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Messages - Mikeelvis

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1
Hello everybody!

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

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


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

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

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

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

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

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

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

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

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

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

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

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

All the best,
Thomy



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


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

2
Update Notes / Re: Updates November 28th - Fight Caves Hard Mode
« on: November 28, 2019, 10:35:55 am »
Great update Thomy, well done!

The 3 demon bosses (Yk, Har & Kal) without a hardmode is a challenge itself for almost every casual pvmer but a hardmode would make them even more challenging. To make that possible, we need to have them deliver a nice reward and for that I'd suggest making them drop demon defender parts from each one of the 3 bosses. This would give their hardmode a meaning and would be the only way of obtaining the best in slot defender.

I believe Nex should definitely have a hardmode since it's the most unique boss in the game and would be fun to try out as well.

Also looking forward to see new bosses in the wilderness with some slayer wildy involvement.

Thank you for all the hard work.
The following users liked this post: Mikeelvis

3
Update Notes / Updates November 28th - Fight Caves Hard Mode
« on: November 28, 2019, 09:21:31 am »
Hey guys,

This update is mainly aimed at a single player experience. I've added a hard mode version of the Fight Caves offering you new monsters to battle and new best-in-slot obtainable lava capes. There has also been an overhaul of in-game projectiles and their timers as well as some bugfixes.

Fight Caves Hard Mode
A more difficult version of the Fight Caves have been added. You can try the Fight Caves hard mode after having completed the normal Fight Caves version at least once. Don't worry, previous Fight Caves completions also count so you are likely to be able to immediately try out the hard mode. The foes follow a purple color scheme and are stronger versions of their Fight Caves variants. Upon successful completion of the minigame you are rewarded one of 3 new lava capes. The color is chosen by dealing most damage with a certain combat style:
  • Orange lava cape: melee version
  • Green lava cape: range version
  • Purple lava cape: magic version
  • Blue lava cape: Combine the 3 capes above
The final boss also has a pet variation. You may turn in any lava cape for a 1 in 50 chance to obtain the pet. With this update the dialogues of Tzhaar-Mej-Kah have been updated depending on your progression state through the Fight Caves. You can ask him about the Blue lava cape as well as for the new pet.


Projectile Timers
I've found a bug in the code that was calculating the timings of projectiles: flying arrows, magic spells, etc. Instead of coming up with some nasty fix I decided to rewrite the projectile timing calculation system. Firing arrows or casting spells in combination with finishing graphics and hit splats will now look smoother. Please bear in mind that it may not be 100% identical to the system before because this one focuses on correct animation timing. This change is purely visual and has no impact on your damage or accuracy. What has changed is the ability to time magic / range attacks with melee attacks better. It's a little bit easier (1-2 ticks depending on distance) to stack damage onto your enemy. I have also removed the fixed hit delay for barrage spells and Zuriel's staff. The delay now depends on the distance between you and your opponent.

Game fixes / changes:
  • Infernal mages now properly show in the Kill logs Slayer category and have a level requirement for them to be killed.
  • Jad now spawns 4 healers when at half hp. The magic and range attacks are now also alternating a fixed amount of time: 2 mage attacks, 2 range attacks, 2 mage attacks, etc.
  • Firecape equip requirements have been updated. You now need to have completed the Fight Caves at least once to equip the Fire cape. It can still be traded and previous completions also count.
  • The healer in obsidian caves is now a TzHaar.
  • Dragon claws can now be noted.
  • Kal'ger flight animation has been fixed - there will be no more teleporting back. His ranged attack has also received a sound.
  • Completionist cape now requires the completion of Fight Caves normal and hard mode.
  • The Halloween event has once been disabled again. You can still spend your skulls throughout the year though.

Engine fixes / changes:
  • Head icons now scale with the distance they are away from the screen in 3d space. You will find close head icons to be larger and distant ones smaller. Health bars / values and spoken texts are unaffected by this change.
  • The textures of Ancient Caves whirlpool near Rimmington are no longer invisible.

I feel like the hard mode system is a good way to revive old content and add another layer of difficulty for veterans. What are your thoughts on this? Would you like to see more hard mode variations for bosses and other minigames or monsters?

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

4
Hey guys,

I hope you've all had a great Christmas and a happy New Year! I've also taken a little break and spent some time with my family and friends. The update of today contains the Completionist cape, a rework of the Kill Logs, adds counters for various activities and releases 7 new pets that are rewards from the Pest Control minigame. Santa has also finally decided to leave the Grand Exchange and will be back next year!

Completionist Cape
You can now obtain the Completionist Cape by visiting the top floor of Varrock's museum. Requirements to wear this cape can be found in the museum when clicking on the cape and may be changed at every update! Wearing the Completionist cape requires having completed most of our content many times.

