I was wasting time on TikTok and saw that World of Warcraft players have their own bots.
So I thought: why the hell should we, the ancient Lineage II degenerates, be left behind?
That is why I started building a Companion System, also known as Lineage II Single Player.
Running AI locally is trendy now, so why not run Lineage II locally too? No queues, no whales, no drama, and nobody screaming at you because you went AFK for three minutes to take a shit.
The project is still at an early stage, but the first working companion prototype is already alive.
This is still very early development. Persistent progression, EXP, shared drops, proper inventory management, equipment trading, and full class progression are not implemented yet.
Yes, it sounds ridiculous.
If you do not like it, go fuck yourself.
Eventually, players will be able to create a complete party of AI companions that simulate the imaginary friends we never had.
You will be able to farm together, level together, share EXP and drops, improve equipment, and progress through the Lineage II world as a proper party.
Planned companion roles include:
Basically, a real party—except these party members will not suddenly leave because their mother told them to go to bed.
The current ideas include:
Start the server locally and play whenever you want. No need to cry because you have a job while everyone else already has S-grade equipment and you are still running around in D-grade garbage.
That is your fault for having employment while everyone else is busy no-lifing the game.
Eventually, I want to connect the system to an actual AI model.
The player could add an API key for OpenAI, Gemini, or whatever other shitty AI model happens to be slightly smarter than a brick into a separate .ini configuration file.
Locally hosted models could also be supported later. If we are already running Lineage II locally like antisocial goblins, we might as well run the AI locally too.
You would be able to communicate with AI characters through normal chat or by using a dedicated prefix such as the quotation mark (").
The AI would not simply generate a random answer and immediately forget everything like a goldfish with a staff.
Each AI character would have its own personality and persistent memory.
The database could record:
If you tell an AI character to go fuck itself, it should remember that.
Maybe nothing happens immediately.
Then several days later, while you are peacefully farming, the same bastard finds you somewhere in the world and arrives with several friends to kick your ass.
On the other hand, perhaps you accidentally sold your Crystal Shield for 2,000 Adena instead of 2,000,000.
That bastard will remember the transaction and will absolutely not return your money.
However, if your relationship is good, he might later find you inside the Catacombs and defend you from some asshole who refuses to let you farm.
The world should remember what you did—not only which quest number you completed.
Your relationship could be different with every AI character and clan.
Killing members of one clan could make them hate you, while their enemies might respect you for doing exactly the same thing.
Helping someone could create friendship or debt. Betraying them could turn a former friend into a permanent enemy.
Constantly killing innocent characters could destroy your honor with some groups while making other, more criminal characters respect you.
Different AI personalities would also react differently to the same actions.
Some characters could be:
Another might spend the next fifty hours planning how to ruin your life.
An honorable AI character might protect you because you previously helped him.
A greedy character might only help if enough Adena is involved.
A coward might run away and leave your ass to die.
A loyal companion might stay and die beside you.
The goal is to simulate actual relationships instead of filling the world with thousands of identical NPCs saying:
They could:
A level 10 AI character should not magically receive unlimited Adena and S-grade equipment directly from its ass.
It should have to farm, trade, craft, earn Adena, and upgrade its equipment under the same general rules as everyone else.
AI characters would also remember how the player treated them during previous transactions.
If you repeatedly offer someone fair prices, that character might begin to trust you and offer better deals.
If you constantly scam them, they might refuse future trades—or decide that murder is a more efficient refund system.
If the player is strong, rich, owns a castle, and leads a successful clan, some AI characters might want to join for protection, equipment, access to resources, and a better chance of becoming powerful themselves.
Others might refuse even a perfect offer because they hate the player.
Some will join because they respect you.
Some will join because they fear you.
Some will join because they want money.
And some will join because they are professional ass-kissers.
The final economic fantasy is that the player could become the Don of the entire Lineage II world.
By controlling valuable resources, castles, strong clans, crafting, trade, and a large amount of Adena, the player could build an entire in-game empire.
At that point, you would no longer be simply farming mobs.
You would be managing warriors, traders, crafters, scammers, traitors, opportunists, and heavily armed imaginary friends.
All because having a normal hobby was apparently never an option.
In the future, I plan to release compiled builds completely free.
I also plan to publish source code around major milestones, allowing everyone to create their own cursed variations and implement whatever unhealthy Lineage II fantasies they have been carrying for the last twenty years.
