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Messages - Try Again Fo

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1
Update Notes / October 28th to November 1st - Double Experience Weekend
« on: October 16, 2022, 10:37:32 am »
Hi everyone!

We have an upcoming Double Experience weekend. Starting October 28th and ending November 1st to celebrate Halloween! During that time you can get double amount of Skulls from monster kills. They can be spent at the Grim Reaper's Halloween store for unique and limited items.


You can check out the latest patch notes for more details:
https://emps-world.net/forum/update-notes/updates-october-14th-halloween-event-bugfixes-sceptre-of-light!-22370/

Good luck and have fun during Halloween! :)

All the best,
Thomy
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2
Hey guys,

Halloween is around the corner and our event is starting today! The update also contains various fixes and final preparations for the Rot Caves. There have been extensive changes to the Grand Exchange to make market manipulation harder. The attack speeds of several weapon types have been adjusted and the Staff of light can now be upgraded into the Sceptre of light.

Halloween Event
You are able to obtain skulls from monster kills again! The selection of Halloween items have been extended in the Grim Reaper shop. You can now obtain colored versions of the Pumpkin lantern and Spider wings. Our Halloween Event starts today and will end November 15th.

Good luck on getting one or all of the colored Spider wings and Pumpkin lanterns!

Weapon Attack Speeds
I have created a system that automatically assigns attack speeds depending on the weapon type. I have taken the OSRS wiki page as inspiration for settings default attack speeds for our weapons. Please bear in mind that this might not be perfect and that "special" weapons have left untouched. That includes demon weapons, godswords, godblades, saradomin sword, etc. On top of that the new system has improved processing performance.

Grand Exchange
The Grand Exchange no longer considers offers that are older than one year. There are over 100,000 offers in the database and most of them are too old to ever be matched successfully. In order to improve performance and also make matching offers faster I've decided to reduce the amount of matches done. Offers older than one year won't be considered anymore when trying to match buy and sell offers. They are NOT automatically cancelled and will remain in the GE until manually taken. I understand that this might lock out old offers but it improves the speed at which the GE can match newly added offers. It's not worth it to look in large and ancient data with a minimal chances of finding a match.

I've also implemented an attempt that tries to fix a very rare bug that eats away a newly placed transaction. This happens when a newly placed transaction tries to overwrite an already existing transaction in the same slot. It's still a mystery how that happens but the game now tries to find an empty slot when overlaps happen.

Moreover, an issue with duplicating offers on the Grand Exchange was fixed. That resulted in a handful of people being able to spawn items into the game. We were able to identify the abusers over night and banned them away thanks to our extensive logging system. The Grand Exchange logs faulty transactions and thus it was quite easy to identify accounts and items involved in the case.


