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Messages - Est Mauler

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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! :)

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The way item sprites were calculated was a bit questionable and also very outdated.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.

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.

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,
The following users liked this post: Est Mauler

Hey guys,

2020 is nearing its end and I have one last update in this year for you. I've re-enabled our classic present delivery Christmas event and added new rewards that are quite fitting for our current situation. There is also the introduction of a grouping system and on top of that a group ironman mode. I've also fixed a few annoying issues that caused problems in the Collection Logs and reworked the Slayer skill interface. You can also get wilderness-specific tasks from a new Slayer master in Edgeville now.

Christmas Event
You can once again talk to Santa south of the Grand Exchange for holiday quests and present deliveries. I've added some new items to the reward pool that are fitting the year 2020. I don't want to spoil what items exactly you can get, but there's a pool of new recolors of an existing item.

Double Experience Weeks
We'll be having almost 2 weeks of Double Experience starting on December 24th until January 4th. I know this announcement is a bit late but the patch notes just weren't ready yet. If you'd like to get news faster feel free to join our Discord group. Good luck on your level-ups and make sure to also waste some xp during Christmas time! ;)

Grouping System & Group Ironman
You can now form a group with other players that shows their online status and health value. You can send group requests by right-clicking a friend in your friends list and selecting the "Group" option. The aim of this system is to support activities that require keeping an eye on your group members. This can be group bosses, PvP or just any other combat activity you do together. You can leave a group at any time by right-clicking your name inside the group interface. Group leaders (the one initiating the very first group request) can remove other players from a group at any time.

On top of the grouping system you are now also able to create group ironman accounts. They are able to trade items between group members. Only group ironmen can trade items with other group ironmen if they are in the same group! You can leave and join a group at any time, but group ironman members can only join a group on Tutorial Island. Make sure everybody gets online and joins their group on Tutorial Island before heading out! Should a group ironman group become inactive there is the option to join another group by using a "Group change token". Changing your group shouldn't be something do you frequently because it basically offers a way to trade items between accounts. At the moment this token can be purchased for 5k Emps Credits. I will be monitoring this token and see if it makes sense to have it locked behind a paywall for emergencies or just remove it completely in the future.

Collection Logs
An issue with collection logs not saving properly has been fixed. This could only occur when the game was restarted and caused some people to lose certain entries. I'm sorry for the inconvenience but we are not able to bring back lost collection log entries. However, the bug has been fixed and won't cause issues anymore. I've also added a total completion percentage in the interface's title.

Data Storage Overhaul
I've analysed and rewritten parts of how specific data is stored in the database. The new way ensures that removing items from inventories won't cause artifacts inside of the database in the future. This change has also been applied to farming patches and degradable items. Please rest assured that this has been tested thoroughly and your items are safe! This change went live weeks ago already in a small bugfix patch.

Slayer QoL Improvements
The Slayer skill interface has been worked. It now contains level requirements for equippable items and Slayer masters. This introduces some level restrictions for players with lower Slayer levels to ensure that their tasks are not too difficult to complete. Some items from the Slayer point reward shop have also received level requirements. What you are probably most interested in is the ability to choose from multiple tasks now. Initially you can choose from two tasks. Being a member grants an additional task roll as well as having level 99 Slayer and reaching 200M Slayer exp. That means that you can get up to 5 Slayer tasks to choose from with 200M Slayer exp.

Game fixes / changes:
  • Music player also unlocks new song names now when you have music disabled completely.
  • Farming patches are now being loaded and stored correctly again.
  • It is now possible to store a few auras inside of the Invention energy box.
  • Dagannoth kings now offer an instance. Their spawn and walking zones have slightly been updated to support the instance creation.
  • Zaryte bow no longer gives Ancient energy. I know this might not be a popular change but the bow was never intended to completely bypass the deconstruction process of Nex drops for Invention. The Zaryte bow now gives one Abyssal, Void and Third-age energy each as well as some Woodworking energy.
  • The Dharok set effect has been updated. Previously to the update it would scale your strength bonus based on your missing health. It now works the exact same way as it does in OSRS by increasing your max hit by 1% for every HP missing. You cannot empower the Dharok set effect with HP boosts because it starts triggering once your HP goes below your base level. You can reach the maximum hit bonus of 98% with 1 HP and level 99 Hitpoints.
  • An issue with displaying the beard model for Veracs has been fixed.
  • A bug was fixed where you could create Invention items you didn't have the level requirement for.