Colours can be changed dynamically through the colour picker or by providing RGB values. I've decided that it's easier to select and use colours in RGB space rather than HSL (RS comp cape) for those interested. The colour picker is in HSL space, because imho that is a more natural selection of colours. You are also able to load and save up to 10 presets, the first preset is the cape's default colours and cannot be overwritten.

Monster Kill Log
I've decided to completely rework the Kill Log interface to increase its usability. You are now given your kills as a table, which can be sorted alphabetically, by total kills or by your streak. The third column called streak allows you to set a unique counter for every monster that you kill. You can reset it at any given time. The interface also allows you to search for a given monster. The bottom row has a selection or pre-defined filters:
  • All monsters
  • Boss monsters
  • Slayer monsters
Please let me know what you think of it and how it could be improved in the future. Below's a screenshot showing off the Monster Kill Log interface:


Activity Completion Log
With a rework of monster kill logs I've decided to also create an interface where you can see counters for numerous activities. I'm sorry to say that I cannot travel back in time and collect data of previously completed activities... so most of the counters will start from 0.

I've added a few activities that I find interesting to be counted. Do you have any ideas for other activities that could be counted and put into this interface? Please let me know!

Pest Control Pets
You can now buy 7 different and iconic pets from the Pest Control minigame. Each pet costs 15k pest tokens and cannot be traded with other players.


Additional Map Spawns
I've found that some objects weren't properly spawned. They simply were missing their configs and turned invisible. Barbarian village will now contain several new objects. This also counts for several other areas around the map.

Game fixes / changes:
  • Rest in Pieces quest fixed. You can now properly continue the initial dialogue and finish the quest.
  • Desert War quest finetuning. The fights show now properly start with proper aggression and timings. Before the updates some bandits could get stuck or not fight correctly. Slash Bash is now also able to clip through npcs.
  • Tormented demon block animation fixed and head prayers are now properly shown again.
  • Projectile hits can no longer be queued up when a monster dies.
  • Items can no longer be unequipped while doing the max cape animation.
  • Iron up to rune bolts can now properly be poisoned. The poisoned ammo wouldn't register properly prior to this update.
  • The passive lifesteal bonus of onyx bolts (e) has been removed. The healing proc was fixed and now shows properly.
  • Cannonballs are now properly deleted again when used by hand cannons.
  • High and Low level alchemy can now be used on every item. A warning will pop up for valuable and untradeable items though.
  • High level alchemy spell cast delay lowered from 3 seconds to 2. Meaning that you can now cast the spell once every 2 seconds instead of 3. This will make the overall alching process much smoother and also faster.
  • A bug in Duel Arena was fixed where doing a skillcape emote wouldn't unequip items set by rules.
  • Emps-Wars minigame npcs now respawn when a new round starts. That will fix position issues and ensure all stuck npcs are properly reset. Interactions with the barriers that leave your lobby are now also smoother.
  • Clan chat now supports temporary bans of 15 minutes, 1 hour and 24 hours. Upon banning a player you are presented a selection of options.
  • New wings now grant protection in the GWD.
  • A restoration pool requiring level 92 Construction can now be built inside your house. It removes all negative effects and also restores Special attack energy.
  • Santa and the Christmas tree have left the Grand Exchange. I hope you've had fun delivering presents!
  • A bug was fixed where non-members could use placeholders in bank tabs reserved for members only.
  • The max hit button within the quest tab has been replaced with a button to view your activity log. Your hit details can be viewed on the Equipment Screen so the max hit button has become somewhat obsolete and thus was replaced.
  • A bug was found that made issuing random events extremely rare. You should now be seeing the mime event as well as combat events during skilling more frequently. With this fix the drunken dwarf event has also completely been overhauled.
  • Beer stations inside POHs can now be built with any beer item that matches. You no longer need special beers out of other houses for this to work.
  • Smoke demon champion now requires level 90 Slayer to be assigned and killed.
  • Dragon claws special attack was completely overhauled. It was a little bit buggy and dealt less damage than it actually should have done.
  • Fully degraded items are now unequipped. If there's no space in your inventory they'll be dropped to the ground.

