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Messages - Lv Persavoz

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1
Hey guys,

In this updated we're revisiting balancing for PvP. Various items with PvP specific block modifiers have been balanced. we are also introducing negative accuracy bonuses for equipment to encourage gear switches. The run energy system was also reworked to overall restore energy faster but to also drain faster with heavy equipment.

PvP Equipment Buffs
Accuracy and damage mitigation for equipment was lust lacking for PvP. With this update the pvp damage block modifier is also added to your accuracy. This doesn't only give PvP great defensive capabilities but also increases hit chances. Following items have been adjusted:
  • Zuriel, morrigan, vesta and statius: 1.0 --> 3.0/4.0
  • Corrupt zuriel, morrigan, vesta and statius: 0.5 --> 1.5/2.0
  • Third-age: 0 --> 2.0/3.0
  • Barrow: 1.0/2.0 --> 2.0/3.0/6.0
  • Trickster, vanguard and templar: 1.0/1.5 --> 2.0/3.0/4.0
  • Clue scroll reward items: 0.0 --> 1.0/2.0
  • Zaryte bow: 0.0 --> 4.0

The aim of this change is to have different specialized gear for PvP and PvM. That makes buffing and nerfing equipment a lot easier while also not destroying item balancing completely for either PvM or PvP.

On top of these changes negative equipment bonuses are also added. Equipment received negative accuracy bonuses for opposing combat styles. For a melee equipment piece you'd get full negative bonuses for mage and some for range accuracy. Following equipment slots have negative bonuses:
  • Body: -30 to counter combat style and -15 to weak combat style
  • Legs: -21 to counter combat style and -11 to weak combat style
  • Helmet: -6 to counter combat style and -3 to weak combat style
  • Gloves: -5 to counter combat style and -3 to weak combat style
  • Boots: -3 to counter combat style and -2 to weak combat style
  • Shields: -8 to counter combat style and -4 to weak combat style
Negative bonuses will promote gear switches for increased accuracy. So no more casting in full metal plate armour. There are no negative bonuses for melee accuracy. You can always use a melee special attack weapon without suffering from any gear penalties.

Here are two example setups:


Following mechanics related to PvP have also been changed:
  • Protection prayer damage reduction for PvP has been reduced from 60% to 50%.
  • Protect from magic no longer reduces any freeze timers.
  • Using a special attack on another player puts a short teleblock on yourself in the wilderness.
  • Revenants cave is now single combat only.

Run Energy Rework
The way run energy drain and recovery is being calculated has been reworked. You restore 4x more run energy when standing still and even more when resting. Run energy is restored at a reduced rate when frozen. The factor at which you restore run energy is heavily impacted by your Agility level as well. Unless you are wearing heavy armour you have pretty much infinite run energy at higher Agility levels.

Your run energy reduction is determined by the amount of weight you carry. To keep things simple your run energy drain per second is 5% of your weight. If you carry items that weigh a total of 20kg you lose 1 run energy point every second. The weight of 20kg is roughly what a melee setup with a full inventory of manta rays weighs.

The weight values of various items have been updated. This includes skilling resource items, equipment. etc. It's impossible that I've set a correct weight value for all items in the game. So please let me know if there are mistakes! Moreover, equipped items only affect your total weight by 50%. If you have to carry heavy armour or weaponry it is recommended to wield it instead of having it in your backpack.


Game fixes / changes:
  • An issue was fixed that kept forgetting the clan chat you were in.
  • Guthans had his lifesteal mechanic fixed. He was healing too much too randomly.
  • Lifesteal effects for npcs received a visual indication.
  • Broadcasts inside dangerous pvp zones have been disabled. It's unfair to wait for a message to run to a given spot and hunt down a player.
  • Protect from magic no longer reduces freeze timers.
  • A bug was fixed where sending a private message by clicking a name from the online clan chat list didn't work.
  • The projectile system (magic spells, arrows, etc.) has been improved. Projectiles are now calculated from one entity to another rather than from stationary coordinates. This fixes visual issues where arrows or spells drop out of thin air during combat with a lot of movement.
  • Teleporting now cleares the in combat timer allowing you to instantly logout or bank after a successful teleport.
  • The logout delay inside the wilderness has been increased from 20 to 30 seconds. It should be impossible to get away from a fight by closing the game client.
  • You are now notified about new Collection Log entries.
  • Revenants are once again dropping third-age. The drop rate for a random third-age piece is half the drop rate of statues.
  • With the introduction of negative magic bonuses the experience gain system for magic has been reworked. This allows you to create a setup where you permanently splash your spells. Your Magic experience gain is now divided into two parts: flat experience per spell cast plus damage dealt on enemies.
  • Energy potion now restores 15 run energy up from 10. Super energy potion now restores 30 run energy up from 20.

