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Messages - Thomy

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646
Update Notes / Re: Updates 16/04/2015
« on: April 16, 2015, 06:13:48 pm »
There will be another large update tomorrow that targets 2 'popular' minigames.

Little sneak peek:
The following users liked this post: Icedrags, C4 Nerd, Ameer122, Skelon, Edwin, Kylehaberlin

647
Update Notes / Updates 17/04/2015
« on: April 16, 2015, 08:41:50 am »
Hey guys,

Today I'm presenting you minigame changes. We've tried to think of what could bring more popularity to CW and PC, because they used to be really popular. I'm therefore presenting you some changes:

  • WildyWyrm HP nerfed from 761 to 307. To cope with that enormous nerf, I've made its good drops rarer. Dragon claw drop rate was moved from 2% to 1.5%.
  • Kalphite queen 1st form HP nerfed from 350 to 291
  • Kalphite queen 2nd form HP nerfed from 295 to 259
  • Castle-Wars changes:
    • Picking up your own team's flag now instantly puts it back to your castle. You're no longer able to hide your team's flag from the enemy team.
    • Killing other players now rewards you with tickets too. Every 5th kill gives you 1 additional ticket.
    • Scoring the team a flag point now gives you an additional ticket too.
    • A CW game can now take up to a maximum of 15 minutes. If one team scores 5 points, the game also ends.
  • Pest Control changes:
    • Shielded portals are now marked in the Pest Control main interface. Their health is cyan.
    • Portals lose their shields in a 40 seconds cycle now instead of a 60 seconds cycle.
    • Lobby timer reduced to 30 seconds from 60.
    • Korasi's sword added. It requires level 70 Attack to equip and has a nice special attack.
    • Maximum PC game round time changed to 10 minutes (down from 15).
    • Overall monster defence levels reduced.
    • Portal defence reduced to 60 (down from 200). To cope with that, they have their HP doubled to 500. Portal's HP increase with every additional 5 players in the minigame. Their HP are capped at 1000.
    • Doors at PC now remain open or closed. They don't automatically close anymore.
    • Rewarding system changed. You now need to hit at least 50 in total to gain tickets. You gain up to 250 tickets, where 50 are guaranteed and 200 come from your damage dealt. 10% of the damage you dealt is turned into tickets. So having hit a total of 2.000 results in 200 tickets. With a double XP scroll you can gain up to 500 tickets instead of 250. The ring of vigour always gives you 20% more tickets and is not capped!
  • We've also decided to make some items tradeable. The idea behind this is, that we would like to offer people a way to earn money by playing minigames. So that they are not effectively 'wasting' their time by doing so. Anyway, here's the list:
    • All void knight items.
    • Fighter torso
    • All defenders
  • Dharok's axe attack speed reduced to 3.5 seconds (originally was 4 seconds)
  • Comp ogre bow attack speed reduced to 4 seconds (originally 4.5 seconds)
  • Poison chances increased to 50%, they were 25%. Special attacks have a 100% poison chance now.
  • Morrigan javelins can now be poisoned.
  • Blood spells buffed, they now heal 5% more.

P.S. The next update will be about a new beginning for new players and hopefully an open beta version of the GE (that highly depends on how bugfree it's after our tests!!).

All the best,
Thomy

648
Update Notes / Re: Updates 16/04/2015
« on: April 16, 2015, 08:28:37 am »
Lovely!

The Zamorakian Spear's attack animation was also changed.  ???

Yes, all spears were updated.


Please reduce the Wildy wyrm HP as well :D. I can solo this wildy wyrm 1-2 times per trip and can solo corp 4-8 times and kill over 50 Ice strykewyrm per trip. I feel like wildy wyrm loot of dragon claw isn't worth killing for when it take players longer to kill it, high risk of getting pk and he can damage you pretty good.

Thanks, I forgot that boss! :)
EDIT: KQ is getting a HP nerf with the next update too.
The following users liked this post: 66destroyer3, Big Boy

649
Resolved Bug Reports / Re: Client crashing
« on: April 15, 2015, 09:26:00 am »
I've updated the client's crash reporting mechanism. The next time it happens, I'll see where the client is crashing.
The following users liked this post: Icecloud

650
Resolved Bug Reports / Re: YouTube Videos;
« on: April 13, 2015, 02:36:03 pm »
The following users liked this post: C4 Nerd, Joshiee, Big Chris

651
Update Notes / Updates 16/04/2015
« on: April 13, 2015, 01:50:17 pm »
Hey guys,

I got quite a lot stuff changed for today. Please take your time and read through it. Some changes are really important!

