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Messages - Thomy

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151
Update Notes / Update October 6th - Glacors, Graphic Tweaks and Fixes!
« on: September 23, 2017, 08:58:51 am »
Hey guys,

I've got a few things ready for today, so please take your time and read through the patch notes. Some updates may be of special interest to you. Have fun killing Glacors! ;)

Glacors - Steadfast, Glaiven and Ragefire Gloves.
Glacors can now be found in the Asgarnian dungeon (wyverns cave). They require level 92 Slayer to kill and drop new tier 80 equipment: Steadfast, Glaiven and Ragefire gloves, which have the best offensive bonuses in the game. Below's a picture of me fighting a Glacor with its companions:

Culinaromancer gloves have received slight adjustments (leather, bronze, ... dragon, barrow) with this patch too. These gloves are supposed to be used with all combat styles and their defensive bonuses have been adjusted accordingly. I've also identified that gloves are giving much more strength bonus compared to their boots counter parts. Thus, I've increased the strength bonus of following items:
  • Leather - mithril boots: +1 strength
  • Adamant boots: +2 strength
  • Rune boots: +3 strength (up from 2)
  • Dragon boots: +4 strength (up from 2)
  • Bandos, armadyl and battle robe boots: +5 strength (up from 3)

Engine updates:
  • Improvements for textures with alpha values. Leaves of trees will look smoother now.
  • Support added to load custom model formats. This means that we can develop custom models with textures from now on.
  • Loading new areas has less impact on your fps rate now. Distant objects may fade in a little bit slower, but therefore your fps isn't dropping a lot anymore. You'll still feel short loading spikes, because I want to make sure the map is loaded fast enough in order to be able to immediately continue playing when new areas fade in.
  • Moving textures should no longer shortly show other textures (magic trees).
  • Crowded areas will now lag less. I've optimized the animation downgrading code and tweaked it when lots of players are around. This issue never existed, but since we've peaked at 128 players last Sunday... this was starting to get an issue. ;)
  • Dragging items will no longer trigger the move interface event. This was an issue when dragging items from the very top of your bank to the very bottom. The moving speed of items in the bank has also been increased.
  • Zoom in and out speed has been halved. This will help zooming with touchpads on laptops smoother and easier.
  • Improvements to the ground smoothening algorithm. Texture blending is now smoother and only at edges where it's really needed.
  • Click areas for large monsters have been increased.
  • Nex can no longer be hidden when standing on top of her. This will also apply for other bosses in the future.
  • HD floors have received further improvements. The game will now detect different ground types (snow, sand, grassland, mud, etc.) and mix textures accordingly. The ground quality settings have also slightly been reworked and can now be combined with HD water unless being on the lowest setting.

Game changes / fixes:
  • Online time on the account page has been fixed.
  • Corporeal beast 2nd form spawn location fixed.
  • Sigil drops are now broadcasted.
  • Smithing 1, 5 and 10 are now correctly working.
  • Monks of Zamorak can no longer be assigned as a Slayer task.
  • Using a grimy or clean herb on a Leprechaun now notes all herbs of the same type in your inventory.
  • Special attack regeneration rate adjusted. I've copied the values from the OSRS wiki. It now restores 5% every 15 seconds. You'll also no longer immediately regenerate special attack when logging in. I've found and fixed this bug with the adjustment.
  • Colored max capes have received the effect of max capes (accumulator, skillcape animation, description).
  • A bug was fixed where degrading items were resetting their charges upon every login.
  • Hit counters on players in wilderness are now cleared after 7 seconds out of being combat rather than 10. That should make sure that 'old' fights no longer have left-overs in 'new' fights.
  • Dropping items now resets your current skilling action.
  • Guardian angel tickets and double xp scrolls can now be bought on ironman accounts from the Grand Exchange.
  • Sacred clay equipment from the tutorial is now correctly equipped.
  • Scan clues now give directions when being far away from the spot.
  • Destroying clue scrolls now ensures that you get a new clue afterwards. Unless you're very unlucky and get the exact same clue again. Chances for that are 1 in the thousands though.
  • The visual combat level of Spectrals has been changed to 369. This changes nothing about their combat behavior, but marks them as stronger foes for people who haven't fought them yet.
  • Crystal shield is still being too strong compared to other shields. I don't want it to remove it from its spot of being a really good defensive shield and thus have given it negative accuracy bonuses (-7 for every combat style).