Engine fixes / changes:
  • An option to the "Interface Settings" has been added that improves text readability. By default it is set to 50%. This setting sharpens text and increases its contrast. Moving the sharpness slider to the left completely disables the option and renders text as it always used to.
  • A bug was fixed where loading sprites could result in the engine locking because it was waiting for the file system. This happened when installing another game (this is how I found out about it) or reaching 100% disk read usage by other means.
  • The model for female torva helm has been corrected.
  • The lighting and water system have seen minor performance improvements. There were fps issues when many lights had to be rendered on the scene, e.g. Slayer Tower.
  • Lower light quality settings no longer render small light sources, such as torches, candles or lanterns mounted to walls. This improves performance by a lot for only a small change in scenery.

I hope you're enjoying these changes and test out some PvP! We've got more things planned for the wilderness. Please give feedback on how the current changes affect gameplay. We frequently discuss ideas and changes on Discord.

All the best,
Thomy
The following users liked this post: Lv Persavoz

2
Hello everybody!

We're extending the veteran ranks of up to 16 years. The item pool that can be dyed has been expanded with Chrysos, Promethium and Necator. There have also been changes to the Mining skill lowering level requirements for existing. We also added bane ore, which can be smithed into powerful ammunition against certain types of enemies. Moreover, the lighting system has reached its final stage allowing us to configure material properties.

Specular Lighting and Material Properties
The lighting system is reaching its final state. We introduce global illumination aka the sun light. This means that small amounts of light is cast on everything in the game. This results in more realistic scenery. The specular lighting system was improved, which allows us to give materials different reflective properties. Meaning that light shining on metal looks different from light shining on grass. These properties have been applied to various different kinds of armours and floors. Please let me know if something is too shiny or not quite shiny enough. Defining reflective properties of materials is still work in progress and takes quite some time to for finetuning. If you want to check it out by yourself try equipping some metal armour and move the camera around. Here's a screenshot of what it looks like:


Mining Rework
The Mining skill has been reworked to make it more user-friendly and afkable. Pickaxes and Mining levels now also have a heavier impact on ore retrieval speeds. Following things have been changed:
  • You no longer get 2 ores per successful mine action. You get single ores at faster intervals now.
  • Your pickaxe bonus was doubled. This directly reflects the speed at which you get ores.
  • Rocks containing ores now have a resource count which represents the amount of ores you can obtain before switching to an empty state. You can obtain at least 4 ores per rock. The higher level rocks contain around 8-12 ores.
  • The mining animation was changed. It's faster and thus offers you more ticks at which you can obtain ores. This results in faster mining speeds for lower level ores.
  • Several level requirements to mine ores have been lowered. They have been made equal to the Smithing requirement for smelting a bar. Mining difficulties, which determine when you get ore remained untouched.
The aim of this change was to let the Mining skill feel similar to other gathering skills, such as Fishing or Woodcutting. It is definitely become more afk-able resulting in better experience rates and less clicking.

Dye System
Our dye system has completely been reworked making it much easier to add new items. With this change the recolor algorithms for Barrow, Shadow, Blood and Third-age dyes have been adjusted to give colored items more depth. You've already been enjoying this change for weeks by the way. Here's an image of all new recolors you can create now:


Veteran Ranks
I didn't think I'd ever expand the pool of veteran icons in the game. Nonetheless, I am proud to expand the pool for veteran icons in the game. By today we are officially older than 9 years. You can now choose from icons of up to 16 years. Let's see if we have to expand the veteran icon pool again in 8 years. ;)

Bane ammunition
With the change to ore requirements for the Mining skill we've got quite some space left for the higher levels. This gap is filled with a new type of metal to mine: Bane ore. Starting at level 85 Mining you can obtain one out of 4 Bane ores. You can smelt those into bane bars which are futher refined into arrows and bolts. This ammunition deals additional damage against certain higher level Slayer creatures. Bane ore can be found in the Glacors cave, just before visiting Yk'Lagor.