Game fixes / changes:
  • More spawn locations have been added to the shooting star. The probability of it spawning inside the wilderness was left unchanged. Mining auras can now also trigger when mining the star. The star also despawns once a new star is ready to spawn and nobody has mined stardust in a while.
  • Adding bolt tips to bolts and enchanting bolts now also create 45 items per action instead of 15.
  • A bug was fixed where taunted enemies would search for new targets when unable to attack with melee.
  • Observatory area has been fixed. Flashy white triangles were removed, dialogues polished and shooting star respawn has been fixed.
  • Clicking entities that are far away get you stuck less frequently when they move. The game will now wait until the recommended walk path is finished before issuing the simplified following code.
  • A bug was fixed where projectile crossability wasn't working properly in PvP zones. Meaning you couldn't shoot over tree stumps or heal-other spells would let you walk towards your target at all times.
  • The phase changes for nex have been smoothed out.
  • You can no longer walk on top of the banker and healer at center of the Grand Exchange square.
  • Various noted item drops from clue scroll rewards have been fixed. The game wouldn't properly recognized certain noted items and would thus wrongly place them as clue scroll rewards. Don't worry though, the items are all correct and you are free to unnote them now.
  • Yk'Lagor thunder attack now properly stuns you again for 3 seconds.
  • Kalphite queen mage and range attacks have been slowed down. It's now easier to prayer flick her attacks.
  • Scrolling while having a menu open no longer zooms the minimap.
  • You should no longer be able to have left-over clipping settings when removing objects from construction. There was a bug where removing a hedge or trees would not allow you to walk through them without reloading your house.
  • Colored chrysos equipment no longer degrades to dust but to its proper broken state.
  • Yk'Lagor no longer attacks all targets when jumping or spawning thunder clouds. Another bug was fixed where a single spawn zone of thunder clouds could overlap and deal double damage.
  • Fishing spots no longer turn towards you.
  • Pets properly face you again when following or talking to you.
  • The damage deflect code has been reworked. Tormented demons now deflect damage when they're actually being hit instead of when your attack animation starts.
  • A bug was fixed where Inferno adze and Dragon pickaxe were giving too much mining bonus.
  • The weight configs for nex armour has been fixed. Before the update all armour pieces weighed 0.2 kg.
  • An issue with the collection log has been fixed. There was a way to manipulate the log and get entries through unfair ways.
  • Staff of light can now be upgraded to sceptre of light through the invention skill. The sceptre of light provides the same damage mitigation effect as staff of light.  Additionally the sceptre of light special restores 60% of your missing health and prayer points. Sceptres can also be recolored through the EP shop.
  • Rod of Ivandis no longer degrades to dust.
  • A bug with collection logs was fixed that allowed you to cheat entries. Thanks a lot for the report and for not abusing it! :)
  • Chrysos helm (nature) no longer has max cape requirements. There was an issue which made the game detect a very small selection of new items as max capes.

Engine fixes / changes:
  • Living rock cavern has received map icons for fishing spots and mineral deposits.
  • The brightness offset in caves is less severe. It's 85% instead of 70% now.
  • Disabling "Item hovers" from the Game settings now also disables Special attack and Set effect hovers.
  • Special attack information now also appears when hovering over the special attack orb near the minimap.
  • The set bonus counter now appears next to the item name instead of the last line of the set bonus.
  • The hover texts for the equipment interface have been fixed. Hovering over bonuses was always supposed to give you a description of what a given bonus does.
  • Textures that are being loaded will no longer display their underlying model as invisible.
  • A bug was fixed where the floor wouldn't load on devices only supporting openGL 2.0.

Other
  • Forum search bar has been fixed for mobile view. Clipping issues for smaller screens on mobile phones have also been improved.

I hope you are all doing well! The Rot Caves update turned out to be way more work than anticipated. It is pretty much finished though, only a few finalizing touches are missing. We are currently beta testing the dungeon in our test world to make sure it's neither too easy nor too difficult on release.

All the best,
Thomy
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3
Screenshots / Cosmetic collection is coming along :)
« on: January 12, 2019, 10:28:35 pm »
not everything is here yet, and for sure the last 2 tabs will need some reworking, but there is little space left to more around..  Take a look at my cosmetics:













Maybe you will have some inspiration on how to organize your tabs, and ofcourse, if you have any suggestions on how to improve mine please let me know!

Byeeee
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4
Videos / Pk Video
« on: January 12, 2019, 09:44:14 pm »
I hope it was worth waiting! :)

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5
Suggestions & Ideas / Re: Amm new places
« on: September 15, 2017, 05:24:54 pm »
With the current situation and player base, this is a really bad idea,
eventho it seems like a way to attract new players
however once a new player join a game, he would like to have the feeling of people around him
which gives a possible hope on staying around, as if you try to check servers online out and join one random server and find only 4 players around you or less you'll logout and never try it again.

Spreading our current player base into this huge map is a risky move and should never be done.
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6
General Discussion / Re: Future of Emps-World - Popularity Discussion
« on: August 14, 2017, 04:31:41 pm »
Hello there. Yeah.... it's very painful to watch on this. But also i think it's normal, the game is pretty old school and the new players who never actually played a game like this i think they just won't understand. You know after all those modern games these days...