Engine fixes / changes:
  • Special attack hover now tells you the special attack's effect. It's the same description as hovering the weapon.
  • Image and text scaling has been improved. You will experience better quality on smaller laptop screens and UHD or 4K monitors.
  • Normal and ancient magic hover boxes inside the spell book interface have had their positions fixed.
  • Animations of gargoyle statues in front of Slayer Tower have visually been updated.
  • The software renderer has received various visual fixes. It hasn't been updated in a while and a lot graphical issues could successfully be resolved.
  • Player and NPC attack option priority can now be set separately.
  • The performance of rendering images and text of sub interfaces containing scrollbars has been optimized. The GPU is now cutting out the scrollbar area properly and the game no longer needs to do that manually. This removes fps drops when opening or scrolling in interfaces.
  • The particle system has been updated. Quality of multiple particles stacking on top of each other is now improved. Particles with higher transparency values are rendered first.
  • The way map objects are spawned has been improved. Map overlay objects (magic trees, additional rocks in barbarian, etc.) are now spawned from within the actual map loading code rather than placed as overlay later on. That will fix flickering issues and could also solve problems where the wrong object is displayed after a resource has depleted.
  • Pet actions are no longer the default left click option. You now always need to right-click pets in order to talk or pick them up.
  • The positioning for female Bronze - Rune claws has been fixed.

This update is one of the largest I've ever done at once. I hope there aren't too many bugs throughout all the new content. Please don't hesitate to report issues on Discord or in the Bug Reports section: https://emps-world.net/forum/bug-reports/
Good luck on your Completionist cape grind! :D

All the best,
Thomy



Fixes of 26th:
  • Various rendering issues within interfaces have been fixed: Bank, kill logs, chat, etc.
  • Kolodion kills now properly count towards the Completionist cape requirement.
  • A bug with the counter of obtained blood coins was fixed. I had to reset all existing values, because they were completely random. Sorry!
  • Doors inside the Barrows minigame are working again.
  • Random event spawns are now more random and limited to once per hour. This immunity resets when you relog!
  • An issue was found that was the reason for many npc despawns in random scenarios.
  • Clan chat bans from the Emps-World channel are now logged in punishment history.
  • Completionist cape requirements and progress can now also be shown by right-clicking the Max cape.
The following users liked this post: Mikeelvis

5
Hey guys,

This update contains a collection of changes and fixes as well as re-enabling present deliveries for Christmas. There's also 5 new wings in the donator store and a new high level Slayer monster has appeared in the mage arena (level 50+ wilderness) dropping the Zaryte bow.

Winter Weekends
Some of you may have already heard or read about our winter weekend special. We'll be having double xp, double minigame token, free member and event weekends through December. You can read more details and obtain the full schedule here: https://emps-world.net/forum/news-announcements/emps-world-winter-weekends/?~21532

New Wilderness Slayer Monster - Gulega
A new and dangerous foe has appeared inside the Mage arena (wilderness). Their best drop is the Zaryte bow (1 in 250) introducing a new tier 82 shortbow. It has infinite ammo and needs to be repaired after 20,000. Gulegas require level 89 Slayer to be killed.

Its droptable will soon appear on the wiki. Due to the recent demand in vials I've given it a common 80-120 noted vials of water drop. That's not completely solving the problem of obtaining vials, but it will definitely ease the process on higher accounts.

General Wings
All bosses from the God Wars Dungeon have received a special wing type. These resemble the actual general's look rather than their god:
  • Kree'arra wings
  • Nex wings
  • Graardor wings
  • Zilyana wings
  • Tsutsaroth wings


Christmas Event
I've enabled the Christmas event(s) from the past years. I'm still looking into the creation of new items and rewards, but you're already able to complete or ruin parcel deliveries. The Christmas tree along with snow drifts have also been re-added into the game!

I've also slightly edited the floor and created a snowing effect through the particle system.

Helping out the Chef, Taxidermist and Big Fish Exchange
Special thanks to JP for creating a new miniquest, the Taxidermist and Big Fish Exchange through emps-script. You can start the miniquest called Helping out the Chef north-east of Barbarian village. The Taxidermist can be found in Canifis buying unused slayer head drops for good money. Harry in Catherby exchanges big fishes (bass, swordfish, shark) for 100 noted small equivalents. If you're also interested in adding content to the game through the scripting language, contact us on Discord!