Game fixes / changes:
  • A bug was fixed where dropped items would not show after using stairs or ladders.
  • The login code has been overhauled and made more robust. This was done in an attempt to fix a bug that gets you stuck during the login phase.
  • It is no longer possible to get duplicate slayer tasks from the task selection interface. This also fixes a problem where you'd not always get the full task selection prompt.
  • Promethium maul and 2h weapon now count as 2 items towards the promethium set bonus.
  • Various teleportation spells received proper experience gains.
  • Antirot potion can now be created.
  • The probability for slayer tasks of slayer creature has been lowered. Metal dragons have been combined into a single task and Shenven no longer assigns every slayer creature. Have a look at the wiki for all changed tasks lists.

In the coming updates I'd like to revisit Hiscores and think of another Competitive season during winter. I think that we could have Hiscores for who earns the most xp every in a given cycle. Maybe 3-6 months and reward the top ranks with unique weaponry similar to Competitive season winners. What are your thoughts on this? Feel free to comment here or on our Discord.

All the best,
Thomy
The following users liked this post: Lv Persavoz

3
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
The following users liked this post: Lv Persavoz

4
Hey guys,

I hope you're having a great time. Christmas is just around the corner and our annual present delivery event is starting. You'll be able to get your hands on additional rares this year: Dagon'Hai robes. The Slayer skill has also received improvements including new item requirements and rewards.

Christmas Event - Present Deliveries

Santa is once again asking for your help to do present deliveries! You will receive a Christmas cracker for every successful delivery - no matter the outcome. Dagon'hai robes have been added rare Christmas cracker drop table (1 in 1000). The robes also received a requirement of level 70 Magic to wield.

Rot Damage & Promethium
I've changed the way promethium weapons and arrows apply rot damage. They now provide a stacking effect on every third hit instead of a flat application on special attacks. Meaning that continuous hits with promethium equipment will increase ticking rot damage. This goes up to a maximum value of 100. This means that you can stack rot effects with multiple people providing the enemy is not immune to rot.

Slayer Rework
The Slayer skill is receiving a few adjustments. Slayer boots, gloves and the Slayer helmet no longer grant additional Slayer xp when killing monsters. I understand this is frustrating but the mechanic is weird and outdated. To cope for that change overall Slayer xp rates and Slayer point gains have been adjusted. The experience per kill is now roughly the enemy's hitpoints multiplied by 8. Bosses or other special monsters gain additional modifiers, such as the Fight Caves or group dungeon challenges. The aim was to flatten the curve between low level and high level Slayer masters. And to also reduce the enormous Slayer point rewards from Shenven and boss tasks. On top of that the amount of monsters assigned per task has also been increased. There will also be additional Slayer points when completing task streaks:
  • Every 10th task: x2 Slayer points
  • Every 25th task: x3 Slayer points
  • Every 50th task: x4 Slayer points
  • Every 100th task: x5 Slayer points
  • Every 250th task: x10 Slayer points
Slayer shops now contain various items required to slay specific monsters. This will be mentioned when you are assigned a task. The level requirements for Slayer masters and Slayer helmet have also been changed. You can no longer buy a Slayer helmet but buy the secret behind its creation process. Once known you can create as many Slayer helmets as you like as long as you have level 55 Crafting and the required items.

The Slayer skilling interface has been updated to include such item requirements for Slayer tasks.


The wiki article contains all experience rates and Slayer point rewards: https://emps-world.net/wiki/Slayer

There will be a part 2 of the Slayer Rework including Superior Enemies during tasks. I couldn't quite finish this before Christmas - I have about 6 monsters done already though. So stay tuned to see it releasing sometime soon next year! ;)


