The world is currently online!


Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ironsuomi

Pages: 1 2 3 4 5 6 ... 12
1
Hey guys,

Our Competitive Season 2 has successfully ended. I am announcing the winners and schedule a Double Experience Weekend to celebrate! Thanks to all participants and have fun during the upcoming xp weekend.

Competitive Season 2 Winners
Our second season competitive season has ended and I am proud to announce the winners:
  • Untouchable: The Fiend
  • Richest account: Polina
  • Special comeback: Competitive
  • Over achiever: Botlife
  • Sleep is xp waste #1: The Fiend
  • Sleep is xp waste #2: Competitive
  • 500 boss kills: Polina
  • Clue scrolls #1: Competitive
  • Clue scrolls #2: Crandor
  • Clue scrolls #3: The Fiend
  • Clue scrolls #4: Null 404
Congratulations to all the winners! We will be handing out rewards in the coming days. The winners (#1, #2 and unique categories) please let us know what sword color (and type for unique categories) you would like to receive.

Here's what different colors (and types) you can choose from. Also feel free to contact us in-game for a live preview of the item(s)! :)



To celebrate the end I am also announcing a Double Experience Weekend. Starting on Friday 12:00 GMT 14th of August until Monday 12:00 GMT 17th of August.

What skills are you going to train? :D

All the best,
Thomy
The following users liked this post: Ironsuomi

2
Events / Re: Emps-Competitive: Season 2
« on: July 28, 2020, 10:07:35 pm »
total xp category

https://imgur.com/LyB9Jdi
The following users liked this post: Ironsuomi

3
Screenshots / Re: Emps-World Meme Center
« on: July 23, 2020, 08:13:16 am »
The following users liked this post: Ironsuomi

4
Events / Re: Emps-Competitive: Season 2
« on: July 16, 2020, 07:52:25 pm »
500 Demon bosses and Nex.
The following users liked this post: Ironsuomi

5
Events / Re: Emps-Competitive: Season 2
« on: July 01, 2020, 07:07:57 pm »
The following users liked this post: Ironsuomi

6
Events / Re: Emps-Competitive: Season 2
« on: June 22, 2020, 08:18:27 am »
http://prntscr.com/t45k1h
The following users liked this post: Ironsuomi

7
Hey guys,

Today's update a bit of a larger one with a lot of new features and improvements! Collection Logs have found their way into the game offering you a way to check which unique items you've already collected. The clan chat system has received a major (database) overhaul and now supports display names in the online list. We have a new map viewer interface that also works on the software renderer. I've also rewritten the code that determines how objects are aligned to the floor resulting in much cleaner ground alignments of rocks, trees, cave entrances, fences, etc. I have reviewed and reworked multi areas in the wilderness to make solo content fairer and certain areas less risky. There have also been some engine tweaks over the previous weeks improving and fixing some fps issues in various render parts. You can read the shadow part later in the patch notes if you are interested in the technical details.

Collection Log
Some of you may already have spotted the Treasure chest icon within the Quest tab. It's a new feature called Collection Log. This interface shows you a list of activities that give unique items. The Collection Log tells you how many unique items you collected. I couldn't pre-fill it with all items you've received in the past because some of them can be traded with other players and it is impossible to track an item back to its roots. So only unique and untradeable drops have been added to your Collection Log. Let me know if you think some items are wrongly placed or missing! This is automatically generated from npc drop tables, shopping configurations and minigame drop tables. Here's what it looks like:

Please let me know what other activities or monsters could be added. Also good luck on trying to fill your Collection Log!

Clan Chat Display Names
It has taken a while but I have finally taken the time to rewrite the internal clan chat system to support display names. It was impossible to get different names for user accounts into the old system because it was heavily relying on the user's name for pretty much all operations. The new system will now update a user's display name in the online list as well as clan owners. Clan chat lists are now also alphabetically sorted prioritizing higher ranks first. This counts for the online user list in clan chat tab and the configuration menu with member and ban lists. I had to write a converter to move database data from the old to new system. It worked fine in my tests but let me know if something is missing in your clan chat!

Map Viewer Interface
The map viewer has always been a little bit of a buggy and unfinished project. I've taken the time to rewrite some parts of it and to create an interface where the map background is rendered. You also have a few options to add additional layers or change what is displayed. The worldmap viewer now also works with the software renderer. It might be a bit laggy but it will open and be usable. Here's an example:


Ground Alignment Code
I've reworked the code that aligns models to the floor. That includes items, objects and npcs. I've found and identified several issues on bridges where it wouldn't work properly with determining the correct height. So before the update you'd have items floating on top or beneath of bridges. I've also improved the code that aligns objects to the floor. A good example for this algorithm can be seen on the picture below:

The oak tree is the same model internally but depending on where it is placed it will align differently to the ground. This code was in the game before but it just didn't work well for large objects or on uneven terrain. This change will improve the visual quality of many areas throughout the game.