Game fixes / changes:
  • NPCs will no longer be aggressive while being inside the tutorial of Thomy showing you the game.
  • You can no longer equip all items from the bank interface.
  • Kal'Ger now correctly resets his attack phases when getting out of combat.
  • A bug within the Construction code was fixed, which allowed you to stay registered inside a house although already having left it.
  • Items that can no longer be equipped will now automatically be unequipped.
  • Teleports now make you invincible when being casted instead of when being applied. That means that the moment you start teleporting it's impossible to die during that animation.
  • Several items have had their options fixed: coal bag, enchanted gem, yo-yo and pouches.
  • The attack interface of crossbows has been reworked. It now shows an image of a crossbow instead of a bow.
  • Cyclopses now share the drop table of Hill giants. Defender drop rates remain untouched.
  • Resetting skilling actions now also properly resets your current animation. Meaning that turning away from mining a rock or an event occurring forcing you to stop doesn't only cancel your action but also the mining animation in this example.
  • Following monsters have had their drop tables improved: Bloodvelds, Warped terror birds, Cave horrors, Aberrant spectres, Smoke and Dust devils, Goraks, Nechryaels, Dark beasts and Mutant tarns. These drop tables were quite old and outdated and needed additional refinement. Slayer monsters should be profitable kills, especially the ones having a high requirement to be killed. Please allow us some time in order for the changes to appear on the wiki too!
  • Mutant tarns combat behavior improved. The npc now has a size of 2x2 instead of 3x3, attacks faster and received additional attacking distance. This change was done in order to reflect the buffed drop rates.
  • Brutal green and Mithril dragons no longer drop 2 dragon bones. Green brutal dragons now drop 1-4 (was 1) green noted dragon hides and mithril dragons 4-12 (was 6) noted mithril bars.
  • An issue with sending emails to walla emails has been fixed. The provider would not render e-mails if they contained the @ symbol.
  • Halloween event has officially ended. You can still complete the quest and buy rewards, but Skull drops have been disabled.
  • Several items can now properly be equipped again. Special thanks to the following topic and reporting the items: https://emps-world.net/forum/bug-reports/unequippable-items-list/?~21478
  • Plank Make spell now completes a full inventory (28) instead of 13 logs in the same amount of time.
  • Items lost upon death inside the Barrows minigame are now dropped at the graveyard entrance.
  • Alching valuable or untradeable items now shows a warning. The price trigger to show the warning is currently set at 300k. That means if an item alch value or GE value is above 300k you'll get a warning if you really want to alch the item.
  • The block animation of demons has been updated.
  • Easter ring can be equipped again.
  • Demon wand and orb now correctly degrade upon death.
  • A bug with degrading barrow equipment was fixed. It will no longer be unequipped when processing from 50 to 25 but instead when going from 25 to 0.

Engine fixes / changes:
  • The worldmap viewer now caches more images. It should thus be less laggy and buggy once fully loaded. The mouse moving speed was also reduced to make sure the area you scroll to can mostly be seen. If you are having performance issues I recommend not zooming out too far and to wait for it to be initially loaded once!
  • Item stacks are now properly rendered on the floor. Prior to the change you couldn't distinguish a 2 arrow drop from a 5 arrow one.
  • Internal color or icon codes can no longer be used in chat rooms. You can still type them in your chat box, but they won't appear to anyone else.
  • Smooth animations have been revamped. They're now properly interpolated and some flickering issues have been fixed. I've also added an option to turn off animation smoothing completely in case you prefer a more older and classic style.
  • Flickering issues have been fixed when npcs are transformed. This fixes a problem where KQ or Kal'Ger turn invisible for a short amount of time.
  • The way non-map objects are loaded into the game has been reworked. Prior to this update mining a rock or cutting down a tree could cause a short flicker effect before the replaced object (rock or tree) appeared. There will be no more flickering issues when new objects are spawned onto the map.
  • The particle system has been extended to allow static spawns through out the world map. The first example of this new particle system is shown at the Grand Exchange - snowing effect.
  • The position transition of head icons has been smoothed. The will flicker a lot less.

I hope you're all having a great time

All the best,
Thomy



Fixes of 6th:
  • Gulegas and Aquanites have received sounds.
  • PC portals are clickable again.
  • Present Deliveries have properly been enabled.
  • NPC death animations no longer suddenly stop and flicker.
  • Rest in Pieces quest can now be continued.
  • Repair option in houses now correctly shows the item name.
  • Entities no longer randomly face north after walking diagonally.
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6
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.


Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses:
  • Fire: Ice wyrm, Glacor, Vyrewatch
  • Water: WildyWyrm
Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat:
  • Commander Zilyana: Attacks faster and harder with melee attacks.
  • Kree'arra: Ranged attack is now a Mage attack. It can hit a maximum of 30 unprotected.
  • K'ril Tsutsaroth: Melee damage of 2 fast hits increased. All melee attacks are now multi attacks hitting an area of 3x3.
  • General Graardor: Melee attacks are now multi attacks hitting an area of 3x3.
The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
  • Ice shield freeze reduction timer fixed - it was 2.5s instead of 5s.
  • A bug with spell casting has been fixed that sometimes caused you to attack with your staff. It also makes casting spells manually smoother and less delayed in PvP situations.
  • It's no longer possible to click objects when frozen. That means that using stairs or dungeon entrances is now impossible when frozen. The logic behind this change is that being frozen means being unable to move and using objects is actually moving your character.
  • The wilderness teleport lever in Edgeville is now working.
  • Horvik can now make Dragonfire shields and Godsword blades for 1,000k each. You don't require level 90 Smithing when doing so.
  • Killing opponents in the wilderness now gives more ELO. The rules for farming kills and killing the same opponent(s) have been made stricter as well.
  • The combat power of Spectrals in the wilderness has been reduced. They now have 242 HP and their defensive bonuses have been reduced by 20. They are already in a dangerous area and thus don't need to be that strong.
  • Teleporting now clear freeze timers.
  • Projectiles now properly hit flying monsters in the air: Armadyl GWD monsters, flying vampires and KQ 2nd form.
  • Weapon poison (p++) can now be noted.
  • The equipment screen now shows damage types.
  • Autocast button now shows the spell you will be casting.
  • An issue with beards on the slayer helm has been fixed.
  • A bug with the 2 set piece bonus not activating on Vanguard, Templar and Trickster has been fixed.
  • The Demon halberd special attack no longer deals 25% additional damage. You still have 2 hits on larger enemies though. This nerf is necessary, because the halberd just hits way too much in PvP.
  • Special attack with dark bow using a quiver has been fixed. The special attack damage wouldn't increase.
  • Magic shortbow and Seercull special attack buffed. The first hit now also deals 100% of the damage.
  • The Karil set effect has been changed. Your attack speed is now decreased by 0.5 when successfully inflicting damage. It's also no longer possible to fire bolt racks with other crossbows.
  • Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!
  • Gilded chaotics can now be bought from the Slayer reward shop. They cost 200,000 Slayer points each.
  • A rounding issue for weapon repairs has been fixed. Chaotics should no longer cost an additional 10k to be repaired.
  • The barrow rewards chest now has a 1 in 1000 chance to give you one of the 6 new Barrow pets. They are miniature versions of the actual Barrow npc models.
  • Monsters that cannot be reached by melee attacks can now be attacked with spears or halberds. In general weapons that increase your attack distance.
  • Some Grenwall spawns have been added to the wilderness. The green area south-west of Red Dragon Isle.

Engine fixes / changes:
  • The internal way of how animations are pre-loaded and cached was updated. You should find newly loaded animations flicker less in crowded areas.
  • The kill logs interface has been overhauled. It should cause less performance issues and no longer flicker. You now also have a button at the equipment tab to open the interface. The ::killlogs command was removed as well.
  • Spell icons now appear when viewing spell names in menus.
  • On-demand fetcher has been updated. The timeouts of requesting model files have been increased. Every download is now also initially enforced through the custom protocol before trying a http request. Overall this will reduce initial loading and downloading times.
  • Searching for items in the bank or for npcs in the kill logs now resets scroll position.
  • Worldmap viewer has been optimized. It's now loading the map faster on multi-core systems.
  • Destroy option can now be navigated by clicking keys 1 or 2.

Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


All the best,
Thomy
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7
Events / Scavenger Hunt Part 2
« on: September 29, 2018, 05:09:11 pm »
Scavenger Hunt

Event has ended. The 3 winners are ;

1th : Wg

Thank you everyone who participated in Scavenger Hunt!

Description
Due the succes of the first official Scavenger Hunt I would like to host another round of this event. I would love to host more events in the future so keep an eye on this event section.

How does Scavenger Hunt work ?
Participants of this event will be given a list of items. This list can be found at this topic when the event starts.When you have all the items on the list you have to trade me. The first three participants with the full list will win a prize !

Location of the host
I'm at the Wizard's Guild on the upper floor!

Time & Date


Rewards
The first 3 winners will be getting 5m cash + Donator Wings
Spam trading results in a disqualification

List of items:

-Cutted Diamond

-Raw bird meat

-Sacred clay scimitar

-2 peaches

-Leatherbody

-Bagged Daffodils

-Soft clay

-Wood camo set

-Bucket of wax

-2 marrentil seeds

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8
Hey guys,

I've got a few interesting game changes ready and am proud to present our 3rd group boss to you: Yk'Lagor. Who is dropping brand new level 85 Magic weapons.

