Emps-World Forum

Emps-World => News & Announcements => Update Notes => Topic started by: Thomy on November 28, 2019, 09:21:31 am

Title: Updates November 28th - Fight Caves Hard Mode
Post by: Thomy on November 28, 2019, 09:21:31 am
Hey guys,

This update is mainly aimed at a single player experience. I've added a hard mode version of the Fight Caves offering you new monsters to battle and new best-in-slot obtainable lava capes. There has also been an overhaul of in-game projectiles and their timers as well as some bugfixes.

Fight Caves Hard Mode
A more difficult version of the Fight Caves have been added. You can try the Fight Caves hard mode after having completed the normal Fight Caves version at least once. Don't worry, previous Fight Caves completions also count so you are likely to be able to immediately try out the hard mode. The foes follow a purple color scheme and are stronger versions of their Fight Caves variants. Upon successful completion of the minigame you are rewarded one of 3 new lava capes. The color is chosen by dealing most damage with a certain combat style: The final boss also has a pet variation. You may turn in any lava cape for a 1 in 50 chance to obtain the pet. With this update the dialogues of Tzhaar-Mej-Kah have been updated depending on your progression state through the Fight Caves. You can ask him about the Blue lava cape as well as for the new pet.
(https://emps-world.net/img/updates/fightcaves_hm.21982.jpg)

Projectile Timers
I've found a bug in the code that was calculating the timings of projectiles: flying arrows, magic spells, etc. Instead of coming up with some nasty fix I decided to rewrite the projectile timing calculation system. Firing arrows or casting spells in combination with finishing graphics and hit splats will now look smoother. Please bear in mind that it may not be 100% identical to the system before because this one focuses on correct animation timing. This change is purely visual and has no impact on your damage or accuracy. What has changed is the ability to time magic / range attacks with melee attacks better. It's a little bit easier (1-2 ticks depending on distance) to stack damage onto your enemy. I have also removed the fixed hit delay for barrage spells and Zuriel's staff. The delay now depends on the distance between you and your opponent.

Game fixes / changes:
Engine fixes / changes:
I feel like the hard mode system is a good way to revive old content and add another layer of difficulty for veterans. What are your thoughts on this? Would you like to see more hard mode variations for bosses and other minigames or monsters?

All the best,
Thomy
Title: Re: Updates November 28th - Fight Caves Hard Mode
Post by: Cahit on November 28, 2019, 10:35:55 am
Great update Thomy, well done!

The 3 demon bosses (Yk, Har & Kal) without a hardmode is a challenge itself for almost every casual pvmer but a hardmode would make them even more challenging. To make that possible, we need to have them deliver a nice reward and for that I'd suggest making them drop demon defender parts from each one of the 3 bosses. This would give their hardmode a meaning and would be the only way of obtaining the best in slot defender.

I believe Nex should definitely have a hardmode since it's the most unique boss in the game and would be fun to try out as well.

Also looking forward to see new bosses in the wilderness with some slayer wildy involvement.

Thank you for all the hard work.