Engine fixes / changes:
  • The camera movement code has been optimized. A few instances where it would shake when zoomed in were removed.
  • Skill and combat timers now show in minute instead of comma format: 4.5 will now show as 4:30.

I'm sorry but I was unable to list all fixes in the game that happened over the past weeks. I've been quite busy with life recently and kind of forgot to update this topic. Rest assured though that bugs you've reported and some things we discussed on Discord and on the Forums have been implemented into the game!

I hope you're all going to have a Merry Christmas and a Happy New Year's Eve. Looking forward to 2021 and also all the new cool things we can put into Emps-World. Keep the ideas you have for the game coming. Take care everyone! :D

Thank you all for your continuous support and all the best,
The following users liked this post: Est Mauler

Hey guys,

Today's update is a collection of many small patches. The Halloween skull collection event returns with new collectible rings that transform you into monsters. There's also been changes to PvP damage calculations and Hunter received new equipment through Crafting. There have also been several changes to the homepage and we now have Daily Login Rewards. You can read the rest of the patch notes below.

Happy Halloween - Grim Reaper Returns
The annual Halloween event returns! After the completion of the Draynor Manor quest you can use the Muncher pet to get Skull drops. Every monster has a 25% drop chance to drop Skulls - the currency for Grim Reaper's shop. Alternatively you can also use a Skeletal Raven or Mini Kolodion as a replacement for Muncher. You must have one of the pets following you in order to be eligible for Skull drops. The Grim Reaper has also decided to sell you 4 new rings that turn you into different monsters. With the Halloween event these transformations have also been reworked. They should mostly work in low level combat and also allow you to Poke enemy players. Similar to how snowballs or snowmen work.

Damage Soaking --> Damage Blocking
With recent concerns regarding max hits in PvP zones I've taken a look at a mechanic that has been in the game for a while but wasn't used properly: Blocking damage. There is now a new bonus that reduces incoming hits from players: PvP Block. You can see your Block values on equipment screen:
  • Block: Reduces hits by a flat amount. A block value of 10 means that your enemy will hit 10 less: 10 --> 0, 50 --> 40
  • PvP Block: Reduces hits by a percentage. A PvP block value of 10 means your enemy will hit 10% less: 10--> 9, 50 --> 45

Certain items have received the new PvP Block value. Meaning that these items only offer their blocking bonus against other players! Every player also gets 5% extra damage blocking inside a PvP zone. This change isn't going to affect PvM in any way and tries to fix the extremely high hits you can receive in PvP scenarios. The wiki has also been updated with all the new block values. Please let me know what you think of this change.

Hunter Additions
Kebbit furs can now be crafted into fashionable clothing. Dark kebbit fur allows you to create gloves of silence that decrease the chance of getting caught when pickpocketing. They come with 500 charges and degrade once fully used. Prickly kebbits no longer only drop kebbit spikes but spotted fur that can be crafted into spotted capes. The smaller versions of kebbit spikes, which are obtained randomly when catching prickly kebbits, can be crafted into spiked vambraces. Those offer slightly higher bonuses than their previous versions. All the new equipment mentioned above can be crafted by using a needle on furs or kebbit spikes obtained from hunting.

Attack Priorities for Single Combat Zones
I've rewritten the way attack priorities work. Generally speaking it was simplified in order to avoid scenarios where you could not attack NPCs or were spammed with "already under attack" messages. You can now always attack any NPC. Who ever is currently attacking you will stop doing so when you select a new target. That simplifies the attack checks and makes it easier for you to pick new targets. The scenario is different in PvP zones though. You can only attack other players that are not attacked by either an NPC or another player. However, a player attacking an NPC is free to choose a new target: either another NPC or a player!

Shoutbox Removal
These features were outdated and also no longer maintained. The shoutbox is not actively used and also mainly contained spam or troll comments. I've decided to no longer support it and remove the feature from the page. You probably already noticed this. I've also placed more Discord links on the forum and main page to ensure people will find our community.

Voting Removal and Daily Rewards
The voting page has been removed. It was not working and also was no longer actively maintained. We've run voting experiments in the past and they yielded no results. You now get a random (voting) box as daily reward for logging into the game. These boxes have also been updated to give you multiple runes on their drop tables for better and also updated reward distributions. Beginner, Adventurer and Veteran boxes gives you with 2-4 items whereas the rare box gives you 4-8 items. Members get an additional 1-2 items per box.