Shield Specials
I've added a new button to the attack interface, the Shield Special ability. Different shields will now have different abilities that aid you in combat. Some shields already had abilities (spirit shield, dragonfire shield), which can now be used by clicking that button. By default every shield has the Taunt ability. I will now explain all shield abilities currently available:
  • Taunt: Forces an npc to attack you for a certain amount of time. I recommend reading the next section for more details about NPC aggression.
  • Protect: Protects you from all damage by a given amount of time. Spirit shields have this effect and its duration is 2.5 seconds.
  • Dragonfire: Fires a dragon breath at your enemy.
  • Freedom: Breaks all freezes and gives you freezing immunity for 2.5 seconds. Chaotic kiteshield (newly added) currently has this ability.
  • Elemental boost: Gives every elemental spell from the normal spellbook a +2 base damage boost.
The duration of a shield special can be seen at the number, which is in the brackets near the effect name. So for example Taunt [20] means that you can taunt an enemy for 20 seconds. Taunting has no cooldown, but it comes at the cost of having to skip your next attack.


NPC Combat Target
With the ability to taunt npcs, I've also changed the way they behave during combat. Especially the target switching code, because I have to make sure that taunting npcs cannot heavily be abused and doesn't create any strange scenarios. I'm summarizing the way npcs behave during combat in the list below:
  • New targets are selected every 4 seconds. That is about 1-2 attacks before trying to find a new target.
  • New targets are always selected if the current target cannot be attacked. That happens if you try to run away from an npc, died or teleported away.
  • Taunting gives 2 seconds complete immunity to target switching. Also if you teleport away, die or are too far away!
  • Taunting gives complete immunity to random target switching. The npc won't start looking for new targets as long as it can attack you.
  • Taunting an enemy gives them taunt immunity for 10 seconds.

Yk'Lagor
Deep down the depths of the Asgarnian dungeon a new dangerous foe has appeared, Yk'Lagor. A thunderous demon that's supposed to be fought in a group of 4 people. Every participant (up to a maximum of 4) gets a drop from the boss and could be lucky to get the new level 85 Magic Demon wand or Demon orb.



Engine changes:
  • Projectile angles smoothened across travel time. They'll no longer flicker and change their rotation angle quickly. An animation downscaling bug was also fixed. Projectiles animations will now also have smoother animations.
  • Defensive autocast button added.
  • The way objects are adjusted to the ground has been improved. It's a visual upgrade for rocks, tree stumps, etc. on the floor.
  • Certain buggy triangles flying in the air have been removed. They existed in Camelot, Ardougne and Edgeville.
  • I've improved the way objects are loaded when a new map is loading. I wasn't really satisfied with the results of trees shortly flickering and then switching to their stump state. The same thing was happening to rocks. I've updated the game to try to avoid such scenarios and it's been working really good so far. You should see less objects flicker when their state is changed. The ::reloadmap command was also overhauled and is now handled by the server instead of the client.
  • The smithing interface now has a 'Smith All' option.
  • Experience gains are now properly added up. If you're fighting lots of enemies with a multi target spell you'll now only see 1 experience drop per game tick instead of one per hit.
  • The animations of floating rocks in water have been fixed.
  • The minimap icons of trees and rocks have been updated. Some were missing and the information also wasn't shown on the map viewer.

Game changes:
  • Spam-clicking stairs in POHs can no longer bug your character and place you on top of roofs.
  • Spectrals now pause their attack when you're starting to attack another player in the wilderness. This fixes an issue where the attacked player couldn't fight back.
  • Spectral equipment lost on death, that hasn't yet been degraded, will no longer turn into coins, but Spectral energy. This was a bug before the update.
  • A bug was fixed where teleporting enemies would leave unclippable spots behind. An example of this happening are Abyssal demons, which would stop walking around after a certain amount of time.
  • Shenven can now assign all monsters available in her dungeon.
  • Most of Shenven's cave are now a multi combat zone. Gladiators, Dark beasts and half of Abyssal demons are still single combat.
  • The experience gains for multi target spells / effects (ancients & chin chompas) have been reduced to 20%. I do realize this is a really harsh nerf, but the amount of experience you can get without having to use any additional resources is just way too big. Especially with recent changes introducing new multi combat areas.
  • The hits of multi target spells / effects are now instantly shown instead of 1 game tick later.
  • Abyssal demons have slightly been buffed (2 maxhits and ~10% accuracy). They were too weak for a level 124 opponent. Still hitting nothing on me when using protection prayer and decent gear. This is a change aimed at long trips without any sustain.
  • The usability of melee weapons with larger hit distances has been improved. You'll now stop before your opponent whenever they can be reached and eating also no longer moves you towards your enemy.
  • Chaotic kiteshield can now be bought with Slayer Points.
  • Broken Torva, Virtus and Pernix can no longer be equipped. The broken parts could still be equipped but gave no bonuses. To resolve the confusion of the items still being usable, they now simply can no longer be equipped.
  • Archers around Barbarian village can now drop studded (g/t) bodies and chaps.
  • The heraldic drop table of clue scrolls now contains green and blue dragonhide (g/t).
  • Autocast spells no longer reset when relogging.
  • God capes now require level 60 Magic to be worn.