I've been quite busy in the past weeks with exams, so I wasn't able to get another update done in September! I can already spoil you with things that are planned for late October though. We'll be getting a Nex pet and a brand new boss with new weapons! ;)

All the best,
Thomy

152
Feedback / Re: Overloads
« on: September 20, 2017, 08:04:15 am »
Supers and brews have been reverted, thanks.
The following users liked this post: Drugs, Crusher123, Themarfish, S Clegane

153
Topic updated with Herblore changes of today. Brews and supers have been reverted to their original state.
The following users liked this post: Ameer

154
Feedback / Re: Overloads
« on: September 19, 2017, 04:49:24 pm »
I'll have a look at buffing potion boosts in general. Overloads going to 122 could make extremes go to 122 and supers again to 118. Thoughts?
The following users liked this post: Jp, Earl, Hi Im Ethan, Di Dot, S Clegane

155
Change to brews is fucking retarded and Glory (t) was garbage enough as it was. The hell is this.

As a mercher myself, loving the GE updates. <3 As mentioned before, glory(t) was bad change, using it to upgrade from fury. It was at perfect place before.


On average your profits are decreased since price you're selling items at is no longer the price you're going to get. It's less in most cases.

No. It will be greater equals the price you're asking for. Depending on the buy offer it can be a little bit more or a lot more than your offer.
The following users liked this post: Mattthu

156
Basically what you did with overloards is that you nerfed all the other potions and making overloads even weaker than just the super potions before the update..

Nope. Overloads go to 120 and super potions used to go to 118. Supers now go to 114 and extremes to 120.
The following users liked this post: S Clegane

157
Suggestions & Ideas / Re: Amm new places
« on: September 15, 2017, 05:49:17 pm »
It may be a surprise to you, but opening areas and configuring their objects (stairs, doors, etc.) is actually quite a lot of work. I have to visit every object and configure it manually. I can tell the game that this door opens that way and it'll register it for the world. I still have to go there and collect the ids, configure and test them once though.

If there's a great idea for a new area with some content, then please feel free to suggest it. However, I don't like the idea of splitting up the community even more by creating areas for higher and lower levels. Afterall you want to come across other players in the game.
The following users liked this post: For Freedom

158
Suggestions & Ideas / Re: Pest control exp rewards
« on: September 10, 2017, 03:44:26 pm »
Will be part of the next update.
The following users liked this post: Iownu5xbetr, Charr

159
Pretty funny to hear that you think emps world is growing after the updates that you have done ... world 2 did you close and all the players in w2 coming to w1 so there are no more players added at this game and secondly, I don't understand that the normal game is more important for you than the oldschool game where 300 people are waiting for the oldschool world. This shows how bad this game is. I understand that this project will takes much time, but dont waste your time on the main game.



Range Jr

Don't take it personal, but these kind of conclusions is what I asked to re-think in the last paragraph of the update notes. It falls out of the air without any correlations... Picking a few random numbers, combined with a few random facts and packing it into an argument for oldschool Emps-World. I cannot and will not take such nonsense serious.
The following users liked this post: Earl, Hi Im Ethan, Themarfish, S Clegane

160
Feedback / Re: More ways to obtain rune (g) and rune (t)
« on: September 07, 2017, 07:23:11 pm »
Next update will contain a rework of items required for elite clues.
The following users liked this post: Drugs, Earl, Charr, S Clegane

161
Hello everybody,

I've got a few balancing changes ready for today. Please read through them and let me know what you think!

