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Messages - Rotanas

Pages: 1 2 3 4 5 6 7 ... 19
16
Screenshots / Re: Emps-World Meme Center
« on: May 07, 2020, 07:57:48 am »
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17
Screenshots / Re: Emps-World Meme Center
« on: May 02, 2020, 08:53:12 pm »
Thomy after iwill beat u got 250m invention xp
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18
Hey guys,

In this update I've added many more patches that you can farm on. I've also given spirit trees more functionality allowing you to teleport between fully grown ones. Our outdated login screen also received a little overhaul improving performance and visual feedback. Competitive Season 2 is also starting soon, have a look here: https://emps-world.net/forum/events/emps-competitive-season-2/?~22079

Farming Patches
I've rewritten the code that handles interactions with farming patches. You will now always be facing the patch you interact with. Moreover you can no longer walk over patches to ensure you cannot get yourself stuck. There's now also more plantation spawns resulting in no more empty spots. This doesn't affect any harvest rates, it's just visual improvements. I've also added about 50 new patches across the entire worldmap for plantations. All new patches being at least 3x3 in size support trees. Spirit trees can now also be used to teleport to other spirit trees you have planted. You can plant more than 5 Spirit trees but only the first 5 will be listed as teleport options.


Login Screen Overhauled
I've reworked the graphics of the game client's login screen. It now looks similar to the elements on the homepage and offers the option to remember your username. The background and logo image loaders have also been reworked to ensure they are rendered correctly. There were some rare instances where the background image would not occur. The login process was also reworked to work in background without affecting core game logic. Meaning that if you disconnect you can still see player animations playing and move the camera. The UI however remains unresponsive meaning that you cannot click it showing you that interactions are not possible at that point. The reconnect code has also been sped up allowing the game to try a reconnect quicker and more often. Here's what it looks like:


Hit Splat Size
I've fixed some issues with scaling head icons and also applied the same mechanism to hit splats. They scale depending on how far you are away from the text in 3d space. This has limiters, so they won't become smaller than 80% nor larger than 110% of their original size. My aim is to reduce visual clutter in larger fights. Hit splats and the HP bar of your player now also always renders on top of others.

Item Drop System and Death Item Timers
I've received quite a lot of reports recently about people  losing their items and requesting them back through our Helpdesk. We have taken a look at some cases and on rare occasions have decided to return items because they were impossible to be picked up in time. I'm now changing that policy that we are not returning any items lost upon death unless of course lost or deleted by a bug. I am additionally changing the death item timers to 10 minutes. That means that your items lost on death will be visible to you for 8 minutes and an additional 2 minutes to other players. This is more than enough time to run back and grab your gear even if your internet connection fails you. Below's a list of all (changed) item timers:
  • Item drop: 2 minutes private and 2 minutes public
  • Item drop (death): 8 minutes private and 2 minutes public
  • Item spawns: public and refreshed every minute
I think this death mechanic is fairer and also won't punish failing internet connections too much anymore. I know that this has been mentioned in the previous update too but I want to make sure this is seen one more time since it's quite a big change!

Watch Dog for Game Client
I've created a watch dog process for the game client that monitors the client's state and gives you a popup in case a crash was detected. It also collects information about the crash and stores it on your computer for a maximum of 3 days. This feature was created to further investigate crashes on certain computers and also collect information about what could have gone wrong. If you get such a popup please send me the file it mentions and tell me what you've done. I will have a look at it and see if it can be fixed in a future update! :)

Game fixes / changes:
  • Smoke demon champion attack animations and damage of magic projectile has been fixed. There could have been issues with other bosses as well that suffered from the same bug of multi projectile hits.
  • You can now use the prayer orb to activate / deactivate your current prayers and set your quick prayers. You set your quick prayers by activating the desired and confirming them by clicking on the orb.
  • A bug in the hit calculation system was fixed that allowed people to survive killing blows in PvP scenarios. Overkill was enabled a few patches ago to avoid tick-eating but this bug was still allowing it. Damage is now always applied for PvP scenarios.
  • You no longer need a talisman for crafting runes. The abyss can once again be used without talismans.
  • Being in combat and trying to open your bank no longer prompts the bank pin screen.
  • Limbs for crossbows can now be smithed. Along with this change the smithing animation has also been improved.
  • The cap for bonus experience gains is now 25k xp instead of 5k and 50k for Invention instead of 20k. This will make the Invention Experience aura and other experience boosts much more usable for various activities.
  • Several bugfixes I forgot to mention or kept track of.