This is an example of a Rare box. You are eligible for receiving a daily reward box when having a total level over 500 and having played at least 30 minutes. This restriction is per user, so you can get them for multiple accounts.

Homepage Adjustments
I've fixed and improved a few elements on the homepage for smaller screen sizes. The look and feel of popup windows (play button, login, payment, etc.) has been improved. They will now try to align properly in the center of your screen. With this change I have also updated scrollbars: made them smaller and gave them a darker color to match the homepage design. The next and previous buttons of the screenshot/video viewbox on the index page are also no longer above popups on mobile phones.

Game fixes / changes:
  • Attack ranges of spears / halberds has received a few adjustments when fighting NPCs and are now also working correctly again in multi combat zones.
  • Loading issues with doors and the shooting star have been fixed.
  • The attack distance of bosses was increased to avoid scenarios where you could safespot them.
  • AFK kicker has been reduced from 15 to 9 minutes. When reaching 9 minutes of being afk the game now force a logout instead of suggesting one. When starting to rest (afk for 3 minutes) the game will also reset all skilling actions to avoid your account being locked to any actions.
  • Items lost to deaths inside of the Giant mole and King black dragon instances will now be dropped outside their respective entrances.
  • An issue with ranged attacks of the Giant mole has been fixed. It will now correctly deal damage in hard mode.
  • Elemental staves and bows now passively apply their elemental effect with a proc chance of 15%.
  • The demon orb special attack can now be activated again once the timer goes below 15 seconds. That makes refreshing the buff and constantly using it easier. You now also gain additional 2 base spell damage when using it with a Demon wand.
  • The out of combat delay timer messages are now correctly shown in the wilderness. You need to be 15 seconds (instead of 5) out of being in combat for most actions inside the wilderness. The message modification has also been applied to the logout timer, 20 seconds instead of 10.
  • The Demon wand now has a special attack that restores 150% of the damage you dealt in prayer points. There's also a unique animation that plays when using the special attack. It's also impossible to use (or waste) special attack energy when using a staff's special attack in melee combat - special attack will just disable itself automatically.
  • An issue with using items on furnaces with specific rotations has been fixed.
  • Crossbow limbs can now be noted.
  • The melee attacks of K'ril Tsutsaroth no longer hit the entire room. They now have their correct attack range of 2 tiles.
  • More poisonous spiders have been added to the Barbarian dungeon. There's now also red spider eggs spawns that can be picked up from the floor.

Engine fixes / changes:
  • There is now a window option for vertical sync.
  • Fullscreen mode is now applied to the monitor where the game is currently running on.
  • An issue with flickering item options on the floor has been fixed. This could occur when moving the camera while hovering over ground items.
  • The textures of guthan's chainskirt have been updated.
  • Text color highlighting code has been improved.
  • An animation issue that resulted in fps drops has been fixed. The reason was rendering a too high animation quality for wheat in Draynor village.
  • The water configurations for 2 oases inside the desert have been improved.

In the next update I'll try to work on further improvements on combat, more specifically the attack speed and power of magic weapons. I'm also planning upgraded Barrow versions with better set effects and the ability to dye them. You can have a look at our current ideas here:

All the best,

Fixes for 30th of October:
  • XP lamps can be used again on skills with levels 99 and above.
  • Daily reward boxes are no longer added to every account. You now need a total level of at least 500 and play for 30 minutes in order to receive a box.
  • Multiple people had issues with the game launcher. The problem was caused by starting multiple game instances that would try to update the game. In that scenario they would keep writing to the same file(s) and corrupt them. The newest launcher now locks local files properly and will validate the game client before every launch. If it finds any file corruption or is unable to launch the game it will re-download the game client.