Herblore Extension - Overloads
Overloads and extreme potions are here! You can find the recipes in the Herblore skill interface in the game. An overload potion is a combination of an extreme attack, strength, defence, magic and range potion. So all of your combat stats are boosted. Also, they won't decay for the duration of the potion effect. So your levels always stay at their maximum. With this update, I'm also nerfing normal and super potions. This is necessary, else our overloads will end up making you way too strong:
  • Brew's stat reduction has been reduced. However, the reduction is now stacking.
  • Normal potions: You now get 1 + 8% of your level as boost.
  • Extreme potions: You now get 3 + 20% of your level as boost: This gets your level up to a maximum of 122.
  • Overloads: Mix all extreme potions together to get an overload potion. This boosts all your combat stats to 122 and keeps them there until the potion effect runs out.
I am aware that this is a nerf to super potions, but it was impossible to add new potions with super potion's combat power. Extreme potions and overloads are untradeable. Also brews have received a nerf in their healing power and stat boosts. On the other side though, their stat reduction effect is no longer that strong. Some level requirements for potions have also been reduced. Please check the Herblore skill guide in-game for all the details.

The screenshot shows drinking an overload potion and new water, which has already gone live a few days ago.

Grand Exchange
It was sometimes not satisfying how the system worked and I've also identified that quite a few price calculations are just wrong. With this update I have taken randomness out of the market system and want to improve the fairness of transactions. I've changed the following:
  • Price calculation updated. I'm no longer taking random values out of all transactions of the past 90 days for the average price. I'm now taking the most recent 200 transactions of an item to calculate its price. I remove a percentage of outliers and calculate the mean of the residual values. I'm also taking the amount of the transaction into consideration now. This ensures a better calculation of prices and people won't be able to manipulate an item's price anymore by selling or buying an item very cheap or very expensive (e.g. fishing bait).
  • Offers (buy & sell) are no longer randomly being matched. Before the update it would just find any buy offer and any sell offer that match and would complete the transaction. This resulted in the system not really being able to detect increasing or decreasing prices quickly enough or even not at all. I've taken the randomness completely out of the transaction matching code. The best buy offer is now matched with the best sell offer. If your buy offer is the highest, the system makes sure that you have the highest priority in buying the item and thus will get it first. You will be matched with the best possible sell offer.
  • The selling price is no longer the price that will be paid. You're now charged by the average of the buy and sell offer. This means that if I buy an abyssal whip for 2m and somebody sells it for 1m, it will cost me 1.5m and the seller will also get 1.5m ((2 + 1) / 2 = 1.5). This system ensures more fairness towards sellers and will no longer result in hesitations for sales.

Engine Updates
  • Certain wall objects have had their orientations fixed (barbarian village shelves, shields in varrock castle, etc.). The configuration for wall configs has been wrong and they sometimes were wrongly rotated. This was barely even noticeable, because only small objects were affected. This also fixes a bug where clicking areas for such object were wrong (rub glory in POH). This patch also slightly increases loading times for lower-end computers.
  • Holding down the CTRL button now allows you to instantly drop items from the inventory. If items cannot be dropped, it'll trigger the destroy dialogue.
  • Scrollbars have visually been updated. They now have a gradient instead of being a single color block.
  • Water shaders have completely been reworked. You'll find water being more realistic now with a ripple effect. Reflections are planned as final step for the water update. Though, only for high-end computers in order to be able to render the refractions fast enough.
  • The kill logs interface has been updated. You should no longer crash or find buggy models when idle animations are disabled. I wasn't able to get any issues on my laptop anymore. However, please let me know if there's still issues if you find any!
  • The way monsters are rotated to terrain has been changed. This will fix flickering issues with large monsters on small hills (frost dragons).
  • I've started to work on a loading mechanism that completely gets rid of loading screens, which will allow me to set infinite rendering distances. Theoretically speaking of course, it'll still be limited to the maximum performance of your computer. Anyway, I can't say when I have this update ready,  but I've started to work on it as small side project. This will also boost performance even more once finished.