New generation has born with xbox and 50+ games in their hands and fucking veterans already have wife, full time job and 2-3 kids. How you're going to get them back? Nohow.
I may sound pessimistic but i'm trying to be honest. Don't get me wrong. It's my most favorite game of all time. I think it's a fact.

Of course it would be dumb to not try everything. But the only thing where I see hope is the vote thing, rsps100, top100 and others... It would be my last hope.
There is just no point to add an endless bosses and mini-games in game. It's just won't work.


"You can't fight someone you can't hit"
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7
Hey guys,

I've got a few things ready for today. The changes are mostly cosmetical. Take your time and read through them, they are pretty handy! ;)

Ground Alignment
Monsters are now properly aligned to the steepness of the ground. You can see an example below where the dragon is pointing towards the player and isn't just floating:


Music System
I've never really put a lot of effort into creating a proper music system before. With this update, most (330 out of 350 songs) are clickable in the music interface and will be played in their appropriate regions. This will change some of the songs previously used in certain regions, but therefore gives the entire game a correct music overlay. The system may still contain minor bugs, such as areas having no songs or songs not playing. But that's really minor things that I can fix at runtime. If you find something wrong, just report it! Oh and... if you find over 200 area songs, you can unlock the play guitar emote! :)

Grand Exchange Market
You'll now be able to take a look at the prices of items in the game. I've worked on a homepage tool that takes all trades from the Grand Exchange and plots them on a graph. You can see an example here: https://emps-world.net/ge_plots.php#plot,Manta_ray,391,60


Following things have been changed:
  • Blood altar usability improved.
  • Loading times increased of new regions for high Rendering Distance (RD) settings.
  • Hit effects (spirit shields, vengeance, etc.) are now applied when the hit lands. Before the update they were applied at the attack animation.
  • Item drops now last for 3 minutes instead of 2. Items upon death will now be visible to your account for 2 minutes and afterwards an additional minute to everyone. The initial change of this update didn't aim at making it difficult for beginners to get their items back. I am sorry for that.
  • The client will no longer crash when it fails to load certain models. This could possibly fix a bug in Port Sarim's dungeon (Wyverns) and other loading problems.
  • Alch values have been increased by 25%.

All the best,
Thomy
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8
Hey guys,

This is quite a large update. Take your time and read through it, there's a lot! :)

Christmas Event 2016
Only a few weeks until Christmas! This year's event is a little bit of fun and irony. I won't say too much though, talk to Santa at the Grand Exchange! Jack Frost has plans for Christmas this year. Hear him out and decide for yourself if you help him or Santa!
Below's a picture with the possible rewards from the event. You get the rewards out of Christmas crackers, which are obtained by completing present deliveries. The chances of getting one out of the three (reindeer hat, christmas cape and present imp pet) is 1 in 100 for each.


Runecrafting and the Abyss
Runecrafting has always happened in the Abyss. The only thing you had to do was teleporting there and clicking on the appropriate rift. Quite boring, no? You're now able to access the entire Abyss. There's aggressive monster spawns in the outer circle. Getting into the inner circle requires passing an obstacle that requires level 50 in its corresponding skill. The obstacles rotate randomly and there's also one obstacle that has no skill requirement. Creatures of the Abyss drop essence pouches. An item that allows storage of rune essences, effectively allowing you to craft more runes per run! Pouches degrade just like any other degradeable items (barrow armours, elemental bows, etc.) and you can have multiple pouches. Though, only one pouch of a type (small, medium, large, giant) can be used at the same time. So you can't use 2 medium pouches at the same time. However, you can use 1 small, 1 medium, 1 large and 1 giant pouch in one run though. Filling and emptying pouches degrades them. Every rune essence you put or remove from a pouch degrades it by 1. The larger the pouch is, the more charges it has.