Engine fixes / changes:
  • Fog color is now affected by brightness setting.
  • An issue with flickering overlay menus has been fixed.
  • A few issues within the water shader have been fixed: fog calculation, reflected object color, transparency and water color mixing.
  • The visuals of lava has been improved. It's still not perfect but there'll be less overlapping and fewer missing areas.

Good luck in advance for our Competitive Season 2! We will be showing off some of the rewards in the game from now on. :) In the next updates I will probably be focusing on a new boss and some skilling additions.

All the best,
Thomy
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19
The idea is to make the void set and the f torso+helo and the fire cape like osrs "when the player dies the item broke and to get it back he have to bay coins to the game" not disappear.

Just to give action to players to try fighting. ;D
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20
Screenshots / Re: Emps-World Meme Center
« on: April 27, 2020, 04:35:13 pm »
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21
Events / Emps-Competitive: Season 2
« on: April 25, 2020, 02:04:14 pm »



Description:
Hello everyone and welcome to the second season of Emps-Competitive! Players will work day and night to overcome the obstacles that lie ahead of them and fight to claim the crown. Will you be able to prove to everyone that you're no pushover? We shall find out in the next couple months!

Categories:
We will have 3 winners each season, there will be only 1 winner for each of the following categories:

Untouchable - The player with the highest total experience.
The rich only get richer - The player with the highest bank value.
Special Come Back - Rewarded to the first player that obtains the completionist cape ( or the person with the closest % to it if no one gets it ) **

Bonus Categories:
(Multiple players can win the rewards for these categories)

Over achiever – Rewarded to players who max-out at least one skill. (Any combat skills excluded, except prayer)
Sleep is exp waste – Rewarded to players that max their account.
-Rewarded to players that have at least 500 Nex / Yk'lagor / Har'lakk / Kal/ger kills each!!
- Rewarded to players who completed the highest amount of clue scrolls! *see the system below*


Rules:
- Players must create a new Ironman account to participate in this season (see picture at the bottom of the page for details!).
- Account must be created at the kick off of the event, anything before that will be disqualified.
- Items from the EC shop will not count towards the total value for the Bank value category.
- Players that are part of the event Won't be able to use scrolls of double xp!
- Please follow the in-game rules while participating in this event... if you break our rules you will be punished accordingly and can cost you the season.
- To CLAIM your reward in any category, make sure to reply to this topic with a FULLSCREEN SCREENSHOT of your client in where you show the achievement you made! The one who first posts the picture, will win the specific category.
NOTE: * Participants in the Clue Scroll competition can reply their screenshots till July 31st 23:59:59. Any screenshots submitted later, are not valid for the competition!

Kick-Off/End Date
This season will kick off on May 1st, 2020 and will conclude on August 1st, 2020. Please check the countdown timer below for exact time.

Season Start
Season End

Rewards:

This year we will be working with a completely different and new Rewarding System:
The winners of the main categories "Untouchable" & "The Rich only Get Richer" have the ability to pick one of the swords they like, and the color they like out of 5 different kind of swords & 7 colors each !
The swords that are picked by the winners of the 2 main categories will be unique, therefore it can't be picked by any other category!
Regarding the third category ** (Special Comeback) : We decided to give you guys an opportunity to win a Golden Hammer !!

Highest total experience – Winner of this category has the ability to pick the sword he likes, and the color he likes !
Highest bank value –  Winner of this category has the ability to pick the sword he likes, and the color he likes !


When it comes to the rest of the categories we have this year, we will have a similar Rewarding system.
Top 2 of each category has the ability to pick the colors they like of a pre-defined sword!

Rewarding sytem for bonus categories:
First winner - has the ability to pick 1 color out of 7
Second winner - has the ability to pick 1 color out 6
Third winner - gets 100mil cash!
4th - 10th winners - get 100 EP!

    Clue Scroll counting system
    • Easy scroll = 1 point
    • Medium scroll = 2 points
    • Hard scroll = 3 points
    • Elite scroll = 5 points


    (Reward can be given to any account of your choosing!)

    Good Luck!


    You must register a new account* before participating in the event!
    * You do NOT have to put "EC2" in front of your name. Your account will automatically be registered as EC2 account in our database by talking to Quest Guide at the last house of Tutorial Island as shown below.
    You can only participate if you register your account as Competitive Season account!!!