Changes and Fixes:
  • Several elite clue item requirements have been changed. Certain items that were really difficult to obtain have been replaced with more common items. You can view the changes on the wiki in the coming days: https://emps-world.net/wiki/Clue_scrolls (please give us a few days to update that!)
  • The chances for obtaining crushed nests from Woodcutting has been increased from 5% to 8% (10% with strung rabbit foot).
  • New creature can be hunted: Grenwalls. You need 5 Grenwall spikes to create extreme Ranging potions.
  • Ground mud runes can now be created by using 5 mud runes on a pestle and mortar. You need 1 ground mud rune to create extreme Magic potions.
  • Quarrymaster aura now also works on gem rocks.
  • The experience curve for Pest Control experience rewards has been adjusted. You now get more experience on lower levels than before. The maximum amount of experience to obtain remains unchanged.
  • The defensive bonuses of glory (t) have been reduced. It shouldn't be straight up better than an amulet of fury.
  • Amulet of ranging has received a +5 prayer bonus to be comparable to other top amulets.
  • Third-age amulet now gives +2 health bonus.
  • Alch value increased for following items: Dragon halberd, wands, infinity robes, dragonfire shields, barrow gloves, dragon boots
  • Rare clue scroll rewards are now broadcast (< 1% dropchance).
  • Nex armour drops are now broadcast.
  • Giant pouches are no longer being broadcast.
  • A bug was fixed where certain items wouldn't degrade.
  • It's now possible to rest by right-clicking the run-orb on the minimap. Resting increases your health and hitpoints regeneration rate.
  • Several stairs in Falador have been fixed.
  • Corporeal beast can now be fought in instances.
  • The Runecrafting experience multiplier for combination runes has been increased from 1.1 to 1.5.
  • Buggy spots that could get you stuck around the Ice wyrm cave entrance area have been fixed.

Since a lot of people kept asking me about oldschool: No, there's no progress yet. I'll be posting it when available. I hope you enjoy this update, it brings a little more usefulness to Herblore and solves a few issues with the Grand Exchange. :)

All the best,
Thomy




Changes of 20th:
  • Due to a large disappointment of super potions, I've reverted them back to their old state. They now boost stats up to 118 again.
  • Extreme potions and overloads now boost stats to 122.
  • Brews are healing for 16 again.
  • Zamorak brew acts like an extreme strength potion and boosts strength to 122.
  • Saradomin brew acts like an extreme defence potion and boosts defence to 122.
  • Hunter experience rates have been reduced by roughly 30%. This should've already been in the patch yesterday, but I forgot to update it. Hunter was being trained a little too fast. My bad, made a mistake in my calculations.
  • Overload boost is now re-applied every 5 seconds instead of every 15 seconds.
  • Corporeal beast instance fixes.

162
i appreciate what you are doing thanks very much. but im telling you what the community want

You aren't the community and not the majority. The main part of our community enjoys these kind of updates. My point being, that they'll get more dedication than oldschool.
The following users liked this post: Tomtim1, Themarfish, S Clegane

163
Hello everybody!

I've got some interesting changes ready in this update. Please take your time and read through them. :)

Minimap
We've completely overhauled and customized all minimap icons with meaningful descriptions. The worldmap viewer reflects this change and you can even search for places of interest. I think it's easier to just show a screenshot of what I'm talking about:

If some places are missing or are wrong, please let us know! Also special thanks to JP writing and collecting most of the data. Really helped me to get this update done sooner.


Barrow, Shadow, Blood and Third-age Dye
I've added a new reward to clue scrolls: Dye shards. Combine 500 of these shards with a Dye bottle (costs 2 EP) to create one out of 4 dyes that can be used on several items:
  • Torva
  • Pernix
  • Virtus
  • Full slayer helm
  • Max cape and hood
Please bear in mind that once you've used the dye it will vanish and your equipment will become untradeable. The dyed item is reverted back into its original form if lost in PvP zones (if someone kills you in wildy). Each hard clue scroll rewards you with 1-4 random shards and every elite clue scroll with 2-8 random shards. Our calculation here is that on average you need to complete 200 hard or 100 elite clue scrolls to get the total amount of shards for 1 bottle. This does sound a lot, but bear in mind that a lot of people are doing clue scrolls and that the shards can be traded! It requires level 90 Herblore to mix the dye.