We're trying to make PvP more popular. The current combat system works perfectly fine for PvM, but the hits are just too high for PvP. We're therefore nerfing some strength bonuses of high level equipment. On the other hand we'll also decrease some monster's hitpoints so that PvM won't become more difficult. On top of that, we're buffing special attacks to make PvP more exciting!

Following things have been updated:
  • IMPORTANT: Untradeable items are lost during PvP fights in the wilderness. However, if you die versus a WildyWyrm without having fought a player, you will still be able to pickup untradeable items (e.g. void knight armour). Simply said: If no other player gets your item drop in the wilderness, you can pickup your untradeables again, else you lose them. You can still pickup untradeable items everywhere and all the time outside the wilderness!
  • IMPORTANT: Teleports now block incoming hits. Whenever your teleport starts, you cannot die anymore. The only exception is if a teleblock successfully hits you during your teleport animation. That will still cancel your teleport.
  • Thrown equipment and karil's crossbow are now 0.5 seconds faster.
  • An important bug was fixed which caused the (e) bolts effect occur with a 12.5% chance rather than 25% which was always intended to be.
  • A sound bug was fixed where it would only play on full volume, although it's far away.
  • Following monster's hitpoints were changed: (from --> to)
    • KBD: 720 --> 500
    • Chronozon: 1050 --> 850
    • Smoke demon champion: 500 --> 400
    • Kree'arra: 450 --> 380
    • General graardor: 410 --> 380
    • K'ril tsutsaroth: 430 --> 380
    • Jad: 468 --> 400
    • Chaos elemental: 431 --> 330
    • Frost dragon: 275 --> 200
    • Mithril dragon: 240 --> 190
    • Brutal green dragon: 195 --> 165
    • Black dragon: 190 --> 150
    • Red dragon: 157 --> 128
    • Blue dragon: 117 --> 103
    • Green dragon: 89 --> 82
    • Steel dragon: 220 --> 175
    • Iron dragon: 173 --> 147
    • Bronze dragon: 125 --> 108
    • Ice strykewyrm: 190 --> 174
    • Spectrals: 450 --> 342
    • Corporeal beast 1st form: 450 --> 304
    • Corporeal beast 2nd form: 700 --> 531
  • Amulet of str (t), amulet of magic (t) and amulet of ranging strength bonus lowered from 15 to 12.
  • Culinaromancer gloves nerfed (Barrow, dragon, rune, ... gloves). Barrow gloves now give +6 str in all combat styles. Dragon gloves give +5 and rune gloves +4.
  • Bandos, Armadyl and battle robes strength bonuses nerfed. Chest and legs now give +4 strength bonus. Boots and helm/hood give +3 strength bonus.
  • Dragonfire shield strength bonus nerfed. It now gives +4.
  • Fighter torso strength bonus nerfed. It now gives +4.
  • Third age armours buffed. Every armour piece now gives +1 strength bonus. Chest and legs give +2 strength bonus.
  • Ancient armours strength bonus nerfed (vesta, statius, zuriel, morrigan): Chest and legs now give +8 strength, helm +4 strength.
  • Your equipment screen now shows bonuses for prayers and void knight armour. These bonuses are no longer invisible to you:
  • Due to the strength bonus changes, we're buffing some special attacks: (from --> to)
    • Dragon dagger: 95% --> 105%
    • Vesta longsword: 125% --> 135%
    • Vesta spear: 130% --> 145%
    • Statius warhammer: 110% --> 130%
    • Morrigan javelin & throwing axe: 125% --> 135%
    • AGS: 120% --> 131.25%
    • SGS, ZGS, BGS: 110% --> 125%
    • Seercull: 110% --> 115%
    • Magic shortbow: 85% --> 100%
    • Saradomin sword: 100% --> 110%
    • Dragon claws: 105% --> 110%
    • Dragon 2h sword: 115% --> 125%
    • Granite maul: 95% --> 105%
    • Abyssal whip: 100% --> 110%
  • God bow arrows now give equal Range strength bonus as Dragon arrows. God arrows special effect buffed, it now hits 1-5 instead of 1-4.
  • Vambraces now give Ranged strength bonus.
  • Dragon bolts (e) special effect buffed. It now does up to 25 damage (it did 20 before).
  • Onyx bolts (e) special effect changed. It now hits up to 25 damage and heals you for 20% of your hit.
  • Darkbow attack speed reduced to 4.5 seconds down from 7 seconds.
  • Vesta spear now does 90% of its special attack immediately (used to be 70%). The remaining 10% appear half a second later as 2 separated hits.
  • Spear and staff attack/block animations updated.
  • Revenants nerfed. They now hit 10 less and more 0s.
  • God capes are no longer being dropped by any monster (zamorak, saradomin and guthix cape). They will be re-added when they've become rarer.