Fixes for 1st of November:
  • Collection log colors have been fixed.
  • Damage blocking has been reverted to its old state for PvE - flat damage reduction for incoming hits. The PvP-only blocking value is still percentage based though and only counts when fighting players.
  • An issue was fixed where NPCs were not attackable. They were stuck in their "returning to original position" state and wouldn't move quickly enough to reset properly.
  • Water in a cellar of Port Phasmatys was fixed.
  • Ice shield and crown received PvP blocking values.
The following users liked this post: Est Mauler

Hey guys,

Today's update brings the Giant mole and a rework of the King Black Dragon. Both offer hardmodes, unique collectibles and new pets! There have also been changes to Yk'Lagor and Har'Lakk to make their fights more convenient. Our Double Experience Weekend is now also officially ending. I am sorry for it being a bit chaotic, but I hope you still had fun. :)

Boss Mechanic Updates
I've updated the boss mechanics of Har'Lakk and Yk'Lagor. Their combat behaviour remains untouched but they now have a fixed rotation of attacks. So that you always know what special mechanic or attack rotation will occur:
  • Har'Lakk: Every third attack is a special attack which is different for every phase. The last phase is a rotation of all special attacks.
  • Yk'Lagor: Every fourth attack is a special attack which is different for every phase. The last phase is a rotation of all special attacks. There is also a new jump attack that leaves a thunder cross at the target location.
This change doesn't make Demon bosses easier nor more difficult but more convenient to battle. Knowing what attacks are to be expected doesn't increase the skill level for kills but can increase your kills per trip once you remember every attack and phase. I think that giving bosses a fixed rotation of attacks is a better approach instead of them randomly doing attacks. What do you think?

King Black Dragon
There is now a little lava pond before the King Black Dragon lair. It requires level 20 Agility to cross and offers the ability to create instances. I've also added a hardmode for an additional challenge. You can get a Magic dragon stone that upgrades a Granite maul to a Dragon maul. Its special attack let's you attack again in quick succession, similar to the Granite maul. Every King Black Dragon kill also rewards you with 1-2 Black dragon scales. They can be used to create Super antifire potions offering higher protection and duration than normal antifire potions.

Giant Mole
You can now click Mole hills in Falador park to enter the Giant Mole underground area. It is a medium level boss and isn't supposed to be very difficult. If you'd like a little bit more of a challenge you can try the hardmode. You can exchange mole skin, claws and nose for Bird nests by using them on Sir Tiffy Cashien. He can be found on a bench in Falador park, just outside of the Giant Mole entrance.

Invention Deconstruction Energies
Some high level Invention items weren't giving a lot of basic energy (blacksmith, woodwork and clothing) types. I have changed the formula that calculates basic energy drops and applied it to all items that can be deconstructed. The aim was to increase energy drops for higher level items. So that deconstructing items with higher value becomes a bit more worthwhile. You can click the Invention skill interface to have a look at the changes or visit the wiki page, which will be updated shortly:

Emps Server Services
This is only internal and technical changes, but for those interested continue reading. I've changed the way emps is started / stopped on the linux machine. It's now registered as service and supports updates directly from git as well as graceful shutdowns. I can also tell the service to install itself on a new machine. This makes maintenance and switching servers in the future easier, more convenient and safer. Also deploying updates is now automated instead of having to copy all the files manually.

Game fixes / changes:
  • The logout delay (when closing client or disconnecting) in the wilderness has been changed from 15 to 20 seconds.
  • A graphical issue in the Fight caves when fighting level 360 mages has been fixed.
  • Using noted herbs on the Tool Leprechaun no longer deletes them.
  • A bugged silver rock has been fixed in the area north of Al-Kharid
  • High alch prices are no longer changing after shopping.
  • A few issues within the Asgarnian and Glacor dungeons have been fixed.
  • Wilderness lever animation has been updated and fixed.
  • Shantay pass now needs to be clicked and can no longer be walked through.
  • Three new Agility shortcuts have been added to the Lava Maze and Red Dragon Isle inside the wilderness.
  • A teleport animation bug was fixed when the new map being loaded wasn't far away.
  • Wedding has been renamed to Entrana. There are now also monks in Port Sarim that allow you to travel to and return from Entrana.
  • All seasonal reward items (hammers & ceremonial swords) now scale up to level 70 and have the attack speed of scimitars.
  • A bug with spawns not appearing on the correct position at Pest Control was fixed.
  • Vyrewatch amulet can now properly be charged again with 1,000 Vampire blood.
  • You now get random bird nests while Woodcutting instead of Crushed nests. You can turn them into Crushed nests by looting whatever you find and then using a Pestle and Mortar on the empty nest.
  • Your progress in-game is now auto-saved every 30 minutes.

