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Messages - Helmaos

Pages: 1
1
Hey guys,

This update consists of many small additions to the game. There's a new teleport that leads to Yanille, more Cooking recipes, additional Hiscores, PvP changes and many other smaller improvements. There might also be some small spoilers of what one of the next updates might contain. ;)

Yanille
The city has received some life with new npc spawns and shops. The Wizard tower has opened its own shop and provides a teleport to the Rune essence mine. You might find some of the items in that shop quite useful. The Watchtower teleport has been renamed to Wizard tower teleport and puts you in front of the tower. You can visit Frenita to buy local products from her store for a (questionably) fair price. These ingredients can be used for new cooking recipes that have been added to the game. Guards among other spawns have been added inside the city and a pet shop is planning to open soon.


Cooking Recipes
It was a bit unclear how to create dough, pie or generally speaking anything that has multiple ingredients from the Cooking skill. I've created a separate tab in the skill interface that has a list of ingredients required for various dishes. Some level requirements and experience gains have also been reworked to better reflect their usefulness. The internal cooking system was also completely reworked to support more complicated recipes for higher level combination food. You can click on the "Recipes" tab to view dish creation:


Shop System Rework
The shop system was updated. It will show bought / sold item changes quicker and also more often. Shops also have individual buy and sell price modifiers. The restock timer for standard shop items was also reduced significantly. Most shops also restock their standard items a lot quicker now. It's rather difficult to buy out all items now.

Additional Hiscore Data
I've added more fields to the Hiscores. You can now see boss kill times (where available!) at activity scores. Some kills or data points from the past didn't include kill times and thus those cannot be displayed. However most entries have this data. The timers are rounded to 0.5 second intervals because of how the game operates - in 0.5s game ticks. There's also hiscores for Collections which is the progress of your in-game Collection Log.

PvP Protection Prayers
The amount of protected damage from protection prayers was increased from 40% to 60% for player damage. With stronger equipment over the years the damage dealt on players has become quite high. A flat damage reduction has already been introduced in previous patches but there are still scenarios that don't leave too much room for counters. The increase of protectable damage aims at creating counters for high incoming damage numbers from a single combat style. It also promotes having switches for more raw damage output.
With this change I have also updated the prayer interface descriptions. Most decriptions received distinct colors to immediately see what damage type is boosted. The names Chivalry and Piety have also been renamed for all combat styles.

Chart Overhaul & Player Statistics
The Grand Exchange Market tool has received an overhaul with a new chart library called apexcharts. It looks better and has more options to inspect item price data properly. Moreover, I've also created a tool to view player statistics. They are publicly available for the past month: https://emps-world.net/stat#statplot,30
You can view up to one year when being logged in on the homepage. The online player count doesn't go back further than March last year because that's when our server burnt down. Sadly the online player count wasn't included in the backup. The unique online players and usernames goes back to 2014 though. I cannot let you view everything because querying a ~10 year chart takes a lot of time and would put too much pressure on the database.


Special Attacks
Clicking a special attack now attacks the last target you were fighting. You no longer need another click on your enemy. This change was done in order to make combo special attacks smoother. The granite maul was also adjusted. You can now also use it in the beginning of a combo instead of only at the end of a combo. Any current attack timer is left untouched when using a granite maul special attack. Should it be your initial attack the game will give you a delay of 2 ticks (1 second) before attacking the next time. This 2 second window can be used to swap weapons and use another special attack for follow up damage. OSRS videos with gmaul spec have been taken as inspiration for this change.

CTRL and SHIFT Buttons
Holding down the CTRL button works the same way as before by prioritizing various right-click options in the game. The SHIFT button no longer does this but has a different prioritization mechanism. It takes actions containing an "X" for left-clicking in menus. You can use this in any interface that allows you to buy, sell, withdraw, store, etc. items.

Installable Game Client
It's now possible to install the windows client as application on your computer. This allows you run the game without having to install and maintain Java. The game client installer comes with Java 17 packaged for you. The game registers as native Windows application meaning you can pin it to taskbar, assign a specific graphics processor to it and find it as Emps-World.exe on your task manager. You can download the newest game launcher here: https://emps-world.net/play

Rendering Engine
I have reworked and improved several parts of our rendering engine. There are now fade-in effects for npcs and players. The rendering distance for ground decoration, players and npcs has also been adjusted and is now synchronized with the server. Loading regions including cached areas has slightly been improved. The game will make more use of systems with many cores for loading The maximum render distance is now capped 200. You won't really feel this change unless you max out rendering distance and graphic settings. The rendering technique for drawing opaque objects has been improved. Resulting in more fps especially on lower-end devices.

