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Messages - Thomy

Pages: 1 2 3 4 5 6 ... 245
1
Hello everybody!

Today's a bad day for monsters. Most enemies have received a weakness against specific damage types. We're re-introducing stab, slash and crush as well as arrow, bolt and thrown damage types. There have also been changes to the pathfinding system for combat and various engine parts have been optimized. Such as the option to change your anti-aliasing quality or to scale down the game's internal resolution for increased performance.

Weakness System
Due to recent discussions on OSRS I've decided to also implement a weakness system for Emps-World. Different damage types for melee and ranged are being reintroduced. Depending on your attack style and weapon you can now deal stab, slash or crush damage with melee weapons. For ranged weapons you can deal arrow, bolt or thrown damage. These don't affect your maxhit. Your damage type is shown in your equipment screen. Weapons with a dedicated damage type remain unchanged. That includes broad weapons, elemental weaponry, spells, etc. A weakness means that your accuracy is increased when dealing damage with a matching damage type. This bonus is multiplied with your base accuracy similarly to the slayer helm. If you wish to check a monster's weakness for yourself you can use the monster examine spell from the Lunar spell book. Alternatively you can find out a monster's weakness by examining them. I also expect the weakness system to be listed on the Wiki in the near future.



Following monsters have a weakness:
  • Wildy wyrm: water & slash
  • Ice strykewyrm: fire & crush
  • Glacor: fire & crush
  • Skeletal Wyvern: fire & crush
  • Tormented demon: water & stab
  • Frost dragon: fire & stab
  • Metal dagons: earth & crush
  • Dragons: water & stab
  • Fire giant: water & bolt
  • Ice giant: fire & bolt
  • Gulega: stab
  • Dark and light beast: slash
  • Turoths: crush
  • Aquanite: earth
  • Magmanite: water
  • Aviansies: air & stab
  • Bloodveld: slash
  • Jelly: crush
  • Cockatrice: stab
  • Smoke & dust devil: air
  • Gargoyle: crush
  • Nechryaels: earth & stab
  • Tzhaar excluding hardmode fight caves: water & crush
  • Vampires: silver & fire
  • Undeads: air & thrown
  • Demons & hellhounds: water
  • Spiders: fire & crush
  • Kal'Ger: water
  • Yk'Lagor: arrow
  • Har'Lakk: slash
  • Nex: bolt
  • Vanstrom Klause, Ranis & Vanescula: silver and fire
  • Lucien van Rot & followers: crush
  • K'ril Tsutsaroth: water & arrow
  • Kree'Arra: air & stab
  • General Graardor: fire & thrown
  • Commander Zilyana: earth & crush
  • Giant mole: slash & fire
  • King black dragon: water & stab
  • Corporeal beast 1st form: stab & slash
  • Corporeal beast 2nd form: air & thrown
  • Kalphite queen 1st form: stab & crush
  • Kalphite queen 2nd form: fire & thrown
  • Smoke demon champion: water & arrow
  • Chaos elemental: earth & bolt
  • Kolodion: crush & fire
  • Dagannoth supreme: stab
  • Dagannoth prime: arrow
  • Dagannoth rex: fire
  • Barrow brothers: air & thrown
These changes will bring more weapon variety to the game and give me more freedom for future content. Instead of having the best weapon or spell you now have the best weapon or spell per damage type.

Human Verification on Homepage
We've added a human verification process called Turnstile to various pages. This aims at resolving an issue with spam landing on the forums. If you are having troubles logging in please don't hesitate to post in the Helpdesk. There shouldn't be any issues with the mechanism in modern browsers. Afterall almost the entire web uses such a verification mechanism.

