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Messages - Rawad10

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Update Notes / Updates December 21st - Double XP Week & More Bank Space
« on: December 21, 2022, 09:03:31 am »
Hey guys,

Christmas is just around the corner and 2022 is reaching its end. We celebrate the festivities with a full week of double experience rates starting December 24th and ending January 1st. Merry Christmas and a Happy New Year from our side! See you in 2023. I've also added two additional bank tabs available to members only.

Double Experience Week

Game fixes / changes:
  • Various faulty slayer task kill amounts have been fixed.
  • Sawmill operator east of Varrock is working again.
  • Santa will no longer talk to you for deliveries when an interface is open. You still get the a message as notification though, so don't worry!
  • Looting bag can no longer disappear when trying to empty it while eating food.
  • All cave horrors are dropping items now.
  • Void knight can once again be healed with bandages.
  • The code for talking to npcs has been updated. The game will pause the random walking code when getting close to an npc you are interacting with.
  • The recipe for the creation of a slayer helmet has been added to the advancements interface.
  • A bug with deconstructing the full slayer helmet was fixed. You could get an additional black mask that way.
  • Mirror shield and leaf-bladed spear no longer degrade.
  • A slayer dart icon was added to the damage type of leaf-bladed spear. The damage type includes broad arrows, broad bolts, leaf-bladed spear, slayer dart spell Leaf-bladed sword. All these weapons and spells can be used to damage slayer Kurasks, Turoths and Gulegas.

Engine fixes / changes:
  • The bank interface now allows you to drag items to the top row. This moves an item from one bank tab to another. The bank tab row has also been extended to display two more tabs, which are available to premium members.
  • The duration of player x is online / offline has been decreased.
  • Positioning of certain item models in interfaces has been fixed. Examples for this are level up messages, dragonhide crafting, invention deconstruction, etc.

Thanks for all the bug reports on Discord. If you haven't already checked out our community discord, here's the invitation link: https://discord.com/invite/xUvVGkk

All the best,
Thomy
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Hello everybody!

Today's update contains various new things, reworks and fixes. The biggest change being the rework of death mechanics and attack ranges of various ranged weapons. It is also a preparation for our next huge content release: Rot Cave. You can explore West Ardougne already if you find its hidden entrance.

West Ardougne & Rot Cave
West Ardougne can now be accessed. You can't come in through the main gates (yet) though. The Rot Cave hasn't opened, because there is still a lot to be tested to make sure it works the way it should. I would like to test all the new code in the game first and see how it works before opening all new areas. It'll be released as soon as I've finished testing everything.


Death Rework
The death mechanic has been worked. By default all degradeable items are kept and their charges are reduced by 12.5% (10% for members) of their maximum charges. If an item breaks during the process you will receive its broken version. Items that have a degraded state, such as the rune bag, will no longer degrade when dropped. You can just walk to the spot where you've died and pick up the item without any additional repair costs. Inventories also won't be destroyed. Your runes will magically be kept safe should you lose your rune bag. ;)

The Items Kept on Death interface has also been reworked. It shows exactly what items will be kept and dropped on death. That makes it a lot easier to determine which items you risk losing. Item lists in the interface are a 1:1 copy of the items that are dropped upon death.

The left part of the image shows a death outside of the wilderness. You see that you keep most of your items. The right part is a death inside the wilderness to another player. You see that all untradeable items are transformed to either their broken state, currency, contents or coins. You can toggle the view at any time by clicking the "PvP" button in the bottom right corner.

Construction System
I've rewritten major parts of the construction skill that loads your house. It will be faster and without the need to reload the entire map when you place or remove rooms. You will still see some objects loading in and out but without a dedicated loading screen going blue. There have also been fixes to the clipping system which would sometimes get you stuck in corners of rooms.

Weakness & Resistance System
I have expanded the weakness system to also support resistances. Weaknesses and resistances apply damage modifiers to certain types of damage. For example you cast a fire spell dealing 10 damage:
  • 10% fire weakness: 11 damage
  • 10% fire resistance: 9 damage
Weaknesses and immunities can be examined by casting the monster examine spell from the Lunar spell book. All rot monsters have 100% rot resistance meaning they cannot be damaged by any kind of rot.

Tank gear and PvP
There have been recent concerns that tank equipment is too strong for PvP - specifically chrysos items. Not that it kills other players but that it creates almost invincible targets. Since tank armour is healthy for the game by offering equipment variety I don't want to introduce special PvP bonuses or nerf the items into the ground. All tank armours can now ONLY be repaired with their respective bars. Meaning repairing a chrysos cuirass requires one chrysos bar to add back all charges. The total amount of charges have also been increased from 20,000 to 30,000 for armours and from 30,000 to 45,000 for weapons. Flat damage reduction was also slightly reduced. A full chrysos set now blocks 14 damage instead of 15. Moreover, chrysos equipment can now be colored using dyes from the EC store.