Please let me know what you think of these changes! Especially how it feels to be able to taunt and tank monsters. Is it useful? Do we need more items or more techniques for it to become more useful? Let me know! :)

All the best,
Thomy



Changes and Fixes of the 9th:
  • Hundig slayer tasks have been fixed.
  • Yk'Lagor can now be assigned by Shenven.
  • Yk'Lagor no longer has a lifesteal bonus except for the last stage. The chance for spawning a random minion has been adjusted. Randomly spawning minions during the fight has been reduced by 2.5% and the chance of spawning a Ranger is now 2/3. This change doesn't affect the spawns of phase changes (jumping into the middle).
  • Items dropped on death are no longer inside the boss area of Yk'Lagor, but outside in the lobby.
  • A bug in the code of following NPCs was fixed. This also fixes a problem where you would still move towards your enemy when attacking with a spear.
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9
General Discussion / Three new weapons
« on: October 15, 2017, 09:19:14 pm »
In the last update we got to know that there will be a new boss that drops new weapons. We discussed it a bit in discord today and I thought we could continue that here and involve more people in the discussion. Thomy wants to add three new weapons to the boss. In discord them being t85 weapons was mentioned but he's open to ideas. As such I'd like to have everyone bring in their ideas for weapons.

I'm a tad worried about powercreep, so I wouldn't want to have t85 weapons that would just be a straight upgrade to elemental weapons. In general I think it's a very bad idea to release weapons that'll eat other weapons' lunch. Giving us more "useless" weapons isn't a good idea.

In my opinion these new weapons should be 1-handed special attack weapons that would be designed to be good for PvM. There are only two special attack weapons really viable for PvM and it would be nice to have more variety. Of course it would have to have a different effect than swh or sgs. I have a few ideas for them.
  • Decrease all stats by a percentage
    • We don't really have a way of reducing a monster's offensive power, this would provide that.
    • It would be very good for group bossing if multiple people bring one. It would need a 50% cap like def reduction.
    • The percentage would have to be noticably lower so that it doesn't eat swh's lunch. 5% would already be quite okay. It could get a 25% or 33% spec cost to compensate.
  • Bleeding effect
    • Could make for a weapon good both in PvM and PvP.
    • Would provide pretty safe dps in PvM as you can eat while the DoT continues.
    • Difficult to balance and might not perform that well compared to flat dps. Could heal to compensate, but that might be too much.
  • Execution
    • This might be my favorite concept out of all of them. It would basically finish off a monster from a certain amount of hp dealing guaranteed damage.
    • Would feel really satisfying to use since it assures you something dies. If given some nice gfx could look amazing too.
    • Might be overpowered depending on what it can execute from. Though I don't think this would be much of a problem. Should use 100% of spec bar.
    • Might devalue mechanics in boss fights. I'd suggest an execute from 300hp, that'd mean you'd still run through all nex phases and won't be able to instantly kill most things.
    • Might be really annoying in groups, as you'd be able to easily get a drop to yourself.
    • Would need a different effect vs players. Maybe a really accurate hit with a fairly low maxhit compared to other weapons? Could also just give it dscim spec but with prayer drain based on hit.
For the weapons themselves, a mace, some sort of boomerang/chakram and a wand would be nice. Outside of their special attack they shouldn't be totally useless, they should have slightly lower dps than abyssal weapons.
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10
Guides / [Moneymaking] Logs and Planks
« on: March 29, 2017, 11:30:18 am »
    This is a moneymaking guide that doesn't necessarily need any requirements to do it, I recommend you watch youtube or a movie while doing this. The money from this guide is in logs and planks, you'll need to sell them.

Requirements: Skills you'll get exp in:



Inventory examples:
Setup/Inventory (lvl 1):                                                              Setup/Inventory (lvl 61+):

Quick side note: Camelot teleports are not necesarry, using the lvl 45 magic teleport to camelot is perfectly fine too (and if you are going to use this, I recommend you wear an air staff for less rune consumption)

Places/gear you should switch to when you've reached a certain level:
  • Lvl 1 Bronze Hatchet + logs
  • Lvl 15 Black Hatchet + Oak Logs
  • Lvl 35 Adamant Hatchet + Teak Logs
  • Lvl 61 Dragon Hatchet + Mahogany Logs
The higher lvl you reach the faster you can cut lower lvl trees, this means that sometimes it's more efficient to keep chopping for example: Teak logs with a rune hatchet at lvl 45.
The best hatchet to chop trees in the game currently is the Dragon Hatchet , its special attack which costs 25% special attack power will cut 2 logs instead of 1. While using the Dragon Hatchet I recommend you get the Ring of vigour , this ring reduces the special attack power you use by 10% each cast.
So lets say the special attack costs 25% it will then use 22.5%.