Game fixes / changes:
  • The combat skill advancements interface has been cleaned up. Additional categories Hitpoints & Other have been added and the Special & Milestones categories were removed. Requirements for Defenders and Culinaromancer's gloves (barrow gloves, dragon gloves, etc.) have been fixed. The other category now also includes items such as the fire cape, completionist cape, etc.
  • It is no longer possible to hit a 0 when passing the hit chance roll. Your lowest hit will be 1 and your maxhit remains unchanged.
  • The prayer drain rate for lower level prayers has been reduced by roughtly 30%. It should be possible to keep the beginner prayers active for quite some time before running out of prayer points. Their impact isn't too big and prayer points on lower levels aren't high either.
  • The internal calculations for pathfinding have been updated. It applies to PvP and some PvM content. Nex for example uses pathfinding to walk towards her target. The code has been optimized to quicker find a path towards the target. This improves situations where you are too slow when following an enemy during PvP.
  • Nex has received fixed attack patterns: 2 distant attacks, phase special attack, 2 distant attacks, melee attack, 2 distant attacks, phase special attack, etc. If a phase has no special attack it is replaced by a melee attack. If she is unable to do a melee attack she'll attack with the phase special attack or a distant attack. Phase changes reset the attack pattern and she'll begin with 2 distant attacks. The HP of her followers were reduced by a small amount and their attack speed was lowered. Moreover, there's a delay of 5 seconds before a follower starts attacking, giving you time to taunt or kill quickly.
  • An issue was fixed where Kal'Ger wouldn't spawn meteors anymore after a person left the boss instance.
  • Future double drop chance events will now also work for Barrows and Clue scrolls.
  • The accuracy bonus of promethium daggers and spears has been lowered. This brings them more in line with other promethium items in terms of dps.
  • The Ranged strength bonus of bolts has been increased by 10%. They were lacking in damage and accuracy in comparison with longbows. That gives the demon crossbow slightly more dps than the demon longbow but with less accuracy.
  • Various old npcs have had their bonuses and levels updated. The current system, which the majority of npcs already use, calculates npc combat power through their combat level. Boss monsters are excluded from these calculations and have not been changed.
  • Dragons now belong to the neutral combat class. Their defence bonuses are the same against every combat style.
  • Barbarian villagers have received additional dialogue to help newcomers.

Engine fixes / changes:
  • The visuals of doors, ores, trees, etc. while the map is loading has been improved. You can now interact with these objects while the map is still loading instead of having to wait. This is a big improvement for game settings with large render distances or on slower machines.
  • Obsidian caves visuals have been improved. This also includes Obsidian dragons and Tzhaar spawns. It's now also possible to shoot over the lava to use safespots.
  • The loot beam for rare item drops has been updated. It now has a lighting effect and displays longer making sure you definitely realize when a valuable item was dropped.
  • You can now change the anti-aliasing quality to get even smoother edges.
  • The high and very high shadow settings now also work with large rendering distances. They give the entire map shadows instead of fading out at some point. The quality of closer shadows remain unchanged.
  • The game render resolution can now be changed. This improves performance a lot on slower machines. I could get 35-40% fps boost on my laptop using this technique. You'll find this especially useful on large screens with high pixel densities. It reduces the internal resolution at which the game is rendered and scales it up before sending it to your monitor.
  • The resolution at which water reflections are rendered has been changed. Lower water qualities now require significantly less GPU power to render reflections. This change is an overall improvement for water reflection performance with little to no loss in quality.
  • More progress has been made towards the first person mode. You can toggle the camera mode by typing ::firstperson. The camera now shakes with your character's movement and animations. Is this mode something you'd like to see fully released in the future?
  • Healthbars now fade out during a death animation.
  • The height calculation for overhead prayers and healthbars has been improved. The healthbar now tries to better follow an entity's head position.

Here's what my Yk'Lagor looked like in first person: :P


I hope you're liking these changes. Please give feedback on the weakness system. It might still require some finetuning for special cases. I am still working on the Karamja expansion. I think a quest would be nice and possibly the introduction of Ape Atoll where you can find a new solo dungeon.

All the best,
Thomy

2
Off-Topic / Re: Lets count to 10,000
« on: April 11, 2024, 04:57:29 pm »
3723

3
Hey guys,

In this update you can upgrade your completionist cape with your lava capes. This increases the cape's offensive stats and requires level 99 Invention. Your bank space was doubled and the bank interface has been updated. You can now swap, insert and merge entire bank tabs. Read the bank section below for all the details on these bank tab operations.

Completionist Cape Upgrade
It's now possible to use your Invention skill to combine fire/lava capes with the completionist cape. Doing so requires level 99 Invention and high level energies. The ice and range completionist cape invention also requires ava's accumulator to include the arrow preserving effect. The upgraded completionist capes cannot be recolored and provide slightly better bonuses than the completionist and lava capes combined. This is what the new capes look like:

With this update you are now also able to own multiple completionist capes. Visit the completionist cape rack upstairs of the Varrock museum with multiple max capes for the free exchange. You still have to pay ~5m for each max cape though.

Bank Interface Improvements
I've added new features to the bank interface to improve usability. The bank space for everyone has also been doubled.