    [/list]
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    22
    Screenshots / Re: Emps-World Meme Center
    « on: April 21, 2020, 08:49:49 am »
    The following users liked this post: Rotanas

    23
    Screenshots / Re: Emps-World Meme Center
    « on: April 20, 2020, 05:23:27 pm »
     begger meme
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    24
    Screenshots / lucky day
    « on: April 17, 2020, 12:26:36 am »


    got 3 zaryte bows in about 30 gulegas kills today :)
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    25
    Hey guys,

    This update contains changes for many aspects of the game. There's new items obtainable through Silver crafting, a rework for Elemental and Abyssal weapons, Buffs to endgame Invention auras and a few engine changes that improve your gameplay. I've also fixed many bugs reported over the past weeks and added the option for customized User Interface styles. You can choose between modern and oldschool styles.

    Menu Styles
    You are now able to customize the look of your menu. By default you get the modern gameframe and icons. Click on "Interface Settings" to change set your preferred look.
    There's also custom cursors that change depending on what option, npc, player or object is selected. Feel free to disable them if you prefer your own default mouse cursor.

    Silver Casting
    Several new moulds have been added to Dommik's Crafting store (Al-Kharid & Crafting guild). You are now able to melt Silver bars in a furnace to create new items:
    • Saradomin & Zamorak symbols: +10 Prayer bonus and protection from appropriate faction in the GWD.
    • Tiara: can be combined with any talisman.
    • Runecrafting staff: can be combined with any talisman.
    • Sickle: can be operated to grow Mort myre fungi in the swamp from rotting logs. It's also usable on rotting branches and small bushes giving you mort myre stems and pears. Those don't have any usage yet though.
    • Silver bolts (unf): can be combined with feathers to get Silver bolts. They require the same level as Steel bolts and are slightly stronger.

    Using a Runecrafting staff and Tiara allows you to create combination runes easier. They do not count for runes but will allow you to create runes without needing additional talismans.

    Discord Bot
    We now have our own official Discord bot that is integrated into the game server. It will forward clan chat from and to discord and offers some utility commands, such as finding drops for npcs. Have a look at our official Discord channel. This is the bot's initial release so it may not always work or be disabled from time to time but feel free to play around with it! :D

    Elemental and Abyssal Weapons
    I would like to bring more weapon variety into endgame PvM by improving abyssal weapons and their elemental upgrades through crystals. You no longer lose your abyssal weapon and the upgrade crystal once all charges run out. The item reverts back to its original state without the upgrade crystal. The sink is no longer necessary because of Invention. The maximum charges were changed from 50,000 to 40,000 to be aligned with the reworked aura. I've changed the Whipmaster aura into Abyssal master aura, which increases damage for all abyssal weapons including bows and staves! The creation costs for Abyssal master aura have also been changed: it no longer requires any Demon energy but 100 of each 4 basic energy types. All abyssal weapons have received a special attack that applies an effect depending on their element:
    • Ice: freezes your enemy for 20 seconds. It's basically like an ice barrage spell. The freeze is applied on hit and not on cast time.
    • Thunder: inflicts additional 15% damage with a delayed hit.
    • Fire: puts a bleed effect on your enemy equal to 30% of your damage dealt.
    • Nature: increases your enemy's poison damage by 4 up to a maximum of 12.
    The theoretical DPS of Abyssal weapons is now similar to the one of Demon weapons. They have a significantly lower accuracy bonus but attack faster.

    Invention Aura Buffs
    I've identified that quite a few of the higher tier auras are just too weak for their costs, especially those made with Demon energy. I've changed the following:
    • Experience boost aura now gives a +50% boost instead of +25%. Please bear in mind that this aura can be used on every single experience gain such as Experience lamps, Pest Control points, etc.
    • Demon slayer aura damage increased from 12.5% to 15%.
    • Prayer II protection bonus buffed from 4% to 5%
    • Prayer III protection bonus buffed from 6% to 10%
    • Lifesteal II bonus changed from 4% to 5%.
    • Lifesteal III bonus changed from 6% to 10%.
    I will be further monitoring how auras with Demon energy perform and adjust them in future updates if necessary. Please let me know what you think of the changes!