Wilderness Multi Combat Areas
I've updated multi combat areas in the wilderness because they were quite outdated. The default multi combat area code for eastern and northern parts was removed. There is now multi zones for following areas:
  • Bandit Camp and Dark Knight Fortress
  • North of GE up to Chaos Temple including lava spots
  • Bone Yard and Graveyard of Shadows
  • Western part of mage arena
  • Frozen Waste plateau (lunar teleport area)
  • Revenants cave (except for entrance areas)
I will be having a look how these new multi areas perform but I feel like this is a fairer approach for the wilderness. The spawn locations of Kolodion have also been updated ensuring he spawns in multi-only zones. There are a few new spawn locations but they shouldn't be difficult to find with the hints given.

Shadow Quality and Performance
There have been several improvements to the shadow rendering code. The shadow frustum now moves with your player in order to give your currently rendered scene more shadow pixels. This isn't perfect but quite an improvement to how it was before. The (imaginary) sun position for casting shadows has been moved up to give the scenery a more natural look. For those interested, I have added a calculation for the shadow frustum to be around the current player coordinates instead of the entire loaded map. This gives the shadow render code more pixels for geometry, especially on lower quality settings. I have also removed the very large shadow maps of 8192x8192. Shadow resolutions are now always 1024, 2048, 3072 and 4096 for low, medium, high and very high settings. With this update I can change the light direction easier and theoretically support a day and night cycle at some point. ;)

Game fixes / changes:
  • The climb animation for entering Nex lair has been improved.
  • The timer for sharing potions when using stat share spells from the Lunar spell book have been increased from 1.5 to 4 seconds. That means that you cast the spell and have 4 seconds to drink a potion that will be shared with players around you.
  • K'ril Tsutsaroth's double slashes no longer hit everyone in the boss room.
  • A bug where Rod of Ivandis, Crystal shield and Crystal bow wouldn't degrade correctly was fixed.
  • Salamanders can now be noted.
  • Abyssal cannon now works with the Abyssal master aura.
  • The game no longer applies a hit delay for the granite maul special attack when activating its special attack before attacking an entity.
  • The cost function for repairing items in your house has been adjusted and fixed. Smithing levels can no longer have a negative impact on repair costs. Moreover, the repair function has been changed which will make repair prices overall more expensive than they were before. The previous -35% cost reduction was just way too much. You now get up to -6% cost reduction from the repair stand (higher level = better) and up to 8% cost reduction from your Smithing level.
  • The rune requirements of several Lunar teleports have been fixed.
  • The gates leading outside of the Barbarian agility course can now be opened.
  • Walking through double doors that automatically close has been optimized.
  • Spamclicking Firemaking no longer cancels your current lighting fire animation. Ironmen will now also get their ashes from their burnt out fires.
  • The Lunar spell NPC Contact has been fixed. You can now correctly use all dialogue options without them mixing or bugging out.
  • Animation and spawn code of Mutant tarns has been optimized. The transformation happens faster and they (hopefully) should no longer get stuck. I have also added 2 additional Mutant tarns to the spawn area.
  • The fly animation of Kal'Ger has been reworked to better reflect his current position.
  • Armour case in POH can now be used to store shields and defenders.
  • Yk'Lagor has received a few adjustments to its drop table and combat mechanics. There is now a delay of 2 seconds for spawns before they start attacking. Their health and attack range has also been reduced. The heal of Necrolord is now 5-25 instead of flat 25. These changes won't necessarily make the fight easier but make it more convenient and easier to play the actual boss mechanics.
  • There are now 2 Agility shortcuts for the upper Kalphite queen lair.
  • Chalkos, Sidero, Atsali and Chrysos bars can now be used to repair their corresponding smithable equipment. One bar counts for 125% of their bar requirement when smithing the original item. That means that a Chrysos platebody (5 bars to smith and 20,000 charges) can be repaired with 1 Chrysos bar for 5,000 (20,000 / 5 * 1.25) charges. Broken equipment cannot be repaired with bars. They will require a full repair.
  • A bug was fixed where it was possible to train skills while being in combat.
  • You can no longer get yourself stuck when planting while standing on a Farming patch.

Engine fixes / changes:
  • The floor rendering code has received some performance improvements. There was no check to not render areas that cannot be seen. The roof removal code was also improved to only remove roofs that are close to your camera.
  • Farming patches are now shown on the worldmap viewer including their location and vegetation details.
  • Further performance improvements determining what to render and what not have been made to large rendering distances. This improves fps rates and performance for large rendering distances.
  • Dragged items are now always shown on top and only appear in the interface where they can be dragged. If you dragged an item out of the bank interface it won't be shown telling you that this action isn't possible.
  • Improvements and fixes have been made to the ::flushmodels command. In rare instances it could crash the game if used in quick succession.
  • The scaling mechanism for images has been improved. It was moved from the CPU to the GPU which now draws the image in full quality and resizes it afterwards. This results in sharper overall images, especially for smaller ones found in spell books, potion timers or name icons.
  • Several models in the Dagannoth cave have been properly aligned to the floor.
  • I've rewritten some core rendering code which allows the game to not pause when the window is resized or moved. Sometimes these events would have been detected as false crashes.
  • The WatchDog popup has been reworked. It now has a "send crash report" button which automatically sends the crash report to me so that I can investigate and fix the problem. If the game cannot restore itself to a working state closing the WatchDog popup will also close the game.
  • Chatbox has an opacity slider now. Some sliders now also show their percentages when hovering over them.
  • The right-click menu can now show up to 128 items instead of 25. With this change the right-click menu now also supports scrolling when too many options are available. You can scroll through it by hovering the top or bottom of the interface.