Here's all the bank interface improvements:
  • Each bank tab can now hold 200 items instead of 100. This applies to both members and non-members.
  • All items in a bank tab can now be configured as placeholders when right-clicking the bank tab header.
  • Bank tabs can now be swapped, inserted and merged. You can drag bank tabs around the same way as other items. The insert and merge options are available when switching from swap to insert mode on the bottom left of the bank interface.
  • Empty rows are collapsed in the all items tab. You can scroll through all your items without having to go over lots of empty spots.
  • Bank loading speeds have been improved. The game will draw more item images per render cycle and switching between tabs no longer causes any flickering.

Game fixes & changes:
  • Items kept on death interface now shows the items you lose in the wilderness as cash drop. This is now also properly logged as a destroy item action. An issue with the scrollbar of the interface has also been fixed.
  • Various textures for GWD monsters have been updated.
  • The completionist and max cape received reflective textures for golden trim parts.
  • The particle system has been modernized and several particle emitters have been updated. Abyssal weaponry, elemental staff and incense burners received a smoother particle texture.
  • The offensive bonuses for Necator equipment have been increased.
  • The dagannoth area has been graphically updated with water and lighting. Drops for low-level dagannoths have also been configured.
  • Various water area borders have been improved.
  • Daily rewards now go straight into your bank.
  • The deconstruction speed of items has been increased by one tick.
  • The zoom in and out operation of the worldmap viewer have been improved. The absolute position on the map will no longer jump around.
  • The loading window in the top left corner of the game was removed. Instead you will see the loading text at the top of the screen that appears only when teleporting far away. The popup only occurs when a short loading screen is required.

I've made more progress on Karamja. Various npcs have been spawned and I started configuring a new solo dungeon. Feel free to check it out already, but it's still in an unfinished state and not everything may be accessible! :)

All the best,
Thomy

4
Resolved Bug Reports / Re: Flood at catherby at fishing shop
« on: March 25, 2024, 04:36:06 pm »
Hi!

Thank you. It will be fixed in a future patch.

5
Hello everybody!

Happy Easter! We're celebrating the festivities with a new quest this year. The Easter Event can be started by talking to the Easter Bunny south of the Grand Exchange. We also adjusted mechanics of group bosses to ensure a certain difficulty. On top of that we modernized parts of the homepage to simplify the process for newcomers to sign up.

Easter Event
Starting today you can participate in our Easter Event. The easter bunny can be found south of the Grand Exchange asking for help to find her little son Justin. He loves running away. Finding the little boy is rewarded with very special Easter eggs that can be eaten to receive loot. Strange, isn't it? Among the rewards you can find a Chocatrice pet and cape, sweets, playful marionettes and rares from the super rare item pool. This activity can be completed multiple times similar to the Christmas Event. On average you'll be asked to help the Easter Bunny once every 30-45 minutes of playtime. The event will be active starting today throughout Easter and ending April 15th. There will also be double drop chance enabled during the Easter weekend.


Group Boss Balancing
Certain group boss mechanics can just be bypassed by having a certain amount of dps. That goes directly against the intention of boss fight mechanics. Thus various bosses have had their unique fight mechanics buffed but their defence reduced:
  • Har'Lakk: Defence reduced by 10%. Minions now enrage after a certain amount of time. When enraged, minions will deal increased damage and reduce prayer points. Minion defence level has been reduced and HP scales with group size.
  • Kal'Ger: Defence reduced by 10%. Meteors now have a single hit application and apply a burn (bleed) effect when damaged. The area in which they fall down was also increased and their spawn density was reduced. The maximum amount of damage dealt by a meteor was reduced from 60 to 40 (plus 40 bleed). That increases the damage you take when hit but makes dodging easier. The HP of Kal'Ger has been increased from 2400 to 3000 to bring him towards similar difficulty of other demon bosses that spawn minions. That is an additional 100 HP per phase.
  • Yk'Lagor: Defence reduced by 10%. The Necroarcher's darkbow and poison arrow special attack have been made stronger. Lethal thunder attack now strikes in a 3x3 area and deals a maximum of 100 damage instead of 120. The amount of minions spawned depend on the group size. For groups of 4 players the total amount of minions spawned remain the same. Minion defence has been lowered and their special attack occurs every 5 attacks instead of every 4.
  • Nex: Defence reduced by 10%. Shadow, Blood and Ice area of effect special attacks are now neutral damage which cannot be protected. Continuing phases is no longer possible without minion kills. The melee attack range of Nex has been increased by 1 tile. Damage and HP of minions has been lowered and scale with the group size. As long as minions are active the normal attack of Nex's phase deals additional damage.
  • Vanstrom Klause: Blood siphon mechanic can no longer be dodged by standing near a wall or by being too far away. Attack animations no longer lack behind when vampires are moving.
  • Rot Caves: The rot attack from Lucien now scales harder with rot concentration. Additional loot can now be received by killing more monsters before facing Lucien.
With these changes we don't want to make fights more difficult but keep them future-proof. It shouldn't be possible to skip unique boss mechanics by having one item or high dps.