Combination Runes
With the update of the Abyss, combination runes are also finding their way into Emps-World. A combination rune is a combination of 2 of the elemental runes: water, earth, air and fire. They count as 2 runes when casting a spell. These runes cannot be bought in any shop and have to be created with Runecrafting. The creation is simple and best explained with an example. Let's say we want to create Smoke runes, a combination of air and fire runes. You can do this by either visiting the Air altar with a fire talisman and fire runes or the Fire altar with an air talisman and air runes. This example is equivalent for any other elemental rune creation. Following new runes now exist:
  • Steam rune: Water and Fire
  • Mist rune: Air and Water
  • Dust rune: Air and Earth
  • Smoke rune: Air and Fire
  • Mud rune: Earth and Water
  • Lava rune: Earth and Fire
Talismans can be obtained by killing Abyssal creatures at the Abyss. We plan on adding talismans to other monster's droptables, but for now, Abyssal creatures drop all talisman types.

HD Ground
I've added a ground shader that combines neighboring textures and mixes their colors accordingly. It removes the overall tile look and feel of the floor and imo looks way much better. You can see an example here:

This setting is enabled by default, because it gives the best quality without the loss of performance. Tested on both my desktop PC (with a heavy GPU) and my laptop (intel chip) with no costs at fps. You can change it if you dislike it though. The graphic settings have been adjusted accordingly. You're no longer able to select different ground textures, but quality modes of the ground that feature all combinations previously possible. Oh, and the default ground textures have also been changed. There's 2 different ones now, one for being inside a dungeon and one for being on surface.

Following things have been changed:
  • The scan range for the wilderness scan clue (level 25-55) was increased from 22 to 25. Moreover you can no longer get this scan area in easy and medium clue scrolls.
  • Puzzles will no longer occur in easy or medium clue scrolls.
  • Clicking areas for rifts in the abyss (Runecrafting) improved.
  • Elite clue scroll drop table modified. Dragon items removed and chances for other items adjusted.
  • Dragon darts accuracy nerfed from 87 to 65.
  • God bows accuracy increased from 107 to 121 and added 5 additional ranged strength bonus.
  • Clicking areas improved for bridges and the duel arena viewing area. Your character will now walk to the exact ground spot that you clicked on. This bug also fixes a problem where lighting fires would appear beneath bridges or items dropped on bridges were floating in the air.
  • The items on ground system on the client's end has been reworked. It was improved to gain performance (maybe +1 fps) and a bug was fixed where items on the floor wouldn't show anymore.
  • Snowballs are now worth 0gp.
  • Abyss teleport animation updated.
  • A bug with the elite clue scroll droptables was fixed.

Merry Christmas!
~ Thomy
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9
Update Notes / Updates - August 27th 2016 - Dagannoth Kings
« on: August 10, 2016, 03:45:59 pm »
Hey guys,

Welcome to a new, but familiar old-style dungeon and boss experience!


The dagannoth cave has been expanded; Whilst the people of Rellekka have been searching to expand their revenues by means of a touristic boat tour to Waterbirth island, dagannoth infestations have manifested further in the depths!

Under Waterbirth island you can find our old dagannoth dungeon, with expansions deeper within, including the fabled Dagannoth kings. Dagannoth Supreme, Prime and Rex represent the combat triangle, and can only be faced together as a trio in a multiplayer zone.
Each Dagannoth king has it's own attack style and resistance against one of the combat styles.

On par with their attack style, they all drop 1 or more of the scrolls required to upgrade the Fremennik rings: Warrior, Berserker, Archers' and Seers'. These ancient scrolls will imbue the rings with more power, but can only contain this power for so long until the ring falls apart.

Relevant to this update are the following changes:
  • A warrior jumped ahead into the tourist business of Rellekka: he will give you a tour to Waterbirth island from Rellekka docks.
  • Rellekka chief has sent out a squad to Waterbirth island and it's vincinities, but the group hasn't been heard from since. Bardur is currently looking for them on Waterbirth island and could use your help finding their remains. He has some rewards that might be attractive to prolong your stay or make off the island with extra loot.
  • Dagannoth cave has new inhabitants (besides the Kings): Rock lobsters.
  • Rock lobsters drop Fremmenik helms, blades and shields left by Fremennik warriors.
  • Dagannoth bones prayer xp reward slightly buffed.
  • The ghost captain in the Wilderness has relocated his teleport location to the top of Waterbirth island. Although it is still a shorter walk to the dagannoth cave than the direct Lunar spell, it offers a dangerous but quicker and cheaper road compared to the Rellekka tour. The lunar spell is still the fastest way to reach the caves.
  • The Avatar that informed players about the third age armours has left the Dagannoth dungeon.