Game fixes / changes:
  • Dragon claws special attack damage was changed from 110% to 100%.
  • Fletching arrows and headless arrows no longer requires intensive clicking. You can use the make interface and define how many sets you'd like to make. The game creates 45 items per 3 ticks. Before this update the maximum creation amount possible was 15 per tick.
  • All wilderness teleports have received a warning. The group ice plateau teleport has also been re-enabled.
  • Further restrictions have been put on the ability to use player emotes. This fixes a problem where spamming emotes could get you stuck on agility obstacles.
  • The taunting animation has been sped up. There is now also a projectile targeting the npc that is being taunted to make it easier to see what monster was taunted.
  • A problem was fixed where players would stay invisible after a duel. The issue was being stuck on the death animation without it resetting properly after reviving.
  • Item shop value for Amulet of ranging has been added. You will now protect it over other items upon death. The shop values of all (t) amulets were also increased.
  • More items have been added to the larder in POHs.
  • Players get +10% maximum hitpoints in PvP zones. This value is rounded meaning that all hitpoints levels above 95 result in 10 additional max health.

Engine fixes / changes:
  • Objects out of your frustum (the part of the map you can see) are now also loaded in background. This solves a problem where roofs would not cast any shadows while spawning beneath them.
  • An issue was fixed where typing long messages would display them out of your chat area.

I hope you're enjoying this expansion on the Cooking skill and Yanille receiving some life. In the coming patches I'd like to work on further area expansions a potentially a new skill - Summoning.

All the best,
Thomy





Fixes of February 20th:
  • The minimum render distance for Vanstrom Klause dungeon has been increased.
  • Entity render distance has been increased by 5.
  • Using the share potion spell or healing other players is working again.
  • The rune essences in the Wizard tower store are no longer noted.
  • Group ice plateau teleport can only be used in the wilderness now.
  • An issue causing various problems to use the create item screen was fixed.
  • Removing a daily task no longer costs any Event Points and is free now. Due to how daily tasks are generated it is difficult to always have tasks that are balanced or completable in a reasonable amount of time.
  • Cooking tasks requiring you to create dishes from recipes require less dishes to be created.
  • A bug in the Collection Hiscores was fixed. It's now going to properly display your total completion status in-game and on the homepage. The progress percentage is calculated by the unique amount of items you've obtained.
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2
Events / Clue Hunt!
« on: February 21, 2021, 09:22:16 pm »
Clue Hunt!

Date
Wednesday 24 feb - Sunday 28 feb Midnight server time.

It's time for an event peeps! This weeks event is a clue hunt and it will be hosted during a span of 5 days.

Each day, we will post a clue and on this page.
The clue will be quoted from the in game examination option.
For those who don't know, when you right-click an object/npc/monster in the game,
you get to choose from a few different options (example).
When you select the examine option, the game displays a message in your chatbox.

This message/clue is unique for certain npc's, items or types of objects.
For example: upon examination of Taskmaster Matt in the grand Exchange the following message is displayed:
'He's waiting day and night for you to finish your daily tasks.'
This message is unique for this npc only, and a different unique message exist for other items/objects/npc's/monsters aswell.

So we will be posting a clue (= examination option in the game) every day here. The first person to post a screenshot or description/name of the npc/object/monster that matches the clue, wins.
Each day the reward increases for clues that haven't been found.


Rewards
As explained above, the rewards will increase every day for clues that haven't yet been found.
They increase like this:

Day 1 (day of the post): 1 Event Ticket and a fire dye - (2 dxps for ironmen)
Day 2: 2 Event Tickets and one of the corp shields - (4 dxps for ironmen)
Day 3: 4 Event Tickets and 6 dxps
Day 4: 6 Event Tickets and a third-age set (winner chooses which one) - (8 dxps for ironmen)
Day 5: 10 Event Tickets and any gwd set, with godsword (no nex :D) - (12 dxps for ironmen)

You are allowed to wait to post your answers to get a bigger reward,
but don't forget others can post aswell and may yoink your rewards.