Homepage & Advertisements
The frontpage of our website now supports up-scaling. This change was made to have more space for the video and image gallery. I have also added an additional video to the slideshow. All account pages have been modernized with simplified templates for login, account creation, recovery, etc.
I was able to purchase an ad banner for 2 months on a popular RSPS list site called Runelocus. You can observe how well it works here: https://emps-world.net/stat#statplot,90
Page visit is counted for every click on the advertisment. Conversion means that a page visit also resulted in a login to the game.

List of changes:
  • Poison heal, deflect and purge auras no longer use a single charge when their effect is applied. Charges lost now depend on the amount of poison damage negated. The poison purge aura is now correctly classified as a tier 1 aura and has 1000 charges instead of 2000.
  • Teleblock is now correctly calculated on players.
  • The client's login logo is scaled up on bigger screens.
  • Animation calculations have received performance improvements. The game no longer renders animations for entities or objects that are not visible on your screen.
  • Rod of ivandis now has an aura model.
  • Various rivers have received water flow control mechanisms. Water will be flowing towards a given direction.
  • The mime event has been reworked to support multiple players at the same time. You'll also get a random amount of emotes (4-8) instead of a fixed amount of 8 now.
  • The drunken dwarf event has been re-enabled. He'll start hitting you if you fail to talk to him in time.
  • Aura lights have been adjusted to have their center on your right glove.
  • Lights in darker areas automatically gain intensity. This is a preparation patch for areas that are too dark to explore without proper light sources.
  • Iironman, moderator and wiki editor chat icons have been upscaled and sharpened with AI.
  • Lumberjack set effect now counts towards Firemaking daily task completion.
  • Defeating evil trees now yields additional rewards: Pile of evil leaves. These can be exchanged by Evil Dave for Lumberjack items. Moreover, the amount of logs you can receive from an evil tree has been capped at 1000.

Various parts of Karamja including Shilo Village have been configured. There will be new activities and dungeons for you to explore in the jungle in a future update. I'll keep you guys updated on the progress. :)

All the best,
Thomy

6
Off-Topic / Re: Lets count to 10,000
« on: February 22, 2024, 07:56:21 am »
3719

7
Update Notes / Updates February 6th - Various Quality of Life Improvements
« on: February 07, 2024, 08:39:15 am »
Hey guys,

In this update we're updating various things to improve gameplay. There's changes to the Giant Mole allowing you to bypass the dig mechanic and more items can be deconstructed. I've also added a dark cave in Shilo Village experimenting with lighting. There's also river flow mechanics through the village. Check it out and let me know what you think!

Game fixes / changes:
  • An issue was fixed that disconnects you when withdrawing larger amounts of items from looting chests.
  • Various fences and gates now allow arrows and spells to fly through them.
  • Chaos elemental's attacks that unequip items have been fixed.
  • Using a special attack no longer clears a full teleblock duration.
  • Promethium drops in the Rot Caves can now contain promethium boots and gloves.
  • Selling items to non-general stores no longer increases their amounts. This addresses an issue where it's possible to mule large quantities of runes from main to ironman accounts. This is heavily going against the principle of obtaining items on your own aka the ironman mode. With this change the restock speed of the runes shop has also been increased.
  • Ranger boots, obsidian cape and various christmas reward items can now be deconstructed.
  • Various issues with the giant mole have been fixed. Moreover, you can now skip the burrow mechanic by freezing or teleblocking the mole before she starts digging.
  • Promethium hatchet now only loses charges when logs are obtained instead of when a new chopping timer is calculated.
  • Dragon (g) and (sp) can now be deconstructed for treasure and dragon energy.
  • Amulet of fury and its ornament version can now be deconstructed.
  • Clue scrolls can now be purchased from the EP store.
  • Shilo village gem rocks can now be mined. There is also a hidden entrance to the gem caves somewhere in the village.
  • It's no longer possible to get the exact same clue step twice in a row. That fixes an issue where Uri would spawn twice.
  • Trapdoors can no longer be assigned as daily Construction task.