Changes and bugfixes:
  • Since there have been a lot of bug reports on items lost on death, I've added an items lost on death timer. When you die, you'll see a timer of 2 minutes showing how long your items will be visible on the ground. Please bear in mind that people are able to pickup your items after 1 minute, so there is no guarantee that your items will be on the ground if you reach them after one minute.
  • Al kharid sailor now has an option to directly travel to neitiznot.
  • Duradel will now assign a maximum of 25 spectrals per task.
  • For the following slayer tasks you receive 20% extra slayer xp: Revenants, Spectrals, Tormented demons, any boss, Gladiators, Abyssal watchers, Ice demons.
  • Spawns reduced for Gladiators, Abyssal watchers, Ice demons and Hellhounds in the Ancient caves.
  • Ironman accounts can no longer accept aid from other players.
  • Abyssal cannon buffed, its attack speed is 1 tick (0.5s) faster.
  • Korasi's sword and obsidian claws have been buffed. Their special attacks were made more accurate. Moreover, obsidian claws gain attack distance when the special attack is enabled.
  • GWD bosses defence level equalized. Certain GWD bosses were just tankier than others (especially bandos). I've equalized their defence levels down to 220. That's a minor nerf to their defence power.
  • Ruby (e) bolts were not actually damaging you, but the enemy since the new hit splashes update. This has been fixed. Also, the ruby (e) special effect will now only trigger if you hit more than 0.
  • Experimental command for puzzle boxes added. You can type ::clue to open a puzzle box. Please bear in mind that logging out of the game resets the progress! :) You can request a new puzzle box when the current one is finished. This will later be implemented into clue scrolls and is just there for testing purposes right now.
  • Drop chances for rare items in the ancient caves increased.
  • Drop chances of obsidian claws increased.

All the best,
Thomy
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10
Update Notes / Updates - August 7th 2016 - Ancient Caves
« on: August 02, 2016, 05:10:58 am »
Hey guys,

Ancient Cave
It's finally there, our brand new dungeon with new and unique items. The dungeon's entrance is located at the western coast of Rimmington.

You'll be able to obtain 6 new items, all requiring level 80 in at least one combat skill. You'll find a set of new and uniquely combined stats with these new items. The requirement to enter the ancient caves is level 30 Agility and membership. Good luck on your killing trips!

Bosses and NPCs
I'm still not pleased with the current state of emps' bosses and other npcs. Due to the changes of the protection prayers, some bosses are still really strong. I'm therefore decreasing NPC's overall accuracy values to make higher level armours more valuable. I definitely want high level armours to be strong and good in PvM situations.

Dropped Items
Items dropped by players, monsters, etc. are now shown for a maximum of 2 minutes. When a player drops an item somewhere, it's shown privately for 1 minute and another minute publicly. The change was made to reduce the amount of junk that's constantly dropped in populated areas and to reduce the time a player has to retrieve back lost items upon a death.

Other changes and bugfixes:
  • Spectral's combat accuracy nerfed.
  • Tormented demon's accuracy and max hits nerfed by a bit.
  • A bug was fixed where protection from magic didn't decrease the maxhit in PvP scenarios.
  • A bug was fixed where all agility tasks were shown as Karamja arena rounds.
  • God bow's attack speed increased by 1 tick. They were just out-classing upgraded elemental bows completely. God bows can fire special arrows and have a higher attack range than upgraded elemental bows. To cope with their nerf, I've increased their accuracy bonus from 92 to 107.
  • Freezing immunity timer increased from 1.5 to 2 seconds. The freezing immunity timer is activated after your freezing period ends. It makes you immune to any kind of freezing spells for its duration.
  • Dragon droptables updated. They're now all consistently dropping their corresponding dragonhide armour.
  • Cannonballs can now be smithed from steel bars. One bar results in 4 cannonballs.
  • Duradal now assigns Ancient gladiators, Abyssal watchers and Ice demons.