Feel free to contact me on discord (Karolus#2124) with your answers, if you want me to post them for you because you are unable to do so yourself.

Goodluck peeps and thanks to Kyan / The Return for thinking this one out!


Rounds:
Round 1/5: 'Watches stuff. But who watches him?'
We are looking for the name of a certain npc and also their location. --->Found by Jp!

Round 2/5: 'I shudder to think what has taken place here.'
We are looking for the name of an object in the game and also its location. ---> Found by Jp!

Round 3/5: 'There was a lot of pottery made here a long time ago.'
We are looking for the name of an object and also its location. ---> Found by Competitive!

Round 4/5: 'Occupied.'
Hint 2: The object is located in the wilderness.
We are looking for the name of an object and also its location. ---> Found by Aody!

Round 5/5: 'He's strong to finish, because he eats the cabbage.'
We are looking for the name of a certain npc and also their location. ---> Found by Bluestorm!

Don't forget to mention which round your screenshot/explanation is for.

The following users liked this post: Helmaos

3
Hey guys,

Today's update is a collection of many smaller changes and adjustments. I've focused on adding more content to existing areas and making those feel more alive. There's also improvements for Agility and new food to be fished and consumed. The main focus of those changes was the wilderness.

Wilderness Changes
I've changed the target switching delay for PvP zones from 5 seconds to 8 seconds plus your weapon's current attack speed. It shouldn't be possible for multiple people to take turns on attacking you in single combat zones. This timer is immediately reduced to 2.5 seconds whenever the player you are fighting can no longer be seen. This includes death, teleports, running too far away, etc. The rendering distance for NPCs inside the wilderness has also been changed to be the same as everywhere else. You can still only see players a maximum of 20 tiles away though.


Several areas have been improved:
  • Lava Maze: new monsters, Agility shortcuts and an underground area was added.
  • Lava Maze Underground: greater demons and black dragons can be found here.
  • Rogue's Castle: a farmer and a master farmer have been added to the first floor.
  • Bandit Camp: bandit spawns have been added
  • Dark Knight Fortress: Npc spawns have been added to the castle. There's also elite dark warrior versions that are much stronger and drop better items.
  • Chaos Altar & Chaos Temple: You can now offer bones to all altars. However the two altars in wilderness are giving additional experience rates. The Chaos altar gives 400% xp per offered bone and the Chaos temple altar gives 250%
  • Northern wilderness underground: monsters have been added and 4 fishing spots for lava eels.
  • Lost Spirits: a new area has been named and added. For now there's Spirit scorpions and fishing spots for Fury sharks. See the Fishing section below for more details.
  • Pirate's hideout: few pirates have joined the hideout.

Disconnect Handling
The way the game handles disconnects has been changed. Closing the game client and actually disconnecting now result in roughly the same time required before your character fully logs out. Before this change closing the game would slightly be faster because the game could detect an immediate interruption sooner than a timeout. The game marks a player as disconnected when not receiving at least one response in 10 seconds. Don't worry, the game client automatically says hi to the game server every 2.5 seconds, this system does not require any user input! When detecting such a disconnect the game subtracts 10 seconds from the in combat timer (should you be in combat) and tries to log you out. The subtraction takes place because we already know at this point that a player couldn't respond for 10 seconds! This subtraction is a change to the system that was used before. When outside of the wilderness you shouldn't be online for longer than 10 seconds when losing connection to the game or closing the game client. Inside the wilderness it's a maximum of 20 seconds when being in combat. Any disconnects that happen outside of being in combat are instant. This wait timer exists to avoid people from trying to escape deaths while also making sure that actually disconnecting from the game isn't punished too hard.

Yk'Lagor
I've talked to various players and identified a few issues with the boss. One of them being that you can just have lucky RNG when a mage freezes you and the boss hits his special attack on you. I've given the minions, Necro archer and Necrolord fixed attack rotations. Every fourth attack will be a "special attack". This should remove some of the randomness of the fight and also give you enough time to properly taunt or kill spawns. I've also decreased his leap damage a bit and added some delay so that receiving combos after failing a mechanic isn't that punishing.

