Just commenting so I can know when a work around is found. Man I got on just before the update went through and gave myself blocks too perfect timing didn't even see there was an update when I got on.
Thank god it's broken the current public cheats. Now I can be a small few with others who make their own RoK hacks who get to spawn items.
Does someone figure it out what they did already ?
And they will add EAC in the next week
Aaaaaaand we're back.....
I haven't changed anything in my own DLL, also using Encode's injection DLL... not getting banned on my test server. dll detection ban is set to true.
Seems like I can do everything I used to be able to.
- Made third person on bows shoot closer to the crosshair
Does that mean they changed arrow behaviour on 3rd Person or is the angle of 3rd Person just more accurate ?
Originally Posted by Qvintus
I haven't changed anything in my own DLL, also using Encode's injection DLL... not getting banned on my test server. dll detection ban is set to true.
Seems like I can do everything I used to be able to.
I tried encode's loader DLL, inside the main directory, and am getting banned on official servers.
Originally Posted by devprogrammer112
I tried encode's loader DLL, inside the main directory, and am getting banned on official servers.
1. Did somebody actually find anything new in the code related to - hte new "layer" of anti-cheat?
2. I guess the different feedback as to when geting banned does have to do with unaccurate feedback. It doesn't matter if you get detected by simply injecting or not - when there are features in the AC that detect usage of certain events. So while the injection maybe undetected - using the some features isn't.
Code as of A#9 should find the injection method encode used.
But if they catch it - it also scans the root dir.
I posted with big detail in the dll thread where they scan. They scan default only in the root-subdirs - but if they detect an injection - they also scan every file in every dir the injection is coming from.
- - - Updated - - -
Originally Posted by fisheyed
1. Did somebody actually find anything new in the code related to - hte new "layer" of anti-cheat?
2. I guess the different feedback as to when geting banned does have to do with unaccurate feedback. It doesn't matter if you get detected by simply injecting or not - when there are features in the AC that detect usage of certain events. So while the injection maybe undetected - using the some features isn't.
Code as of A#9 should find the injection method encode used.
But if they catch it - it also scans the root dir.
I posted with big detail in the dll thread where they scan. They scan default only in the root-subdirs - but if they detect an injection - they also scan every file in every dir the injection is coming from.
I had a brief look at #10. They changed how they respond to detection but afaics they didn't change detection method - allthough they added more serverfunctionality diretly corresponding with "injection".
edit: And they also check events being used by the clients.
at Kyron
Unfortunately i am completely clueless to hacking. would you kindly share your item spawn cheat with me?
Originally Posted by kakuke1
Aaaaaaand we're back.....
This doesnt proof that you being undetected. It could be a private server or you just connected to a server and you'll recieve the ban a few minutes later...
Originally Posted by fib118
at Kyron
Unfortunately i am completely clueless to hacking. would you kindly share your item spawn cheat with me?
No. The plague of people out there who know nothing of hacking that spawn in shit and are ruining bases (ones I tend to like) of people who spend days on them was at an all time high. I'd prefer not to feed into that.
Originally Posted by BubbaLebba1
This doesnt proof that you being undetected. It could be a private server or you just connected to a server and you'll recieve the ban a few minutes later...
You think it's hard to go undetected right now? They changed nothing. I'm still able to use all features I was from before hand.