I've also updated the client's ::multicore command. Please check it out and tell me by how much your fps rate increases! (::fpson / ::fpsoff)

Last but not least some information for the GE. As you all know, the Grand Exchange isn't an easy system. We've been testing it during the last few days to ensure that we find all possible bugs. So far, we've already found and successfully a duping bug. I hope you understand, that I can't release the GE without knowing for sure, that it doesn't contain any major issues! That's why it takes so long to get it into the live game.

All the best,
Thomy

652
Suggestions & Ideas / Re: Buff crossbow/bolts
« on: April 10, 2015, 05:14:41 pm »
I will have a look at it.

653
Suggestions & Ideas / Re: Double xp
« on: April 10, 2015, 05:05:51 pm »
Double xp is 'real' and not in-game time. You can get up to 5 double xp tickets a day. The non-pausability is wanted, so that you plan your double xp phase/s before actually using it. :)
The following users liked this post: Icecloud

654
Suggestions & Ideas / Re: Following
« on: April 10, 2015, 05:03:58 pm »
It's handy if you showed me a video regarding this issue. A lot of work has been put into the following system, it's even doing pathfinding! 'Dancing' around others is wanted by the community. When I removed it initially, I got reports that 'dancing' isn't working anymore.
The following users liked this post: Freestuffyay, Loosenater

655
If it's still small, please get me a screenshot. I've actually fixed this issue yesterday.
The following users liked this post: Someone12116

656
Update Notes / Security Batch #2
« on: April 06, 2015, 07:21:46 am »
Hey guys,

This is the final part of our security update, which gives the client and server's login communication a finishing touch. Username and password are now safely encrypted with a RSA key on the client's side. That means that it's impossible to sniff your password unless you crack a 4096 bit RSA key (which is proven to be secure as of today).

Besides, I've fixed alpha issues in the client. (that requires a restart!) Alpha made any transparent action in-game appear bugged. On top of that, I'm also applying another update that tries to fix the GWD respawning issue!

All the best,
Thomy

657
Update Notes / Security Batch #1
« on: April 04, 2015, 08:46:18 am »
Hey guys,

Due to the recent website hack, I've decided that we need more security features. As you've probably also already seen, the entire homepage runs under https now. Moreover, I'm changing the hash algorithm that is used in our database to ensure that even hacked passwords will be completely worthless. And that hackers in the future have no way of decrypting 'easy' passwords anymore. I've decided to use 'bcrypt', which is not vulnerable to rainbow attacks (= simple password hacking) and not vulnerable to bruteforcing (guessing until you have the password). The reason for that lies in the complexity of the algorithm, it would take years to bruteforce a password! With this update, the in-game and forum passwords will now also be 100% equal, they are no longer stored as 2 different values.

There will also be a Security Batch #2 in the near future, where I'll make the game client to server connection safer. My plan here is to use RSA for the username and password exchange.

Please note that it's still recommended to change your password here, if you haven't already done so.

All the best,
Thomy

658
Resolved Bug Reports / Re: Dropping double items becomes more worse :(
« on: April 02, 2015, 02:28:28 pm »
Just uploaded the latest client file. After restarting your client, the issue should be gone! Thanks.
The following users liked this post: Naudimix

659
Resolved Bug Reports / Re: Drops appearing as double, triple
« on: April 02, 2015, 09:09:25 am »
I've just fixed the issue. A client restart will let items appear as one again.
The following users liked this post: C4 Nerd

660
Update Notes / Updates 31/03/2015
« on: March 30, 2015, 02:08:20 pm »
Hey guys,

I've heavily updated the client's rendering procedure. It's not yet fully completed, but the aim is to get much higher fps rates. You can already test out the new mode by typing ::multicore, it can be disabled by typing ::multicore again. If you enable ::multicore, please compare your fps rates and tell me if you actually have an improvement! (::fpson / ::fpsoff) Restart your client before you test it out, else it won't work!!

List of changes and fixes:
  • Colored darkbow attack interface and special attack fixed. They're now recognized as 'bows' at their attack styles.
  • Sacred clay armour smithing requirement lowered. You now need at least level 8 Smithing to make the whole armour.
  • Blessing clay on altars isn't bugged anymore.
  • An attempt to fix GWD spawn issues. I was able to reproduce the spawning issue there, but I'm not 100% sure if that's exactly what happened in the live version of emps.
  • Morrigan's javelin special attack fixed.
  • Sacred clay equipment on level 1 now gives bonuses.
  • Sacred clay staff is now a 1-handed weapon.

We're aware of the bug that spams "You've lost your target." in the chatbox. I'm not yet sure what exactly causes the problem. I've added some debugging code that will make it easier for me to finally find and fix the issue.

All the best,
Thomy

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