    Game fixes / changes:
    • Construction skill interface now also shows what rooms you can build including their costs. I've also fixed a bug was fixed where the last furniture levels showed null.
    • Quiver now uses the first arrow / bolts that can be used instead of the best ones. This change now allows you to choose which ammo to use from your quiver and also change it on demand. Simply swap position of your ammo inside your quiver to change priority.
    • Construction rooms can now be rotated clockwise and counter clockwise.
    • Fight caves now properly save when completing the final wave and exiting the minigame before claiming your reward.
    • The attack animation of Aquanites has been sped up because it was blocking their walking progress for too long.
    • Hunting expert west of the Grand Exchange can now string a rabbit necklace for 1m gp for you. Special thanks to JP for writing the script.
    • You now get double the amount of combination runes for Runecrafting.
    • The bridges of Neitiznot have been fixed. You no longer require an Agility level to cross and also can no longer get stuck while crossing.
    • A bug was fixed where dye shards could be turned into dye bottles by withdrawing them from your bank.
    • You now get a red chat message when equipment fully degrades and drops to the floor.
    • A bug was fixed that allowed you to transform certain items because the game thought they were noted.
    • Ancient gladiator animation timings have been improved. It was looking a bit too clunky.
    • Trade screen now switches to a two-row layout when more than 18 items are offered.
    • Several Agility courses and obstacles have been overhauled. They now look and feel smoother. This change also includes interactions with doors that open, let your player pass through and close again.
    • The attack speed of colored Demon longbows has been fixed.
    • Areal sounds are now properly playing again. The volume decay effect (depending on how far a sound is away) has been updated. You will now also hear sounds from players fighting monsters further away than before. These distant sounds are significantly more silent than closer ones though.
    • Your weight now affects the chance of failing Agility obstacles. Negative weight will increase your chances of passing obstacles.
    • The graphics of blood barrage and burst have been fixed. Also the hit and cast timers of several spells without projectiles (barrage, burst, zuriel, etc.) have been updated to better match their animations.
    • The werewolf transformation animation in Canifis has been updated.

    Engine fixes / changes:
    • You now get a warning when attempting to close the game while being logged in.
    • The render positions of elemental bows, abyssal bows & staves and demon bows have been fixed. They are now properly aligned when wearing an aura.
    • The depth priority of many interfaces has been updated. You will no longer see your player clipping through text on the character equipment screen. This change came with the texture system rework.
    • The 300 and 250 fps settings have been removed from the game. They were causing rounding issues with position calculations.
    • Animation interpolation code has been further optimized. It now depends on your frame rate and works with graphics and projectiles as well.
    • Force movements (climbing over things, Agility, knock back, etc.) has been improved. The position transition is now interpolated and looks less chunky.
    • Press enter to chat now properly works when private messaging friends, entering input or having the worldmap open.
    • The client-sided walking code has been overhauled. Your position is now interpolated smoother over your fps rate. That means that entity positions will now be more accurate in comparison to server positions.

    Texture System Rework
    This change went live a lot earlier but I'm mentioning the technical changes for those interested. I've changed the texturing system from an texture atlas (openGL 1.5+) to a texture array (openGL 3.0+). This results in overall sharper and smoother scenery. Not only does this modern system look better but it also loads terrain significantly faster. Particles now also look more detailed and smoother. With this change I've improved particle spawns for elemental weapons and the wildy wyrm too. Shaders (programs on the GPU) have been upgraded from openGL 2.0 to openGL 3.0. Computers not supporting these changes will just use the old system. Rendering images and text in-game has also been optimized through that system resulting in higher fps rates and sharper image quality. The game needs to render image scenes less often because of more optimized rendering techniques. These optimizations work for both the old and new systems! Images or letters that are party cut-off by scrollbars are also no longer streamed to the GPU but properly cut with the new system. Full screen and anti aliasing button have been updated to be toggles. The game no longer needs to re-open its window to apply the settings.

    Memory System Improvements
    I've received a few reports of lag or crashes over the past weeks and investigated the issue. I've improved the game's memory usage by caching less models and transforming them on-demand rather than keeping all transformations. The game used to keep a copy of every model on every position which isn't quite necessary because there is a lot of duplicates with different rotations or ground alignments. You should feel that the game loads a bit quicker, smoother and it will be consuming less memory. The native libraries are now also stored inside the .emps_world cache folder by default and no longer on your operating system's temp folder.

    Please let me know what you think of these changes and what you would like to see next? I was thinking of additional bosses or another Invention batch with new auras?