Engine fixes / changes:
  • Clickable areas for small items on the floor have been improved.
  • Special attack hover information for god blades has been added.
  • The visuals of triggered bird traps for the Hunter skill have been improved.
  • Various floor tiles inside buildings now support hard edges on highest floor quality setting.
  • An attempt of water moving away from a central point has been made in Shilo Village and Barbarian Village.

I'm not quite sure what the next big project will be. I currently have a few ideas in mind: Shilo Village & Jungle area configuration with various new monsters and a short quest. Other than that Summoning or another group dungeon where you'd face Nomad. That could potentially all be within or around the jungle area of Shilo Village. :D

All the best,
Thomy

8
Help me! / Re: linux user
« on: January 10, 2024, 11:59:58 am »
In the terminal. Alternatively you can try to double click Emps-World.jar and see if your system detects it as java application. :)

9
While reading you got me thinking, his writing style changed. It is very smooth and professional. But, it makes for a very corporate read. I honestly prefer the self written notes.

Aside from that; looking forward to the December month! Great events planned, I honestly never expected double PvE drops! Does it stack with the double solo kill drops, and the dungeon clear boost?

It works on every direct monster drop and is calculated separately for every single drop. You'll get two droptable rolls and the game gives you the rarer item.

10
We do have an official emps Discord: https://discord.gg/emps-world-307890747116486658
Old players visit from time to time :D

11
Greetings, Emps-World Adventurers!

This update introduces an expansion to the Invention skill, introducing Treasure energy as a new resource, and unveils an unprecedented December 2023 event calendar. Additionally, enhance your combat prowess with the newly released Vanstrom rings, boasting exceptional power upgrades.

December Events
The entire month of December is packed with unique events, each running for a week.
  • Free Member & Double Minigame Tokens
    Enjoy free membership and double minigame tokens from December 1st to 8th.

  • Free PvE Death
    Dare to face any monster without fear of losing your items from December 8th to 15th. (Please note, this does not apply to HCIM accounts.)

  • Double Drop Chance
    Experience the thrill of double loot from December 15th to 22nd. Every drop table roll yields two chances to acquire the rarer item, significantly boosting your odds of obtaining precious rewards.

  • All Events & Double Experience
    Celebrate the end of the year with a grand finale from December 22nd to January 3rd. All previous events will be reactivated, and you'll enjoy double experience rates throughout this period.

Christmas Holiday Event
The beloved Christmas Event returns from December 10th to January 14th with new items added to the super rare drop table. Unwrap festive goodies and spread holiday cheer! You can now obtain a Gorilla Mask and a Gilded Scarf as additional super rare loot.

Invention Expansion

Expand your Invention prowess with these exciting additions:
  • Deconstruction of Unique Clue Scroll Rewards: Convert unique rewards from clue scrolls into Treasure energy, a valuable resource for creating powerful items.
  • Clue Scroll Skippers: Use Treasure energy to craft clue scroll skippers, allowing you to skip certain steps in clue scroll challenges.
  • Reward-Enhancing Ring: Craft a ring that enhances the rewards you receive from clue caskets.
  • Flattened Level Requirements: Enjoy a more streamlined Invention experience with flattened level requirements for grouped deconstructable items. This means you can deconstruct all steel items once you reach level 12 Invention, rather than having to reach higher levels for specific subsets.
New items available for Deconstruction:
  • Staves
  • God capes & staves
  • Halberds & spears
  • Promethium
  • Clue scroll rewards
  • Vanguard, Trickster and Templar
  • Chalkos, Sidero, Atsali & Chrysos
  • Necator
Invention Skill Interface Items are now grouped together more logically for easier navigation. The maximum level requirement for deconstruction is now displayed primarily, reducing confusion about the required level for specific items. Vanstrom rings can now be enhanced with powerful upgrades, further boosting your combat prowess.

Enhanced Floor Quality
Floor sampler code has been updated for the highest quality setting. Textures are now dynamically blended together, resulting in improved floor quality. Support for highest floor quality on older openGL versions has been dropped to ensure optimal performance.