Engine fixes / changes:
  • Text sharpness for UI scaling on 1080p monitors has been improved.
  • The minimap viewer now properly opens with your position centered on all screen sizes.

Please let me know what you think of the new Demon bosses, as well as the Giant mole and the King Black Dragon hardmodes. Are fixed attack rotations better than random ones? If you enjoy such mechanics I can also re-design the GWD hardmodes to follow similar patterns.

All the best,
The following users liked this post: Est Mauler

Suggestions & Ideas / Few skilling ideas
« on: February 01, 2020, 10:07:08 am »
Few ideas on how to expand mainly non-combat skills.
  • Agility
    • Add XP lamps to Karamaja's ticket store.
      • Makes mid levels a lot better.

  • Cooking

  • Construction
    • Add costume room to POH. You'd be able to store clue scroll rewards.

  • Crafting
    • Add silver smelting/crafting and silver tiaras.
    • Runecrafting tiaras can be made by using talisman to silver tiara. You can wear these and thus save an inventory slot while runecrafting.
    • Add glassblowing. Not necessarily all items; unpowered orbs mainly -> charged to air, water, earth or fire through magic.
      • New way of training crafting.
    • Add battlestaffs to boss drop tables and make air, water, earth and fire battlestaffs craftable
      • Gives a new drop to bosses (high alch!) and a new way of training crafting.

  • Farming
    • Add fruit tree seeds.
      • Palm and papayas would be the highest xp. Lower tiers could be added as fillers I suppose.
      • Obtainable through crystal triskelion keys (+Other loot, not only seeds). Key parts would be dropped by high level monsters/bosses such as ancient cavern monsters.
    • Make seeds from herblore habitat farmable
    • Make fruit trees plantable.
    • Add Ardougne's farming patch.
    • Add a box that can be used to store seeds.
    • Make it possible to teleport around with Spirit Trees you've planted.

  • Firemaking

  • Fishing
    • Add barehanded fishing. Slightly higher requirement and slower catch rate.
      • Barehanded fishing would grant fishing, agility and strength XP.
      • Applies to monkfish, sharks, sea turtles and manta rays only.

  • Fletching
    • Fix ammo fletching and buff XP.
      • New way of training fletching.
    • Make arrow shafts obtainable from other logs as well. Higher tier logs give more shafts.

  • Herblore
    • Add juju potions. These potions would help you in skilling. Secondary ingredient (vine) is from jadinkos. Dose lasts for 10 minutes.
      • Juju hunter - traps have bigger radius.
      • Scentless - could be left out.
      • Juju farming - chance to get extra yield.
      • Juju cooking - could be left out.
      • Juju fishing - chance to automatically bank fish when caught.
      • Juju woodcutting - chance to automatically bank logs when cut.
      • Juju mining - chance to automatically bank ore when mined.
      • Saradomin's blessing - 10% farming xp boost.
      • Guthix's gift - 10% herblore xp boost.
      • Zamorak's favour - 10% hunter xp boost.
    • Add a potion that restores special attack.
      • Made from super energy (3) + papaya (picked from one of the new fruit trees).
      • I don't really know would this be good or bad change for PvP.
    • Add stamina potions. Decreases your run energy drain.
      • Made from super energy (3) + coconut (picked from one of the new fruit trees).

  • Hunter

  • Invention
    • Add invention energy loot boxes to EP shop. Opening one would grant 3 different random energies in quantity of 5 - 50 depending on tier.
      • Feel like XP is too slow and this would help a bit.
      • Consumable -> fits to EP store.

  • Mining
    • Add a banker to Falador mine. Possibly near addy rocks.

  • Runecrafting
    • Add tiaras. (See crafting)
    • Buff xp for combination runes even further
    • Add omni-tiara and omni-talisman. Omni-staff exists as well but Idk use for it.
      • Can be obtained by having all talismans and handing them to NPC
      • While having omni-talisman or tiara you'll create 10 different random runes same way as Zmi. This should be the highest xp/h.