This is a screenshot of colored Torva armours. Other dyed items look similarly.


Engine Updates:
  • Shadow calculations improved. There's now a smooth transition when shadows are no longer rendered. The rendering distance now also has an impact on the shadow distance. This overall reduces performance on high rendering distances a little, but therefore renders shadows in a more correct way.
  • MMB has been finalized. All objects that aren't animated are now stored in large area buffers. Previously to this update, certain objects (ones you could click on) weren't put into those buffers, because they had interactions and updates of those buffers wouldn't work. Besides the tech talk, you'll feel a performance gain in the whole game. I've jumped from 80 to 95 fps in Barbarian village. :)
  • Spell hovers are no longer white boxes but a white border matching the icon layout.
  • The keys 1-5 can now be used to answer dialogues.

Fixes and Changes:
  • Skilling auras now use up 1 charge per skilling action instead of 10. This was intentional, but it made auras pretty much useless for their price.
  • Pest control fixes: Void knights and portals how correctly have their defence level again. The amount of players in the minigame also affects the portal's hitpoints and monster spawn rates more now.
  • Nex drop chances for torva, pernix and virtus slighty buffed from 0.3% to 0.5%. That buffs the team drop chance from 1.2% to 2%. I'm really happy with the update and that those items are rare, but so far there hasn't been a lot of armour drops.
  • String amulet spell updated - now requires earth runes instead of fires.
  • Stringing amulets now gives crafting xp.
  • Changing your boots / hair color no longer has an impact on some items, e.g. apprentice wand.
  • Barrage ice block will now only appear if your opponent is definitely frozen. Before the update there was a 0.5-1sec timeframe where the ice block could appear and your opponent still had a freezing immunity timer running.
  • Monsters will no longer reset combat when one person dies or teleports away. This caused a bug in the Nex teamfight where she would reset and respawn her minions and heal up to almost full health.
  • Everything else from the bug reports section that I forgot to mention. Big thanks for all the reports! :)

Oldschool Emps-World
Sadly I couldn't find the time to continue any work on the project because of irl work and updates. I will be posting news if available on Facebook or in patch notes topics. Since I've heard it quite a few times in-game or read it on the forums already, I'll be giving a short statement regarding the project:
I know there's hype around the project and some of you want to see this soon, but it's a huge step and a huge project! So give me some (many) months to get it finished. I assume that an alpha can be ready in a few months, but there's no way to promise that. I also would like to make clear, that the current Emps-World is the main game and will receive way more attention and updates than the oldschool project. We've recently gained a lot of players and that shows me that a correct mix of fun updates and advertisement campaigns are progressing Emps-World. I also want to make clear that the whole oldschool Emps-World will get 300+ players, 1k+ players, 2k+ players... (whatever random number you insert here) is straight up nonsense. It will probably be even harder to get oldschool running when taking into consideration how difficult it is to keep a game alive and running. So please... do yourself and me a big favor and quit that nonsense.

All the best,
Thomy

The following users liked this post: Icedrags, Drugs, Bluestorm, Hi Im Ethan, Jhonson, Themarfish, Jandar, S Clegane

164
Can we expect the release of old school emps within this year?
I cannot promise it, but I think that an alpha/beta will definitely be ready this year.


Yeah so in nutshell it's endless streak of hitting 0 like everything else lol.
Nope. Accuracy hasn't been touched. This change was only about the maximum hit.
The following users liked this post: S Clegane

165
Off-Topic / Re: Lummy swamp
« on: August 22, 2017, 08:12:48 pm »
It's been updated today, no way you could've known that!
The following users liked this post: Il Skill L

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