NPC Aggression Code
I've changed the aggression code for non-boss npcs. Their aggression range has slightly been reduced and they also stop following you once a certain amount of distance is between you and the npc. The target switching delay for npcs has been reduced to 1 second plus its attack timer. That means if you are running away from an npc and it cannot attack you, another npc can attack you quicker than before. This change was made that npcs aren't idle for too long when you're passing by or running away. Bear in mind that this doesn't affect bossing at all! It makes target switches initiated by npc aggression likelier and gives you less aggression immunity from npcs.

Agility Shortcuts
I've reworked the Agility skill interface and added reasonable level requirements for Agility arenas. There's now also a Shortcuts section that shows you all shortcuts available with their respective level requirement. All shortcuts can also be found on the worldmap with their respective level requirement.


Fishing & Cooking
I've added some new fishes that can also be cooked on higher levels:
  • Karambwanji: can be fished in Brimhaven and stack in your inventory.
  • Karambwan: can also be fished in Brimhaven and requires a Karambwan vessel with loaded Karambwanji. The vessel is dropped by pirates or can be found somewhere in Brimhaven. Karambwan can be cooked in two different styles: Fully cooked and poisonous. Eating a fully cooked Karambwan has a shorter delay for your next attack and can be eaten directly after other food. It is possible to combo heal more than 50 in a single tick. Following example heals for 54 in one tick: eat a Shark, Karambwan and drink zip of Saradomin brew.
  • Lava eel: can be fished at several areas in the wilderness and stack in your inventory. You need an oily fishing rod and fishing bait to catch them. An oily fishing rod can be made by applying blamish oil onto it. You can create this oil by using snail carcasses with a pestle and mortar while having an empty vial in your inventory.
  • Fury shark: can be fished in the north-eastern part of the wilderness and require Lava eels. The healing has also been increased from 25 to 28.
In the next update I will further expand on fishing and cooking variations with Cavefish and Rocktails. They will allow you to "overheal" and give you a new maximum HP stat. Rocktails have also already been added to a few droptables so you can already try it out. ;)




Game fixes / changes:
  • Ice shield has been reworked to only work on magical spells instead of every freeze. It's supposed to be a direct counter to the ice crown and it interfered with a few mechanics that applied minor freezes from non-magical sources.
  • Higher tier logs can now be crafted into more arrow shards.
  • A few issues with slayer task names have been fixed.
  • Runecrafting pouches will now automatically be used when crafting runes. You no longer need to empty them.
  • Saradomin strike now correctly drains prayer points again.
  • The shop value of God swords has been decreased to 1,830k so that they are no longer protected over Demon weaponry
  • Grand Exchange messages now only appear when there's items or coins available to be collected.
  • Brutal green dragons can no longer be assigned as a Slayer task. You are free to kill them when being on a Green dragon task though.
  • The animations of Kolodion have been updated. They have been slowed down a lot to properly make him act like a large and not a small spider.
  • A banker has been added to the northern part of Brimhaven.
  • Fury sharks have been removed from all drop tables and were replaced by other items of similar value.
  • The cooking guild just north-west of the Grand Exchange how has a working bank booth including a banker.
  • Aubury now recharges all Glories in your inventory.
  • The target dummy that can be built in the games room in POH can now be activated and attacked. It yields no exp. but shows dps and max hits.
  • Warrior, beserker, seer and archer ring can now be noted.
  • Check-charges and Clean options have been added to dyed items.
  • The prayer altar in Rimmington is working again.
  • The Monster Kill Logs for Bosses and Slayer are now exhaustive, meaning that all monsters are shown no matter the amount of kills you have.

Engine fixes / changes:
  • The color picker interface has received a few fixes and a little rework. Your current color selection is now immediately shown on the comp cape model inside the interface. There was also a bug where some overlay of the color picker wasn't shown correctly.
  • There is now a boss respawn timer for instances. There were also changes to the kill score calculation which is now started once one NPC out of the instance is attacked or becoming aggressive towards a player. Moreover, an instance is only eligible for a Hiscores entry if the player group doesn't change during the fight and doesn't exceed a maximum of 4 participants. If you don't get a kill score message your kill won't count for Hiscores.
  • The amount of pieces worn of an item set is now shown when hovering over items in the equipment interface. This makes it easier to see if a set effect is currently active or not. For now this works with all Barrow sets, PvP sets and Void equipment.