All the best,
Thomy
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11
Update Notes / Updates - July 31st 2016 - Game Balancing
« on: July 13, 2016, 09:31:07 am »
Hey guys,

I've got some larger changes ready, so please take your time and read through them. They're targeting the wilderness and protection prayers!

Protection Prayers
Yes, we have to nerf them, 90% damage reduction just seems too much. We don't want to make protection prayers super bad, so their protection value will now be 80% instead of 90%. Bosses still won't hit a lot, but it's noticable now.

Freezes and Binds
I've identified that with the protection prayer changes, binds and freezes are just too low. When protecting from magic, your opponent can easily escape when binding / freezing them. Thus, I've increased spell's freezing timers and protecting from mage no longer reduces them by 50%, but by 40%.
  • Bind: 5s -> 10s
  • Snare: 10s -> 15s
  • Entangle: 15s -> 20s
  • Ice rush: 5s
  • Ice burst: 10s
  • Ice blitz: 12s -> 15s
  • Ice barrage: 15s -> 20s
The freeze of an ice barrage, with a magic protection prayer on your opponent, will be 12 seconds. You take the freeze timer and reduce 40% of it, so 20 - (20 * 0.4).

Spectrals
These monsters are too easy to be killed and have too good drop rates for obtaining the actually best armours in-game. I want to address the problem of ancient items overflowing the market and thus following things will be changed:
  • Corrupt parts drop chances: 1.6% --> 1.2%
  • Normal parts drop chances: 1.2% --> 0.8%
  • Doubled the repair costs for ancient items.
  • Corrupt parts now have 1500 charges instead of 3000
  • Spectrals combat power increased. They can run and will do pathfinding and have more accurate hits. Their punishing prayer mechanic has been removed, you're free to pray against them again.

Performance Improvements and Shadows
You'll find yourself getting higher fps rates in the game now. I've optimized the engine to support dynamic shadows and higher detailed lightening. You can read about all the details here.

New Donator Items
With this update, we're releasing 3 new donator items: Skeletal wings, tail and cape.


Smaller bugfixes and changes:
  • Planting guams now requires level 3 Farming and planting potatoes now requires level 1 Farming.
  • Korasi's and Obsidian claws' special attack is now correctly displayed as magic attack.
  • Watchmen in Burthorpe's castle have finally gained the ability to walk.
  • Trolls now drop big bones.
  • Troll general has received a drop table. There's now also 3 different troll generals around Trollheim, they're all equally strong and share a common drop table.
  • Burthorpe wall and roof textures have been updated. This includes the warrior's guild too.
  • Further fps improvements, especially in crowded areas and with large rendering distances. The animation system was majorly reworked to properly support distant animations. Animations far away from your character are rendered in a worse quality, which is hardly noticable because of the objects being far away from your view.
  • Obsidian claws accuracy bonus increased from 120 to 140.
  • Tormented demons have had their elemental crystal drop chances doubled. To cope with this change, they've been made significantly stronger (accuracy boost + new mechanic). A bug was fixed where damage deflection didn't properly work. Moreover, they gain combat power depending on the deflected damage and temporarily get level 0 defence when their damage deflection spell is active.
  • Soul altar teleports updated. You'll now be teleported directly to the altar instead of having to walk a path.
  • Binds and freezes are now removed when teleporting somewhere.
  • By operating your full slayer helmet you can view how many monsters are left for your slayer task.
  • The following weapons have been tweaked in their accuracy: Vesta's spear (special buffed), Morrigan's javelin (nerfed), Dark bow (buffed). Accuracy means the chances of inflicting a hit on your target and does not affect the height of the hit. These changes better reflect the current status of the weapons, their attack speed and their stats compared to other level 80 weapons.
  • You can now link to individual forum threads by typing "::forum id" ingame, where the id is the forum page id.
  • You can now remove your ironman status at tutorial island, including directly after you decided to become an ironman there. If you do this without finishing the tutorial, you can choose to select ironman status again. If you already finished the tutorial and come back to remove it, you cannot regain it! If your ironman status has been removed due to griefing (hack) you can post a ticket in the helpdesk, after verification of any player interaction your status may be restored.