Vanstrom necklaces
All vanstrom necklaces have received more raw stats. These items are supposed to be bis and should not be out performed by other items. Accuracy bonus has been increased to 32 from 25 and strength bonus from 20 to 28. That gives them 2 additional max hits making it stronger than Vyrewatch necklace (b).

Emps Credits & Inflation
Due to global inflation I've adjusted the EC prices of following items:
  • Member ticket: 500EC --> 700EC
  • Scroll of double exp: 150EC --> 200EC
I understand that this is a very unpopular change but inflation happens world-wide and we haven't had any price adjustments in roughly 10 years. I haven't changed the price of any other EC item because I think only consumables such as membership or xp boosts should be adjusted to inflation. Newly released items purchasable with credits will just get a fixed price at their time of release. I also don't think changing the amount of EC you get by buying packages on the homepage is a fair change. I would like to keep these adjustments to a minimum to remain fair.

Ranged Weapons - Attack Range
The attack ranges for various ranged weapons have been adjusted. There were various issues with bosses or other monsters when attacking them from large ranges. Especially the hand cannon or longbows on ranged style were causing troubles. Below's a list of weapon types with their new attack range:
  • Shortbows: 7
  • Longbows: 9
  • Crossbows: 8
  • Hand cannon: 10
  • Darts: 3
  • Knives: 4
  • Thrown axes: 5
  • Javelins: 6
  • Staves: 9
  • Wands: 7
The longrange option can no longer exceed a maximum attack range of 10. Meaning that it doesn't give any additional attack range for the hand cannon and +1 for longbows. The attack range of weapons is now also shown in the attack interface next to attack speed.

Game fixes / changes:
  • The minimum render distance for Vanstrom Klause dungeon has been increased.
  • Entity render distance has been increased by 5.
  • An issue with pot share spell and heal / cure others has been fixed.
  • 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 was fixed that would disband groups upon login when the database connection failed.
  • Ghasts in the swap have been made aggressive. Being attacked while holding a shadow sword will make them attackable once again.
  • Emps-Wars flags can be dropped on top castle floors again. There was a bug that identified them as unspawnable objects. With this update you can also no longer target your team's npcs in fights - their attack options are hidden. The minimum amount of players needed to start the minigame has also been reduced to 2.
  • Lunar spells can be used once again on other players accepting aid.
  • Magic notepaper now notes all identical items in your entire inventory. If you have 10 manta rays in your inventory they will all be noted when using a single magic notepaper.
  • Telegrab spell has been added.
  • Dagannoth kings boss instance no longer has all 3 boss spawns synchronized. The kings now have individual respawn timers.
  • GWD boss doors can no longer get you stuck when being used by two or more players at the same time. They no longer function as global doors but as local doors that only show state changes to the player operating them. Meaning multiple players can use the doors at the same time without interfering with eachother.
  • Ardougne teleport can be right-clicked to select the western city as destination.
  • Burnt pie dishes can now be emptied.
  • Glory (t) amulets are now charge- and usable.
  • The dragon claws special attack has been fixed. It was ignoring protection prayers due to how it was being calculated.
  • A bug has been fixed where noted statuettes from Revenants would not prevent you from teleporting.
  • Supportive lunar spells can no longer be used on two other players fighting in the wilderness in single combat zone.
  • New idle animations have been added to human npcs.
  • Npcs now face you during and after dialogue until you move away a few tiles.
  • More life has been brought into Ardougne. Various npcs have been added to the city and doors, stairs, stiles, gates, etc. have been made usable.
  • Npc dialogue code has been updated. It's no longer possible to talk through walls and npcs will face you until you move at least 2 tiles away.
  • All GE booths now have clerks.
  • Varrock west-bank cellar has received static gold drops for you to test the telegrab spell on.
  • Clicking npcs when they are using a static movement animation was changed. You will now walk to the interpolated coordinates instead of the start coordinates. This fixes a problem where clicking Kal'Ger during his flight animation would let you walk to his start and not current position.
  • The item you smith is now displayed on the anvil for a few game ticks. This item cannot be picked up and is only seen by the player smithing it.