  • Smithing

  • Thieving

  • Woodcutting
The following users liked this post: Est Mauler

Off-Topic / Re: What song are you listening to now?
« on: December 31, 2019, 06:50:45 pm »
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Screenshots / Re: Emps-World Meme Center
« on: September 24, 2019, 02:23:46 am »
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Games / PSA: Free copy of GTA: San Andreas
« on: September 20, 2019, 08:13:51 pm »
Rockstar launched its own gaming platform recently (similar to Steam, Uplay, Epic Games launcher etc...) and is when you install it you can grab a free copy of Grand Theft Auto: San Andreas.
If you already do not have this legendary game be sure to grab it. I'm not sure when the promotion ends.
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Showcase / Re: IRL pictures thread
« on: September 20, 2019, 07:12:46 pm »
no car so i ride bus ok
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Screenshots / Re: Emps-World Meme Center
« on: August 27, 2019, 11:57:51 am »
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Screenshots / Re: Emps-World Meme Center
« on: August 17, 2019, 04:40:43 pm »
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Events / Re: Guess the road
« on: April 30, 2019, 11:16:28 am »
Only road I know
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Feedback / K'ril Tsutsaroth & Zammy Wines
« on: April 08, 2019, 07:45:55 pm »
I brought this up in the discord channel awhile ago but the conversation got buried so I guess I'll make a thread about it.

His droptable is kind of ass compared to the other GWD bosses (Nex excluded). 5 different types of runes, an unreliable zammy wine drop, and 3-dose zammy brew drops paired with some other generic filler make his dt feel generally unrewarding outside of good alchs and gold drops between him and his minions. Most of the other GWD bosses have good resource drops that give them variety, but K'ril basically has none of that.

Some possible tweaks:
-Scrap like all of the rune drops, keep blood/death runes at most even though they already have so many different drop sources. The other GWD bosses drop at most one type of rune and while it makes sense for him - as he drops the magic set - it feels a bit excessive.
-Buff the wine drop, it's a decent quantity but doesn't drop often enough to make him a viable source of wines. Increase the quantity or rarity and possibly give him a rarer bulk drop of them.
-Make his zammy brew drop 4-dose like it probably should be, as this is the only instance in GWD of a 3-dose potion drop. Zil drops her brews in 4-dose but he doesn't, seems more like a bug to me.
-Swap out the super attacks for restores possibly? Graardor's restore drop is incredibly nice, and with the prayer changes it could be a much better alternative.
-Move Zil's jangerberry drop to K'ril and possibly have K'ril drop torstols as well. Gives K'ril another fairly useful herblore drop.
-If he needs any other filler drops, adamantite/runite bars could round out the droptable or some other small bulk supply drops for skills that might be lacking in them. I can't think of any alternatives at the moment.

Collecting wines feels like a bit of a slog, especially being such a key ingredient going into late-game herblore. Most current drop sources are either very slow or not worth bothering with due to quantities or risk. It would be nice to see some more drop sources for wines or simply improving some of the drop sources slightly.

Some possible tweaks:
-Buff monks' wine drop slightly, either by increasing the chance from 30% to 50-100% or make it drop in small quantities, like 1-3 or so. Alternatively you can give them rarer bulk drops like what spiders received for red spider's eggs, although not nearly as much.
-Improve and add wine drops to some more bosses as currently only 2 bosses drop wines. Nex's wine drop feels fine but as mentioned before, K'ril's drop is fairly unreliable. Some other bosses that could use a few new drops include Corp and SDC, and possibly a few others.
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Screenshots / A Year Into The Ironman
« on: March 29, 2019, 04:25:34 pm »











TAB 10

TAB 11
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Suggestions & Ideas / Few suggestions
« on: March 28, 2019, 11:29:09 am »
I have mentioned them in discord, mainly some items that have no use currently.

Dragon necklace - Salamander tamer (e) - Increased chance to catch salamanders OR more offensive range bonus when wielding the necklace and using salamander as a range weapon.

Diamond necklace - Necklace of Balance (e) - Gives luck during agility. (Same amount as Strung rabbit foot or lower amount.)

Ruby ring - Ring of forging (e) - I would suggest 5% chance do smelt another bar / 5% chance to forge an additional item OR maybe a bit extreme but 40% chance to reduce 1 coal usage while smelting. (Only working when using a furnace, if possible.)

Dragonstone ring - Ring of wealth (e) - Could be some kind of coins sack? (Limited amount or not?) Collect coins directly there and empty to inventory. 5%-10% coins are sunk when collecting there.

Should they have charges or not, I have no idea.
I don't have any idea about numbers - bonuses, chances. I would leave that thing for Thomy (Illustrative bonuses and chances there.)
I have to admit that making suggestions ain't that easy. :)
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