Ancient Caves
I'm sorry to say, but I was unable to finish the new dungeon. I can already present some details about the new cave though. You'll be able to obtain 6 new items dropped by 3 new monsters. These new monsters will be a new and tough solo challenge. Each of them has a unique combat mechanic that you need to learn in order to be able to kill them effectively. Below is a picture showing all of the 3 new monsters:


All the best,
Thomy
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12
Update Notes / Updates - July 13th 2016 - Game Fixes & New Hit Splats
« on: July 04, 2016, 02:22:24 pm »
Hey guys,

There's quite some larger changes, please take your time to read through it. You'll probably be affected by it. :)

Protection Prayers
We've identified that 60% protection from monster attacks is not enough, because bosses do have multiple attack styles (range/mage and melee usually). So, good protection from at least 1 combat style seems reasonable. Thus, I've increased the protection value to 90% for monsters. The protection value of 40% remains untouched for PvP combat.

Dragonfire
With the changes in the previous update to how dragonfire works, it has become too strong. Thus, I've decreased the overall combat power of dragonfire by 10-15 max hits depending on the dragon type. With this change, I've also adjusted the dragon drop tables of lower level dragons. Green and blue dragons especially had really good drop tables for low level monsters. We don't want players to be forced to kill only these monsters to obtain good items, thus their drop tables have slightly been reworked. The changed droptables are available on the wiki.

Hit Splats
I've reworked the hit splat system. You'll now see more hits currently active on your character and information on what type of hit it is (melee, range, mage). I've always found it confusing to know which monsters attack with which combat style, which will now be crystal clear. Don't worry, if you don't like it, you can completely disable it and use the old system. It's toggleable via the game settings.


Player Attackability in the Wilderness
I've reworked parts of when people are attackable in the wilderness. When a player is fighting a monster, you cannot attack them. However, after a fight ends, you're immediately able to attack that player. Moreover, when you're attacking a player or when you are attacked by another player, all monsters become unaggressive. That means, that it's now impossible to protect yourself from players by attacking or being attacked by aggressive monsters.
Moreover, the agility exit near the spectrals is now only usable out of combat.

In-game changes and fixes:
  • Bones to bananas and bones to peaches spells update. They now transform any kind of bone. Bananas heal increased to 5 and peaches to 9. The spells can no longer be used when not having at least 1 bone in your inventory.
  • Sacred clay strength bonus scaling was fixed.
  • Iron and bronze melee weapons now have accuracy bonuses.
  • Vesta's spear special attack has been reworked. Its special attack will now deal 135% of a normal hit damage split up into 4 hits. The first, second and fourth hit make up 25% of the total damage. The third hit, being the strongest, deals 75% of the total damage.
  • A bug was fixed that kept switching your attack style from long ranged to rapid.
  • Game admins and higher can now enable double rewards for minigames, this should help in hosting minigame events since we terminated double XP weekends!
  • When playing Castle wars, only the base reward was doubled by double ticket circumstances (double xp time, double token time, double xp scrolls), extra tickets earned through extra score and kills are now also doubled. Read more about how you earn Castle wars tickets here.
  • Brutal green dragon slayer tasks are removed from Vannaka.
  • Low level cooking rates are adjusted to make every fish worthwhile for training.
  • Ironman accounts will no longer be able to sell member tickets on the Grand Exchange.
  • You can now withdraw items that cannot be noted from the Grand Exchange, even if it is more than your available slots.
  • You can no longer lose your items when dying in the duel arena. There was a bug that made some people lose their items upon death while duelling.
  • Droptables of the following monsters are updated: Green dragon, Blue dragon, Red dragon, Black dragon, Lesser demon, Greater demon, Black demon, Obsidian dragon, Aquanite, Tower archer (lv 49).
  • Tasks amount are tweaked and fixed (arrow tasks). Generally your tasks are slightly shorter and better tailored for your current level. Smithing and crafting tasks now also take bars and hides needed into account and adjust accordingly.
  • Alpha values of certain in-game graphics and animations have been fixed.
  • Experience gains are no longer hidden for combat stats that have 200M experience. It's useful information regarding your next hit.