Engine fixes / changes:
  • The dynamic roof removal code has been optimized. It's now linked to your camera zoom and clears more appropriate roof area for you to view.
  • Clipping configurations for closing and opening doors are now properly removed again. There was a bug that would leave one direction not walkable when opening and closing doors.
  • The floor blending code has been worked. I've also changed a few textures to have smoother transitions between tiles.
  • Water shaders have received wave movements that affect the water's transparency slightly.
  • A bug in the water terrain generator has been fixed. There was a problem where the western parts of water areas would not properly calculate their underwater depth. Especially rivers or narrow water areas were suffering from this issue. You can see the change when taking a look at the river in Barbarian Village.
  • The minimap marker code has been overhauled. A flashing marker arrow now rotates properly to a target that it outside of visible minimap area.
  • Animations no longer pause completely when the worldmap viewer is open. They will, however, render in lowest quality possible to save resources for rendering the map.
  • Dyed items no longer affect your eye color.
  • Terrain rotations for entities have been fixed. Dragons no longer "fly" on steep terrain but are properly aligned towards it.

Let me know what you think of the changes! Is the death rework a good idea? I was thinking of giving you the option to protect all items on death in exchange for paying a fee to return them? I hope to finish the Rot Cave in the coming weeks, it's become quite a large project with lots of different enemies. ;)

All the best,
Thomy



July 15th changes:
  • Player health bars have been fixed. There was a bug where damage onto players wouldn't display correct health values. This issue was only within the display code, damage calculations were and are correct.
  • Magic is hitting properly again. There was a bug that enabled magic protection prayer for almost every npc.
  • Chrysos can now be dyed with barrow, blood, third-age and shadow colors.
  • Mud patches no longer appear invisible.
  • Loading issues with assets (models, textures, etc.) have been fixed. Our update server went down without me noticing.
  • A bug was fixed where following npcs that were very far away would not work.
  • Pickpocketing farmers now yields seeds again instead of coins.
  • Max cape (fire) color has been fixed.
  • Karamja agility course saws can now be clipped again.
  • Respawn timer for dagannoth kings have been adjusted. They are now 15 seconds just like in any other instance. The spawn locations have also been moved together towards the center. The dagannoth areas also no longer render terrain that doesn't belong to the cave itself.


July 22th changes:Game fixes / changes:
  • Thieving aura now works the same way as other auras. When it triggers the loot is doubled and one charge is consumed.
  • Descriptions of skilling auras have been updated. They now better reflect how auras internally trigger and work. You have a chance to get twice the resource and xp when a skilling aura is active.
  • Runecrafting aura no longer consumes 1 charge per rune essence in your inventory. It now consumes a charge for every rune essence that was doubled in the calculation. Runecrafting III aura increases runes gained by 25%. Meaning that 4 rune essences would be transformed into 5 rune essences for determining the amount of runes gained. This will now cost you 1 charge instead of 4.
  • Faulty items can no longer be received as rewards from clue scrolls. Feel free to hand them in for their working versions. The faulty items will be deleted in the coming week(s).
  • Herblore aura has been changed. It now has a chance to create two finished potions instead of one. This also works on overloads.
  • Various other issues were fixed that got mentioned on Discord. Thanks everyone for the hard work to report bugs!
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Update Notes / Updates September 16th - Skilling Pets & Many Minor Overhauls
« on: September 16, 2021, 08:35:09 am »
Hey guys,

In today's update I have a lot of smaller reworks and improvements that I've seen as problematic over the past months. One of the major aims was to improve the game on slower devices because it just was not performing as well as it actually could. Most of these smaller updates already went live a while ago as incremental client patches. The largest part of this update is Skilling Pets, which can now be obtained randomly while training skills.

Skilling Pets
You can now find Skilling pets while skilling. The chances of obtaining those are quite rare but do scale linearly with the amount of experience gained. Additional modifiers are included when being a member and also the amount of total experience points in a specific skill. The modifier for receiving a combat pet are halved because experience gains are generally higher than those of non-combat skills. You can receive pets multiple times and having a full inventory will just drop the pet item on the floor. You can find a list of all skilling pets in your collection log.

Below's a screenshot of all pets:


I'm sure you'll find your favorite pets. Good luck hunting for those! :)

Invention
I've added many more items that can be deconstructed. That filled up the skilling interface quite a lot and I decided to group certain items together. There's no longer every bronze item listed with every energy you get but instead a group of bronze items. You can still find the list with all details on the wiki though.


Item Sprites
The way item sprites were calculated was a bit questionable and also very outdated. In order to fix some bugs in the old system I decided to rewrite it. Item icons are now rendered as 64x64 pixel sprites and downscaled instead of 32x32 pixels. This results in much better visual clarity of items and fixes visual problems that existed previously.