    All the best,
    Thomy




    Updates of April 10th:

    Item Drop System and Death Item Timers
    I've received quite a lot of reports recently about people  losing their items and requesting them back through our Helpdesk. We have taken a look at some cases and on rare occasions have decided to return items because they were impossible to be picked up in time. I'm now changing that policy that we are not returning any items lost upon death unless of course lost or deleted by a bug. I am additionally changing the death item timers to 10 minutes. That means that your items lost on death will be visible to you for 8 minutes and an additional 2 minutes to other players. This is more than enough time to run back and grab your gear even if your internet connection fails you. Below's a list of all (changed) item timers:
    • Item drop: 2 minutes private and 2 minutes public
    • Item drop (death): 8 minutes private and 2 minutes public
    • Item spawns: public and refreshed every minute
    I think this death mechanic is fairer and also won't punish failing internet connections too much anymore.

    Game fixes / changes:
    • Smoke demon champion attack animations and damage of magic projectile has been fixed. There could have been issues with other bosses as well that suffered from the same bug of multi projectile hits.
    • You can now use the prayer orb to activate / deactivate your current prayers and set your quick prayers. You set your quick prayers by activating the desired and confirming them by clicking on the orb.


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    26
    Screenshots / Re: Emps-World Meme Center
    « on: April 06, 2020, 06:58:42 am »
    Srry blue just realised this is pretty much the same as your meme
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    27
    Suggestions & Ideas / EC shop
    « on: April 01, 2020, 08:05:43 am »
    Hello dear People,
    I have figuerd something i would like to share with u guys.
    So i have an bank pin and , every time i relog i have to put my pin in the bank. (wich is normal and good)
    but i realized whenever i login , or relog and i want to buy something from the EC shop it isnt asking me for my bank pin. i mean imagen getting hacked the Player wont be able to steal your ingame Arnings but he would be able to spend the donated points in the EC shop. im not sure if u can put an pin on the EC shop aswell. it would be appericiated if we could do it.

    Thanks,
    FaZeMehmet
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    28
    Screenshots / Re: Emps-World Meme Center
    « on: March 31, 2020, 11:03:03 am »
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    29
    Goals & Achievements / 5,000 Nex kills
    « on: March 26, 2020, 09:36:03 pm »
    Loot from 5,000 Nex Kills


    Chrysos bars didn't make it into the loot picture since I started the grind prior to its release. And yes.. still missing these god-damn Torva Platelegs .
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    30
    Hey guys,

    In this update I've improved some older Construction code and added two new rooms: Menagerie and Costume room. There's also a rework for the hit and healing splat system offering better visuals during combat. Last but not least you can buy 7 new dyes for your endgame gear.

    Restricted Area Visibility
    Rendering Distance allowed you to see anything on the map, even if certain areas wouldn't make sense being rendered next to each other. This happened often in dungeons or minigames. A good example of this would be the Fight Caves where you could see some swampy areas on the south end. I've added border boxes that won't allow you seeing outside of certain areas. Please bear in mind this update isn't working for every dungeon that there is! I will be adding new areas with every patch. Also feel free to report places where it'd make sense!

    More Dyes
    I've added 7 new dyes that work the same way as Barrow, Blood, Third-age and Shadow dyes. They can be purchased for 800EC each and are usable on a variety of endgame gear. It's now also possible to use the 4 existing dyes on Ragefire, Glaiven and Steadfast boots/gloves. Hovering over dyes in-game will tell you what items exactly can be colored. Below's an example of how all new dyes will look like:

    Please bear in mind that you require one dye per item and once used the dye is destroyed! You can however clean your items to get them back into their original state. Items must be fully repaired for the dye and clean process. Please let me know what you think about that system! It's been suggested on Discord a few weeks ago and was greatly welcomed. I am planning to have more of these dyes as rare boss drops from potential hard modes, what do you think?

    Construction: New Rooms
    I've added two new rooms to the Construction skill: Menagerie (level 38) and Costume room (level 48).

    The Menagerie stores pets and allows them to walk in your house. It's only possible to add and take pets during construction mode due to technical limitations. Pets will also only appear and walk through your home when construction mode is disabled.

    The Costume room allows you to build 6 different storage containers:
    Armour case: melee armours
    Fancy dress box: holiday items such as santa costume, chicken outfit, zombie outfit, ghostly, etc.
    Magical wardrobe: range armours and magic robes.
    Toybox: party hats, halloween masks, bunny ears, donator items, etc.
    Treasures: rewards from clue scrolls
    Cape rack: capes

    Adding multiple Menageries or Costume rooms does not create new storage containers for pets or items! You can build as many of the new rooms as you like but they will function as one and the same room everywhere.