I've received quite some feedback lately that new bosses our PvM content would be welcomed. I'll try to focus on new PvM content on the next update. This one has been a lot of utility changes, internal cleanup and improvements.

All the best,
Thomy





Patch notes for June 16th / 17th:
  • Fires can now be seen by everyone again.
  • A few issues with Collection Log interface have been fixed. Several new items and npcs were also added. Thanks for the instant feedback!
  • Vyrewatch can now also drop third-age armour.
  • K'ril Tsutsaroth multi attacks have been fixed. They should no longer hit the entire boss room.
  • Dropped items now show amounts up to 2,147M.
  • Construction song has been added to the music list.
  • Several adjustments have been made to the clue completion code. It should no longer create steps that cannot be completed because multiple clues steps are trying to trigger and block each other out.
  • The ropeswing Agility obstacle is no longer a 100% failure.
  • Completionist cape no longer requires 100 Kolodion kills. Since Kolodion was marked as a boss the Completionist cape thought you also need 100 and not 25 kills.
  • Astral runes can be smithed again. In fact using any ore or item on furnaces is once again possible.
  • The music player has been fixed. Sometimes songs would not play or the game didn't know the current sound / music setting
  • Team balancing in Emps-Wars has been improved. This also affects the HP calculation of bosses. The impact of high/low combat level has been reduced meaning that lower combat levels count more towards the team's total strength. An issue with the lobby interface has also been fixed.
  • A bug which would not trigger the lap completion of wilderness and barbarian agility arena has been fixed.
The following users liked this post: Ironsuomi

8
Events / Re: Emps-Competitive: Season 2
« on: June 12, 2020, 07:52:36 pm »

9
Events / Re: Emps-Competitive: Season 2
« on: June 10, 2020, 07:58:35 pm »
The following users liked this post: Ironsuomi

10
Events / Re: Emps-Competitive: Season 2
« on: June 09, 2020, 06:40:39 am »
https://imgur.com/T64C8Pg


The following users liked this post: Ironsuomi

11
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
The following users liked this post: Ironsuomi

12
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]
    The following users liked this post: Ironsuomi

    13
    Suggestions & Ideas / More Distractions and Diversions
    « on: April 14, 2020, 08:37:40 pm »
    Hello wanderers!

    After playing for awhile now I have noticed there is room for more Distractions and Diversions! For you that doesn't know what that means. They are events that occur every 2 hours or so in-game. Presently, I think there are 2 diversions. One is the shooting star diversion and the other being the kolodion spider diversion.

    My suggestion is to add a few ones and I have a couple in mind:
    • Evil Tree
    • Fish Flingers

    Evil Tree
    This diversion will be announced in the official clan chat just like how shooting star works whenever an evil tree has spawned around the world. Giving a hint in the chat towards the location of the evil tree. Players that gets closer to the tree location may see roots attack at them and their character will say "What was that?"; giving a sign that an evil tree is nearby.

    The purpose of the event is to kill the tree, you can kill it together with other players which makes it really fun to do, making it a fun-social event. Farming experience is granted each time the sapling advances to another stage of development while nurturing. Woodcutting experience is granted every few seconds during chopping. Firemaking experience is granted each time a new section of the Tree is lit on fire.

    There are seven types of evil trees and 25 possible locations. More details about this diversion can be found here https://runescape.wiki/w/Evil_Tree

    Fish Flinger
    This diversion is all about fishing. Can be accessed by talking to Fishermen that are located at many major fishing spots around the world. They are able to transport the player to the competition's waiting room right before the diverison is about to start, located on Isla Anglerine. To participate in a match on the island requires a ticket, and it is possible to play at least two times a day.

    During each 10 minute competition of Fish Flingers, players encounter 6 varieties of fish. To catch them they must select the right combination from different baits, tackles and weights. Occasionally, big fish will appear and players can help each other to catch them. Completing all six tackle combinations and helping with big fishes leads to the higher scores.

    The player's fishing level has no impact on the competition itself. All players, regardless of fishing ability compete equally during the game. Only after the competition ends and the scores are revealed, does the experience reward earned vary according to your fishing level. Players are awarded fishing experience based on their score, as well as tokens to buy a variety of rewards from a fisherman.

    The rewards are fishing experience as well as fishing tokens that can be exchanged by talking to fisherman for the fisherman outfit that consists of a hat, jacket, waders and boots that grants 1% fishing experience per part worn. More details can be found here: https://runescape.wiki/w/Fish_Flingers


    The following users liked this post: Ironsuomi

    14
    Screenshots / Re: Emps-World Meme Center
    « on: April 12, 2020, 08:54:17 am »
    The following users liked this post: Ironsuomi

    15
    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.


    The following users liked this post: Ironsuomi

    Pages: 1 2 3 4 5 6 ... 12