Shadows
I've identified a few issues with shadows regarding their performance and the way they looked unless being on the highest setting. I've reworked the shadow filtering technique from a simple anti-aliasing window to a poisson filter. This results in sharper shadows with increased performance. This gives us higher quality shadows for a bit less of GPU power required than before. It improves gameplay with shadows on lower-end devices and increases visual quality on high-end machines. I basically modernized the way shadows are smoothed out. I have also implemented cascading shadow maps. That is a technique which renders the shadows of distant objects in lower quality. This allowed me to put shadows on basically every model on higher graphic settings. We now have nicer shadows that render performant. Let me know what you think!

Sprite Positions & Minimap
I have reworked the internal Sprite positioning system which now supports comma values. That results in much smoother minimap transitions, experience drops, hit splats, etc. Any kind of moving text or image is affected by this. This change allowed me to create a zoom option for the minimap. You can use your mouse wheel while on top of the minimap to zoom in and out. There's a limit of how far you can zoom out because you might hit too much of unloaded terrain. Clicking the compass sets the minimap zoom back to its original value.

Camera
I have rewritten the camera system. It was tedious to use for mathematical calculations and also being juddery. You could feel this especially when moving around or zooming in/out. Moreover, the game was doing the same calculation many times per rendered frame. The new system brings better performance for slower systems and a smoother experience when using camera controls.

Boss Drops
It has recently been pointed out that there is no real advantage trying to solo a boss. I'm introducing a minimum and maximum drops system for bosses. You will get at least two drops for killing a group or hardmode boss. That means a solo attempt will result in 2 rolls on the drop table rewarding the much more difficult fight. I understand that this increases the amount of drops for solo kills. However, bear in mind that duo or trio kills are much quicker and result in way more drops than soloing! This is a small QoL improvement for trying to solo group content. The resource drop amounts for hardmode bosses are now also scaled by 120%. If the boss drops 100k in normal mode, it will drop 120k in hardmode.

Login & Reconnecting
I've reworked the way you login or reconnect to the game. The process was sped up by a lot and will now transfer all data required immediately when logging in. This results in a much faster initial load as well as smoother reconnects should your internet connection get interrupted. Online timers such as being in combat or in the wilderness are unaffected by this change. The rework is about quicker and smoother logins.

Game fixes / changes:
  • The amount for alch warnings can now be configured by right-clicking either low or high level alchemy spells.
  • Combat power of Demon wand has been increased. It is the most expensive weapon to use and should also reflect its high cost by providing more damage. I've increased Magic accuracy by 15 and strength by 4.
  • The Chaos elemental's combat was visually updated. Attack animations no longer walking resulting in weird positions. Its attack speed was also nerfed and combat power slightly buffed to remain equally strong.
  • Item bonuses for dragon full helm (sp) and dragon platebody sp) have been fixed. There was also an issue with poisoned dragon spear bonuses that got fixed.
  • K'ril now counts as demon when using Demon aura.
  • King Black Dragon collection log now contains the construction heads item as well.
  • Collection fairies can be bought for having 25%, 50%, 75% and 100% completion of the Collection log from the Event Point store.
  • Mining rune essences is back to its old speed.
  • Nex is now considered a demon.
  • The bonuses from Demon slayer aura have been increased from 15% to 20%.

Engine fixes / changes:
  • In-game time is now properly synced with server time again.
  • Water configuration for areas above water (Pest Control boat) has been fixed.
  • Orb timers are now displayed in minutes to cause even less visual clutter. They will show seconds once reaching values < 1 minute. So you definitely know when exactly an effect expires.
  • Fairy wings wield model has been fixed.
  • Items kept on death interface now shows up to 9 items instead of up to 6.
  • A bug was found and fixed in the client's asset updater which could cause certain models not to be downloaded and displayed properly. I've also put a limit on parallel asset downloads to avoid overloading network traffic. Loading times are unaffected by this change.
  • The color picker for completionist cape is now updating the interface's model colors immediately after selecting a color. You no longer need to hit the Confirm button to have a preview. The right-section hue image for color selection is now also constant. This makes it easier to select a specific color or when changing color tones.
  • There was a problem with faulty sprite data that needed to be refreshed. The game now automatically detects faulty images on startup and rebuilds the image cache when necessary. Prior to this fix the game would always re-download images and store them on the disk. Images aren't too big but the game would continously store unnecessary data. A few megabytes will be freed up for some computers. ;)
  • The cursor code has been overhauled and performance was improved. In some cases (magic spells) the cursors would keep reloading putting some unnecessary stress on the GPU.

I hope you'll be enjoying this update. It took a while to put everything together and get it to a release. What would you think of letting your pets drink dye bottles to change their appearance in a future update?

All the best,
Thomy
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Screenshots / lucky day
« on: April 17, 2020, 12:26:36 am »


got 3 zaryte bows in about 30 gulegas kills today :)
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