And I know you old Lineage II perverts have plenty of them.
The plans are big, the wishlist is even bigger, and the code will probably attempt to kill me several times along the way.
We will see how far this insanity goes.
The first development video is attached below.
So I thought: why the hell should we, the ancient Lineage II degenerates, be left behind?
That is why I started building a Companion System, also known as Lineage II Single Player.
Running AI locally is trendy now, so why not run Lineage II locally too? No queues, no whales, no drama, and nobody screaming at you because you went AFK for three minutes to take a shit.
The project is still at an early stage, but the first working companion prototype is already alive.
What currently works?
- A dedicated Companion Manager NPC with its own HTML interface.
- The player can hire or dismiss a companion through the NPC.
- Each player can currently have one active companion.
- The companion looks like a real Lineage II player instead of a normal NPC or summon.
- Companions receive automatic names such as Companion1, Companion2, etc.
- The companion automatically joins the owner’s party.
- It visibly wears a D-grade Knowledge Set and uses a Staff of Life.
- Starter equipment is limited to +6, because a level 20 homeless wizard running around in random +16 underwear was a little too stupid even for Lineage II.
- The companion automatically follows its owner.
- If it gets stuck behind a wall or column, it attempts to move sideways and continue following instead of immediately giving up on life.
- Real player teleports are detected separately, so the companion teleports together with its owner.
- When the owner attacks a monster, the companion remembers the target and joins the fight.
- It attacks using Wind Strike.
- Wind Strike deals real Lucera-calculated damage using the companion’s level, weapon, M.Atk, the monster’s M.Def, and the normal server formulas.
- The companion uses Blessed Spiritshots.
- Healing has priority over attacking when the owner’s HP drops below 80%.
- It casts a real Heal skill with normal MP consumption, casting time, reuse delay, animation, and server mechanics.
- The companion can die.
- If the owner casts Resurrection, the companion accepts it, gets up, and continues doing its job.
- If the owner does not resurrect it within 60 seconds, the corpse disappears.
- After another 120 seconds, the companion returns “from town” and rejoins the owner.
- Companion HP and MP are synchronized with the party window.
- Dismissing the companion removes it from the party and the game world.
- If the owner logs out, the companion is cleaned up correctly.
- The entire system runs as a separate Lucera2 EXT module without modifying the Lucera core.
This is still very early development. Persistent progression, EXP, shared drops, proper inventory management, equipment trading, and full class progression are not implemented yet.
What is the actual goal?
The goal is to turn Lineage II into a complete single-player experience.Yes, it sounds ridiculous.
If you do not like it, go fuck yourself.
Eventually, players will be able to create a complete party of AI companions that simulate the imaginary friends we never had.
You will be able to farm together, level together, share EXP and drops, improve equipment, and progress through the Lineage II world as a proper party.
Planned companion roles include:
- Healer
- Buffer
- Tank
- Melee damage dealer
- Ranged damage dealer
- Mage
Basically, a real party—except these party members will not suddenly leave because their mother told them to go to bed.
PvP and world simulation plans
Once the farming and companion progression systems are stable, I plan to begin working on AI-controlled PvP systems.The current ideas include:
- AI parties occupying valuable PvE and farming zones.
- Players having to defeat those parties before taking control of the zone.
- Different AI party compositions and equipment levels.
- A configurable Hard Mode.
- In Hard Mode, a Player Hunter party will appear at configurable intervals.
- The Hunter party’s only purpose will be to find you, ruin your farming session, and kick your ass.
- AI clans.
- Clan wars.
- AI-controlled party progression.
- Different equipment grades and power levels.
- A more active Lineage II world even when only one human player is online.
Start the server locally and play whenever you want. No need to cry because you have a job while everyone else already has S-grade equipment and you are still running around in D-grade garbage.
That is your fault for having employment while everyone else is busy no-lifing the game.
Very, very distant plans: giving these bastards an actual brain
This part is far beyond the current prototype.Eventually, I want to connect the system to an actual AI model.
The player could add an API key for OpenAI, Gemini, or whatever other shitty AI model happens to be slightly smarter than a brick into a separate .ini configuration file.
Locally hosted models could also be supported later. If we are already running Lineage II locally like antisocial goblins, we might as well run the AI locally too.
You would be able to communicate with AI characters through normal chat or by using a dedicated prefix such as the quotation mark (").
