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- Mar 3, 2026
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Looks like the protection on World of Metin2 isn't holding up as well as they hoped. It took maybe five minutes to rip through the HWID logic and put together a working bypass for their multifarm restrictions.
Core Mechanism
This tool uses a seed-based approach to hardware identification. By setting a specific seed, you can force the game to recognize multiple clients as coming from a single machine, or conversely, use different seeds to make each client appear as a unique PC. This is the most effective way to dodge the current multi-client caps without tripping any standard AC flags.
Key Features
Testing Results
Running 3 clients on a single seed while keeping a fourth on a different seed works flawlessly. The server doesn't link the accounts, allowing for easy farming setups that would usually get flagged.
If the offsets shift or the client version updates and breaks the seed logic, drop a comment or ping the dev "ferrarinobrakes" on Discord.
Anyone else noticed any server-side checks for packet timing when running this many clients?
Core Mechanism
This tool uses a seed-based approach to hardware identification. By setting a specific seed, you can force the game to recognize multiple clients as coming from a single machine, or conversely, use different seeds to make each client appear as a unique PC. This is the most effective way to dodge the current multi-client caps without tripping any standard AC flags.
Key Features
- Seed Control — Define how the server perceives your hardware fingerprint.
- Multifarm Bypass — Run more than the allowed amount of clients for maximum efficiency.
- HWID Spoofing — Clean your identifiers to get back in after a ban.
Testing Results
Running 3 clients on a single seed while keeping a fourth on a different seed works flawlessly. The server doesn't link the accounts, allowing for easy farming setups that would usually get flagged.
If the offsets shift or the client version updates and breaks the seed logic, drop a comment or ping the dev "ferrarinobrakes" on Discord.
Anyone else noticed any server-side checks for packet timing when running this many clients?