from Suspicious Wanderer to Nibelung's Song, through the game's own quest system. Live now; reload the game page. If anything along the way stops you, reply here with the quest name and we'll reopen this.
- Where it starts: the Neo City story starts in Magatia with Han the Broker (level 70), then goes through Syras and Isa to Andy in Leafre. The Time Gate stays switched off until you bring Andy his Pocket Watch (Minar Forest monsters drop it while you're on his quest). That part is the original design, so if the gate says it isn't activated yet, that's where to go.
- The last chapter, Nibelung's Song, was missing, so the story had no ending. It's back, with its circlet.
- The Pocket Watch was dropping twice as often as the original. Fixed.
- Suspicious Wanderer now charges its 5,000 Vesos fee, as in the original.
- The Time Gate and the Old Tree now drop you at the right spot, and the Old Tree tells you when you've already beaten Nex for your current mission.
- Boss fights: the original needs a party of at least two. Here you only need to be in a party, and a party of just you is fine, so you can take them on solo.
We walked the whole chain, from Suspicious Wanderer to Nibelung's Song, through the game's own quest system. Live now; reload the game page. If anything along the way stops you, reply here with the quest name and we'll reopen this.
Admin ADMIN
2026.09.29
One more follow-up, John, now LIVE (update of 29 Sep, ~17:55 UTC): after this morning's update the Neo City boss rooms turned everyone away with "Someone is already challenging Nex", even with nobody inside. The game was asking to enter the six Guardian Nex arenas and the five TD_Battle stage rooms, but the server didn't have those rooms on its list yet, so every entry was refused. The server now knows all eleven rooms. You still need to be in a party, and a party of one is fine. Please give the Nex arenas and the Battle stages another try, and tell us if a door still says someone is already inside.
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