The AI would not simply generate a random answer and immediately forget everything like a goldfish with a staff.
Each AI character would have its own personality and persistent memory.
Persistent memory
Conversations and important events would be stored in database tables.The database could record:
- What the player and AI character said to each other.
- Important promises, threats, insults, and favors.
- Items bought or sold.
- The exact price paid for every transaction.
- Items given as gifts.
- Adena borrowed or owed.
- Players and clans that attacked them.
- Characters they trust, respect, fear, or absolutely fucking hate.
- Personal friendships, grudges, debts, and loyalty.
- Important locations and events connected to those memories.
If you tell an AI character to go fuck itself, it should remember that.
Maybe nothing happens immediately.
Then several days later, while you are peacefully farming, the same bastard finds you somewhere in the world and arrives with several friends to kick your ass.
On the other hand, perhaps you accidentally sold your Crystal Shield for 2,000 Adena instead of 2,000,000.
That bastard will remember the transaction and will absolutely not return your money.
However, if your relationship is good, he might later find you inside the Catacombs and defend you from some asshole who refuses to let you farm.
The world should remember what you did—not only which quest number you completed.
Honor and relationships
There should not be one simple global “good” or “bad” reputation value.Your relationship could be different with every AI character and clan.
Killing members of one clan could make them hate you, while their enemies might respect you for doing exactly the same thing.
Helping someone could create friendship or debt. Betraying them could turn a former friend into a permanent enemy.
Constantly killing innocent characters could destroy your honor with some groups while making other, more criminal characters respect you.
Different AI personalities would also react differently to the same actions.
Some characters could be:
- Loyal
- Brave
- Greedy
- Cowardly
- Dishonest
- Honorable
- Aggressive
- Peaceful
- Stupid
- Completely fucking insane
Another might spend the next fifty hours planning how to ruin your life.
An honorable AI character might protect you because you previously helped him.
A greedy character might only help if enough Adena is involved.
A coward might run away and leave your ass to die.
A loyal companion might stay and die beside you.
The goal is to simulate actual relationships instead of filling the world with thousands of identical NPCs saying:
Greetings, traveler.
Trade, crafting, and economy
AI characters should eventually participate in the complete Lineage II economy.They could:
- Farm materials.
- Buy and sell equipment.
- Remember previous prices and transactions.
- Compare prices between towns.
- Open private stores.
- Craft weapons, armor, shots, and other items.
- Hire other characters to collect resources.
- Save Adena for better equipment.
- React to shortages and excessive supply.
- Scam inexperienced players.
- Refuse to trade with players they hate.
- Become rich, poor, generous, greedy, or completely financially braindead.
A level 10 AI character should not magically receive unlimited Adena and S-grade equipment directly from its ass.
It should have to farm, trade, craft, earn Adena, and upgrade its equipment under the same general rules as everyone else.
AI characters would also remember how the player treated them during previous transactions.
If you repeatedly offer someone fair prices, that character might begin to trust you and offer better deals.
If you constantly scam them, they might refuse future trades—or decide that murder is a more efficient refund system.
Becoming the Don
AI characters could decide whether they want to join the player’s clan based on their memories, relationships, and the player’s progress.If the player is strong, rich, owns a castle, and leads a successful clan, some AI characters might want to join for protection, equipment, access to resources, and a better chance of becoming powerful themselves.
Others might refuse even a perfect offer because they hate the player.
Some will join because they respect you.
Some will join because they fear you.
Some will join because they want money.
And some will join because they are professional ass-kissers.
The final economic fantasy is that the player could become the Don of the entire Lineage II world.
By controlling valuable resources, castles, strong clans, crafting, trade, and a large amount of Adena, the player could build an entire in-game empire.
At that point, you would no longer be simply farming mobs.
You would be managing warriors, traders, crafters, scammers, traitors, opportunists, and heavily armed imaginary friends.
All because having a normal hobby was apparently never an option.
Source code and releases
The project is currently closed source.In the future, I plan to release compiled builds completely free.
I also plan to publish source code around major milestones, allowing everyone to create their own cursed variations and implement whatever unhealthy Lineage II fantasies they have been carrying for the last twenty years.
And I know you old Lineage II perverts have plenty of them.
The plans are big, the wishlist is even bigger, and the code will probably attempt to kill me several times along the way.
We will see how far this insanity goes.
The first development video is attached below.