Dungeon Sneak Peek
Last but not least... a preview of the new dungeon I'm currently working on. This is not yet finished!! I'm doing my best to make the combat experience unique in this new environment. So every monster will have a unique set of combat styles and mechanics. I'm not going to talk too much about it, but there'll be some slayer monsters and new unique drops. In the screenshot below I was hit by a rammernaut and got knocked back. Don't worry, this has nothing to do with dungeoneering, I'm only using the models! ;)


All the best,
Thomy
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13
Guides / Emps-World - Quest guide: Obsidian Terror
« on: June 27, 2016, 08:58:37 pm »


Table of contents

I. General Information
II. Start
III. Walkthrough
IV. Rewards





I. General Information

Obsidian Terror is a quest for all Emps-World players.
The quest Obsidian Terror has been introduced on the 25th of June.
It's the first quest fully scripted.
Obsidian Terror contains a bit of everything.
You'll explore unknown caves on your own and will be rewarded with access to a new area that contains new monsters to be slain!




II. Start

You start this quest by talking to TzHaar-Ket, who can be found in the eastern part of the Obsidian Caves.



Some examples of armour you can use:
   

And an example of the inventory:






III. Walkthrough

Talk to TzHaar-Ket who can be found in the eastern part of the Obsidian Caves.


Follow the yellow arrow into the inner caves.
Go east in the first inner cave to take the Ice Gloves.
When you took the Ice Gloves go back to the first inner cave and move on to the next one which is north.
Once you arrive in this cave:


Jump over the stepping stones, wear your Ice gloves and investigate the Egg.

 
    


Walk back to the TzHaar-Ket and talk to him.
He will ask you if you found anything weird.
You will tell him about the Egg you found and the TzHaar-Ket will ask if you tried to pick it up.
You tell him you did and the TzHaar-Ket hopes it doesn't get any worse.
He tells you a story about a human before you who tried to pick an Egg and died.
He left Ice gloves (which you already took) and about a professor in Varrock.
Go back to the inner caves, wear your Ice gloves and pick up the Egg.
Once you've picked it up teleport to the Grand Exchange and walk to Varrock Castle (or use a Varrock teletab).



Talk to Professor Oddenstein and give him the Egg.
Once you've talked to Professor Oddenstein go back to TzHaar-Ket.
TzHaar-Ket will if you got some information about the egg.
You tell him the information Professor Oddenstein gave you.
After that he will ask you if you heard the noise and he will tell you to check the inner caves.
Go back to the inner caves and you will find the Obsidian dragon.
Drink your potions and use melee prayer to kill the dragon.



Once you've killed the dragon return to TzHaar-Ket to complete the quest.




IV. Rewards

Once you completed the quest you will be rewarded with 25k Tokkuls.
You will also be rewarded with new access to a new area which contain new monster to be slain!




I hope this guide helped you with this quest!
Any feedback is welcome!

Kind Regards,
Hugo Terwiss
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14
Goals & Achievements / A resurrection
« on: June 20, 2016, 10:04:14 am »
Kaarel 123 Has joined the crew once more.
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15
Feedback / Re: Thomy
« on: June 17, 2016, 08:22:19 am »
I do realize it may be frustrating not to receive a weekly update, but I cannot always provide that much content. Simply lacking time and energy currently to work on many new updates.

I still and always will care a lot about Emps. I check the site and forum daily, just don't always respond to everything I read. At the moment, I'm working on minor tweaks and are looking for a large update to be chosen. Also, I'm thinking of the overall combat / item balance in the game, which definitely is no easy task.

It may be a nice idea to share my thoughts of the future updates in a weekly blog or so? Would you guys enjoy having that? :)
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