Game fixes / changes:
  • Adjustments have been made to non-boss monster's combat power. Level scaling was changed to better reflect an npc's combat level. The change mainly increases defence and accuracy values. Max hits have been lowered slightly to cope with the change.
  • Clue scroll drops have been made rarer and their loot was increased.
  • Droptables for dagannoth mothers have been fixed.
  • Enter last option for POH has been fixed.
  • The price calculation for Grand Exchange has been improved. More recent transactions now have a greater impact on an item's average price. This value is now also updated on a fixed interval multiple times a day.
  • There's now a chat message for every 10 kills you have left when doing a slayer task.
  • A bug with protect item prayer was fixed where it would not activate during deaths.
  • Fishing spots no longer make a death sound.
  • Shukarhazh has its name fixed for all forms.
  • Edgeville bankers (and other npcs) are once again facing their proper direction.
  • Activity timers of 00:00 are no longer shown in chatbox. Such activity scores are invalid and also not eligible for Hiscores. An example for an invalid score would be a player death or more people entering when the dungeon already started.
  • Promethium can no longer be traded in its noted form. I understand that may be frustrating but Promethium items, once smithed, are not supposed to be traded.
  • Silk stalls among others once again yield proper loot.
  • Poison deflect aura no longer causes chatbox messages of you being poisoned albeit it not happening.
  • The attack speed of Kree'Arra (hm) was increased by 1 tick to be able to react to incoming projectiles with protection prayers. The melee attack's power was also cut in half since it's pretty much unprotectable damage.
  • Boss instances now notify you when a score is no longer eligible for Hiscores.
  • Talking to npcs has been improved. You should no longer follow them until they stop before starting the dialogue.
  • Ice Strymewyrm code has been improved. You can now also just attack them instead of having to initially select the "Investigate" option.

Engine fixes / changes:
  • Waterbirth island received a snowing effect.
  • Skilling interfaces now support searching for advancements.

This is the last content update for 2022. We may still get a few bugfix patches but other than that I hope you've enjoyed Emps-World this year. I wish you a Merry Christmas and Happy New Year in advance. See you next year with plenty of new things to come. Thanks for playing! :D

All the best,
Thomy
The following users liked this post: Lv Persavoz

5
Hey guys,

Christmas is just around the corner and it's time for Santa to request your help for another year. We also have more than week of double experience planned starting December 24th and ending next year January 2nd! I wish you Merry Christmas in advance and a Happy New Year from my side as well.

Christmas Event
Our annual present delivery has returned! Talk to Santa south of the Grand Exchange to complete previous holiday quests in order to be eligible for present deliveries. Each delivery rewards you with a Christmas cracker that can be used on another player for unique items. The Christmas cracker has a droptable with a super rare item pool that has been expanded this year:
  • Bunny ears
  • Bug lantern
  • Bow-sword
  • Candy cane
  • Salty claws hat

You have a chance of 0.2% per player to roll ANY of these items. Discontinued items are bad design and will result in them not being available anymore at some point. I don't expect many new rare items entering the game through Christmas crackers.

Game fixes / changes:
  • There is now a warning when trying to drop an item stack worth more than 5M.
  • Balance beams are no longer assigned as daily task for Construction.
  • Reindeer hat and Facemasks can now be added to the Fancy box.
  • Dye shards can now be added to the Treasure rewards box.

Engine fixes / changes:
  • The priority for Nex animation overrides has been improved.
  • An issue with faulty colors on the chat head model of dyed items has been fixed.
  • A mode was added that allows you to (almost) freely move the camera. You can toggle it with ::freecamera
  • The first person mode has been improved. You can toggle it with ::firstperson
  • The command to view your available commands has been updated. I made it colorful, removed old commands and added new ones. You can view commands by typing ::commands

Let me know what you think of the re-introduction of unobtainable items as very rare drops from annual holiday events! I can imagine adding more items to these pools to keep the yearly events interesting.

All the best,
Thomy
The following users liked this post: Lv Persavoz

6
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
The following users liked this post: Lv Persavoz

7
Resolved Bug Reports / Re: Farming
« on: December 28, 2020, 09:34:19 am »
It should have been fixed in recent patche(s). Thanks for the report! :)
The following users liked this post: Lv Persavoz

8
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: https://trello.com/b/QGPVa5en/emps-world

All the best,
Thomy



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.
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9
Off-Topic / Re: Playing around - H.O.R.S.E G.A.N.G!
« on: October 08, 2020, 06:51:00 pm »
                            _(\_/)
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10
Events / Hide and seek event
« on: January 05, 2019, 08:04:19 pm »
Hns event


Hosts: Ironsuomi and Rekt m8



Rules:
Hns will take place in "event" cc.
In order to win, you must trade "Ironsuomi" account.


Rewards:


Sponsored by Rekt m8



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11
Screenshots / Re: Emps-World Meme Center
« on: December 16, 2018, 01:35:27 pm »
When you open the suggestions thread.
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12
Suggestions & Ideas / Voting
« on: November 04, 2018, 12:30:06 am »
Hello! The idea is simple, i think there should be either a bot in chat who reminds people about voting after every 30 min, an hour, what ever or a text in chat when u log in. This is definitely necessary because im sure some new players are not even aware about the voting system.
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13
Hey guys,

Today's update mainly focuses on fixing a few problems and introduces PvP Highscores.