Game fixes / changes:
  • Vyrewatch Amulets: Vyrewatch amulets have received a 1% and 2% lifesteal bonus, providing additional survivability in combat.
  • Spell Autocasting: Superheat, low-level alchemy, high-level alchemy, and all enchant spells can now be applied multiple times with a single click. You can autocast these spells up to 28 times before having to click again. These spells can be used during combat but will reset once you start moving or attacking.
  • Poisonable Promethium Weapons: Colored promethium spears and daggers can now be imbued with potent poisons, amplifying their potency against specific foes. This refinement also resolves an issue where poisoned Promethium Daggers would vanish upon death.
  • Clue Scroll Drop Rate Boost: Clue scroll drop rates have been increased when fighting bosses or completing slayer tasks, rewarding your dedication.
  • Slayer Helmet Level Requirements Removed: All level requirements for slayer helmets have been removed. Instead, the helmet's effectiveness scales with your stats up to level 80, providing a more flexible and rewarding experience.
  • Item Deconstruction During Combat: Item deconstruction can now be performed during combat, allowing you to manage your inventory more efficiently.
  • Collection Log Fixes: An issue where noted items did not count towards collection log completion has been resolved, ensuring accurate tracking of your achievements.
  • Pathfinding Improvements: The server-sided walking queue processor has been rewritten to ensure your character accurately follows your commands and reaches the intended destination. This addresses issues caused by timing discrepancies and lag.
  • Ammunition Effectiveness: Basiliskbane and Wallasalkibane ammunition now correctly apply their respective effects, ensuring your combat strategies are more effective against specific enemies.
  • A Promethium pickaxe charge depletion issue during mining has been addressed.

Open Moderator Positions
We're seeking enthusiastic and committed individuals to join our team of moderators. Moderators are responsible for maintaining a positive and productive community environment by enforcing our community guidelines, responding to user concerns, and fostering engaging discussions. If you're passionate about our community and have excellent communication and problem-solving skills, we encourage you to apply. Staff Applications can be submitted through our online form: https://emps-world.net/forum/index.php?action=helpdesk;sa=newticket.


We hope you enjoy these exciting updates and events. We wish you a happy and prosperous holiday season!

All the best,
Thomy




P.S. These patch notes have been rewritten by Bard. Do you prefer professional writing by AI over my personal one? (I do xD)



Patch notes December 8th:
  • Invention level requirements for the deconstruction of Demon items have been lowered from 95 to 90. Vanstrom necklaces and rings now require level 90 and 92 Invention to make.
  • An issue was fixed where item weights wouldn't properly update when taking items from the bank.
  • The coalbag has completely been reworked to properly function with ore smelting and the superheat spell.
  • A bug was fixed where the maximum amount of steps that need to be completed for clue scrolls would never refresh.
  • Green, blue, red and black dragonhide have received separate Invention level requirements for deconstruction.
  • The experience drop system has been reworked. Bonus xp is now shown separately. Unique item drops and deconstructed items through invention now also appear in the experience drop list.
  • Multiple issues have been fixed that affected clipping around doors. This also includes an issue where your character would suddenly stop walking.
  • Vanstrom's bouncing spike projectile is once again visible after the initial bounce.
  • Free PvE death respawns no longer happen in the air.
  • An issue with invisible floors on lower quality settings has been fixed.
  • A problem that takes away your GWD killcount and doesn't open the door was fixed.

Patch notes for December 16th:
  • Fixed a rare issue where a double drop would result in no drop.
  • Gilded scarf & Gorilla mask are now tradeable.
  • Daily Invention tasks containing Treasure energy will no longer be assigned.
  • Added DKIM records to postfix mailserver to improve delivery and avoid mails from landing in spam folder.

12
Update Notes / Halloween 2023 - Double Experience Days and Skull Event
« on: October 25, 2023, 10:23:33 am »
Hey everyone!

We'll have a few days of double experience rates starting on October 31st through November 6th. Our annual Halloween event has also started. Kill monsters and get your hands on skulls which can be exchanged for unique rewards. The Grim Reaper in Draynor Manor can tell you more about the skull collection event.


Skulls from the Halloween event can be collected until November 15th.

All the best,
Thomy

13
Help me! / Re: Emps-scape not working.
« on: October 21, 2023, 03:30:10 pm »
What steps did you try already?

14
Help me! / Re: Emps-scape not working.
« on: October 21, 2023, 03:04:34 pm »
Hi,

Does this help? https://emps-world.net/forum/faq-and-rules/troubleshooting-18745/

If not I recommend uninstalling Java completely and download the windows client: https://emps-world.net/play

15
Help me! / Re: emps download help
« on: October 21, 2023, 08:05:08 am »
Hi,

Unfortunately emps is not supported on a chromebook.

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