I hope you're enjoying this update. Please let me know what you think of new target switching (pj) delay. Also, what do you think of the improvements that happened to wildy areas and Brimhaven? Would you like to see more of those?

All the best,
Thomy
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4
As long as i can still kill harlakk / yk lagor with 2-3 accs im happy
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5
Events / Emps-Competitive: Season 2
« on: April 25, 2020, 02:04:14 pm »



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

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

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

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

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


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

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

Season Start
Season End

Rewards:

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

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


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

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

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


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

    Good Luck!


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






    [/list]
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    6
    Introductions & Farewells / Re: Good bye
    « on: April 21, 2020, 07:13:08 am »
    I am not leaking any personal or ban related material here but looking at your helpdesk ticket you've been presented the chat logs as evidence. You have been kicked out of the general clan chat for "15 minutes" for swearing. You are making a huge deal out of something that really isn't. We have strict rules in our clan chat and that includes being respectful and using "nice words".

    I'm sorry to see you leave the game because of a temporary chat restriction but don't blame our team for enforcing the rules.
    The following users liked this post: Helmaos

    7
    HM Nex please!

    Nice update :)
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    8
    Hey guys,

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

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

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

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

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

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

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

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

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

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

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

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

    All the best,
    Thomy




    Updates of April 10th:

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

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


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    9
    Events / Re: Emps-Competitive: Season 1
    « on: August 03, 2019, 10:52:01 am »
    It was a tough 3 months but it has come to an end. On behalf of the staff team we want to thank all the participants, we hope you guys enjoyed this season! We'll be improving this competition in the coming seasons to make it much more competitive and enjoyable for everyone to participate in. We appreciate any feedback on what we can do to make this event much more enjoyable, so please let us know! With that being said, we would like to congratulate the following winners of this season.

    Highest Exp - Ec1 Darkness
    Highest Elo - Ec1ipse
    Max Account - Ec1 Darkness and Ec1 N420
    Highest Bank value - Ec1 N420

    Note: Please pm me on discord or forums and let me know which account you would like your reward sent to.
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    10
    Suggestions & Ideas / Re: Primal armour and weapons
    « on: March 13, 2019, 10:27:33 pm »
    Overall sounds like a cool idea with a new tier of armour equipment and weapons but how would the player obtain them? Source of obtaining the items?
    Through a new boss? If so which one? new minigame shop?

    I think this could be a great opportunity to consider releasing raids? a new aspect of pvming/bossing. It's a game mode series that introduces different waves with unique bosses in each wave and a group of 4 players can participate at the same time. The key is to work together as a team where every member has a role. If someone dies during the raid he/she don't have the right to continue but can spectate others who are in the same lobby. This new tier armour could be added as a reward to this raid system perhaps? Aiming towards new high-end game content? If this happens to get introduced and shows up to be a success we could potentially add more new tiers of weaponary and equipment in the future as part of raid rewards. Thoughts?
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    11
    Suggestions & Ideas / Re: Loyalty System/Shop
    « on: January 28, 2019, 01:13:13 am »
    And I thought Activision was greedy for selling red dot sights in CoD for 1 dollar each. Here you are asking 300 bucks for a fucking basket of eggs.
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    12
    Finally gets max xp, can't even enjoy being the only one with the cape for too long.  ;D

    Nicely done, Thomy!
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    13
    Suggestions & Ideas / Skiller skillcape / Max skiller skillcape
    « on: January 05, 2019, 07:57:22 pm »
    Hello!

    I have played as a skiller for a long time and i see more and more skillers come into the game (as alt / main acc). Some of them are getting maxed, some of them are already maxed.
    I think it will be a great idea to create a skiller skillcape (like a maxed skillcape). Which will show the time putted into the game / acc.

    Here is an example of possible skiller skillcape requirements
    lvl 3 skillcape -> all non combat stats 99, all combat 1
    lvl 15 skillcape -> all non combat stats 99, 99 prayer, all other combat stats 1
    Maxed skiller skillcape -> all non combat stats 99, 99 prayer, all other combat stats 1, 99 slayer


    Tell me what u think of that kind of idea :)

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    14
    Screenshots / Me house
    « on: March 10, 2018, 08:57:39 pm »
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