    Hit Splat and Healing System
    I've received reports in the past that the hit and healing system wasn't always 100% accurate. Meaning that in some cases the health value shown above your player would not be the same as your health orb. I've linked the HP orb, skill stats interface and HP above head of your player, so that they can only show a single value. I've also rewritten the hit and healing system. It will now treat any hit or heal as damage splat. Heals have priority and will also be queued up when happening in the same game tick. Meaning that clicking a Saradomin brew and Manta ray in quick succession will give you a 39 heal splat instead of 23 and 16. Hits can be delayed a few cycles depending on how much damage is being done.

    Helpdesk Mobile Layout
    It's now easier to view the Helpdesk on phones. I've rewritten some CSS rules to give it a responsive design. Some buttons and menus may not look perfect depending on the smartphone's size but overall the Helpdesk will be use and readable

    Pest Control Adjustments
    I've heard your feedback and am adjusting a few issues with the minigame:
    • Brawlers stun duration is shorter and their attack speed was increased.
    • Splatter damage was nerfed by 50%.
    • An issue was fixed where one player could appear on the wrong height resulting in all NPCs missing.

    Game fixes / changes:
    • A bug was fixed that could get you stuck in POH when attempting to teleport around the map edges.
    • Teleports now have cooldowns until their animations are finished. It's no longer possible to stack teleports on top of each other when spam clicking spells.
    • Changing certain render distances no longer scrambles your position and forces you to relog.
    • Furnace in obsidian caves is now working.
    • Render distance now has a larger impact on visible npcs and players outside the wilderness. Generally speaking you will see more entities as before.
    • Rest in Pieces quest can now be completed again. It was possible to get the game stuck in thinking the Legs were picked up by everyone.
    • The amount of magic notepaper bought in the Emps-Wars ticket exchange was increased from 1 to 3 per ticket. You can now also buy magic notepaper in the Events Point store at a rate of 5 magic notepapers per EP.
    • Projectile hits being further away than 64 steps or on a different height than yours can no longer hit you. This change was introduced to avoid being hit after teleporting or escaping a boss room successfully.
    • Spectral equipment can no longer be traded in noted form.
    • Battle robes now count as Zamorak equipment and Staff of light as Saradomin equipment for npc aggression in the GWD.
    • Burrow animations for wyrms has been updated. It now shows the burrowed version traveling. The travel time is depending on the distance to the new location and Wyrms have a chance (25% wildy wyrm, 12% others) to target players currently attacking them.
    • The construction add room code has completely been rewritten. You can now build all rooms from a single interface. This change was done to support more rooms in the future. I've also started to work on clipping configs inside houses but didn't come too far yet. The aim is to get Construction ready for a Menagerie allowing you to have pets inside houses.
    • People can now only join your house when they can see you online. Meaning that putting private chat off or to friends will allow nobody or only your friends to enter.
    • Both the rune bag and quiver now store up to 4 items for non-members and 12 for members. This should make it easier to keep most of your runes and ammo in secondary inventories.
    • The Menagerie, Garden and Formal Garden can now only be built on ground floor.
    • Extreme potions, super prayer and super antifires can now be traded.
    • Larger houses now load significantly faster.
    • Vampyre blood can now be used to recharge Vyrewatch necklace (b) at any time.
    • Restore pool and potions now remove skill orb times once a stat is successfully restored.

    Engine fixes / changes:
    • The code to determine text and head icon height has been optimized. It's no longer taking the weapon but only the player head into consideration.
    • Staff of light recolors, descriptions and names have been fixed.
    • Several wall decoration placements (wrong rotation) have been fixed.
    • An issue with aligning the same type of ground items to the floor has been fixed.
    • The bag interface (rune bag, quiver, looting bag, energie bag, etc.) has been updated. It now supports an infinite amount of items and dynamically adds a scrollbar if needed. I've also updated the interface's clicking areas making it easier to close it by clicking on terrain. This is a technical change and won't give your bag items infinite space!

    What do you think of expansions on skills such as the 2 new rooms for Construction? There is a great topic suggesting new things for various skills: https://emps-world.net/forum/suggestions-ideas/few-skilling-ideas/?~22031

    All the best,
    Thomy
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