PvP Hiscores
It's been a while since the PvP ranking update was applied and we've now also collected enough data to properly display rankings on the homepage. You can have a look at PvP ranks here: https://emps-world.net/hiscores#skill,Wilderness,0 With this update I've also overhauled and modernized the Hiscores page.


Game Loader
I've updated the Game Loader. It's now able to update itself properly, news images no longer flicker and have a fading effect when new ones appear. There's now also a Repair Game option from within the settings. The new loader can be downloaded here: https://emps-world.net/play
You don't need to download the new loader, the old one will still do fine.

Game fixes / changes:
  • The overload refresh effect has been changed, because it was a problem in PvP and also completely negated any stat reduction effects from any monster. Don't worry, overloads still restore your stats and they can still be used with brews, but the effect has changed a little bit. Overloads now restore up to 6 levels every 4 seconds instead of a full stat restore every 5 seconds. Nothing changes if you take 1-2 zips of your brews, because your stats will be restored immediately. In fact it's even faster than before if you only take 1 zip. So unless you drink your whole brew at once this is a buff. However taking damage of a bgs special attack or drinking 2 entire brews in a row won't be recovered that quickly. My point here is that I don't want to completely counter stat reduction effects by just having the overload effect active.
  • A bug with void equipment bonus not showing has been fixed.
  • Overkill in PvP scenarios has been re-enabled. It shouldn't be possible to tick eat and avoid all incoming damage. I've made a mistake here and am sorry. :)
  • Blessed dragonhide vambraces and chaps now require level 1 Defence and have had their defensive bonuses adjusted.
  • Tyras Guard at the Grand Exchange now has a teleport option to Fight Caves.
  • The experience gain for spellbook teleports has been increased.
  • Berserker necklace now boosts obsidian claws damage.
  • Mithril dragon and green brutal dragon Defence levels have been reduced.
  • Broken virtus body is no longer untradeable.
  • The kill counters which determine who gets a drop in a PvP fight are now reset when leaving PvP combat and no longer when leaving combat at all. That means that whenever a fight between 2 players ends the kill counters are reset and the next fight will determine who gets the drop.
  • Ghost captain can now be found west of Barbarian village offering a teleport to Canifis.
  • Falador teleport has been re-added to the quest tab interface.
  • Double death trigger is no longer possible when healing after already being declared dead.
  • The cooldowns for fighting the same opponent in wildy to gain ELO have been increased.
  • Multi spells are now correctly hitting again in PvP.
  • A bug with the quiver has been fixed that allowed you to create arrows.

Engine fixes / changes:
  • Messages can no longer start or end with spaces. That should fix an issue where a space in front of a clan chat message or command won't let you type it.
  • Water that is no longer in camera space is also no longer rendered: frustum culling for water.

I'll now start working on several new wilderness activities. We have a new amulet planned as well as a new boss that drops new equipment. So stay tuned! ;)

All the best,
Thomy
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14
Suggestions & Ideas / Skilling outfits
« on: July 28, 2018, 08:54:19 pm »
https://emps-world.net/forum/suggestions-ideas/the-gone-set-others/?~21180
reeeeeeeeeeeeeeeeee im 15


This should totally be a thing if possible. Although the sets should be thought through better than the golden mining set, which is still garbo.

As for the suggestion itself. We don't need prospectors since we got the golden one (needs tweaking pls), neither do we need camo set since garbo. Could also leave out pyromancer and make the lumberjack boost both wc and fm. Anglers could boost both fishing and cooking. Farmers outfit would be neat, but not really needed xp wise imho. And finally the rouges outfit to boost thieving.

Basically all the skills that would get an xp boosting outfit would be the most zzzzzz ones. Obtaining methods could be rng or grind doesn't really matter. Shouldn't take more time than it takes to 99.
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15
Suggestions & Ideas / Re: The gone set & others?
« on: July 14, 2018, 02:03:31 pm »
Realy like this suggestion. Maybe it is nice to combine it with the suggestion Jhonson101 already made some time ago!

Quote
Hi everyone, It would be pretty cool to have pets exclusive to skills. For example how about a racoon for thieving, a pet tree for wc, a pet rock for mining, etc... the player will receive these pets while doing a skill at random but very rare.

What do you guys think? Might give people the motivation to do more skilling.
https://emps-world.net/forum/suggestions-ideas/skilling-pets/?~21036
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