Location/process (lvl 1):
You're gonna chop the trees at Barbarian village.
Using the teleport in the quest tab,chopping trees, banking at the general store and then walking back to the trees is a fast and good way to go about your runs.
O = Tree spot
O = Bank spot

Location/process (lvl 15):
You're gonna chop the oak trees south of Barbarian village.
Using the teleport in the quest tab,chopping trees, banking at the general store and then walking back south to the trees is a fast and good way to go about your runs.
O = Tree spot
O = Bank spot

Location/process (lvl 35)
You're gonna chop the teak trees at Catherby.
Using the Camelot teleport   or lvl 45 magic teleport,chopping teak trees at the fishing spots, banking and then walking back to the trees is a fast and good way to go about your runs.
O = Tree spot
O = Bank spot

Location/process (lvl 61):
You're gonna chop Mahogany trees at Camelot
Using the Camelot teleport or the lvl 45 magic teleport spell, chopping Mahogany trees and banking is a fast and good way to go about your runs.
O = Tree spot
O = Bank spot


Turning into planks:
-->
Logs right now are in such high demand because of the upcoming release of the Construction skill, so making the logs into planks will ensure faster selling and higher prices. (Strongly recommended but takes time!)

To turn your logs into planks, you'll have to walk to the Sawnmill Operator with your planks and some coins (I recommend you take 100-250k coins with you so you dont have to refill every trip).
At the Sawnmill operator you press ''Buy-Plank'' and your logs have been turned into planks, after that I would highly recommend using Varrock teleport, you can set it as home teleport in barbarian village by talking with fishmonger.

That means you teleport to Varrock, you pick up the logs make them into planks and teleport back to Varrock, as this route is actually bit shorter than running back from sawmill to the bank.


O = Operator
O = Bank
--> = Route




Log prices credit to Skill0wzer
  • Logs  = 100gp to make into plank.
  • Oak logs  = 150gp to make into plank.
  • Teak logs  = 250gp to make into plank.
  • Mahogany logs  = 500gp to make into plank.


Notes:
Statistics below are done with lvl 80 woodcutting and Dragon hatchet(no special attack)

Amount of exp per hour:
  • Logs = 123.816 exp
  • Oak logs = 232.650 exp
  • Teak logs = 554.400 exp
  • Mahogany logs = 604.800 exp
Amount of runs and logs per hour:
  • Logs = 66 runs - 1848 logs
  • Oak logs = 55 runs - 1551 logs
  • Teak logs = 60 runs - 1680 logs
  • Mahogany logs = 51 runs - 1440 logs


This is the end of my first moneymaking guide. Feel free to give feedback, and feel free to give the post a thank too :3[/list]
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11
Suggestions & Ideas / Re: Dragon maul
« on: April 03, 2015, 10:49:45 pm »
Just had a new idea with the spec.
Since the whole problem with maul is that it can be paired up with a high dh hit in main pking.
What if we make the spec something like claws/vspear spec, multiple hits.
So either full spec bar > 3 hits or half spec bar > 2 hits

Thoughts?

mmm, 3 hits does sound sexy. it will probably buff the chronozon its popularity with a lot. but I think the price of d claws will be lowered. which is also quite good I guess. I dont know about this. id like to know other people their thouhts on this too
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12
Suggestions & Ideas / Re: Dragon maul
« on: April 03, 2015, 06:21:06 pm »
Would love to see it being like obby maul, but for higher levels.
Agree on adding it.

I prefer it having a special attack though :D
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13
Suggestions & Ideas / Re: Dragon maul
« on: April 03, 2015, 11:32:56 am »
welp this is how it would kinda look like (dont hate on the colours, they dont have to be final)
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14
Suggestions & Ideas / Re: Dragon maul
« on: April 03, 2015, 02:59:10 am »
I don't think we really need this but if your designing skills are good, I'd love to see how it'd look.

PS: You love mauls don't you. ;)


Sure!, ill try to model one tomorrow!.
and yeah I kinda do ^-^
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15
Suggestions & Ideas / Dragon maul
« on: April 03, 2015, 01:19:43 am »
I feel like there are not enough mauls in Emps.
okii this is the idea:
The dragon maul will have the same stats as the Granite maul but than +2 [*edit* or same stats as gmaul but than with 1 more maxhit]
The accuracy and attack speed will be slightly more (since the Granite maul its attack speed is decreased)
and it will be a rare drop from the Chronozon.
because no one kills it nowadays, so this will buff its popularity.

And if theres no model for it, I can model it and make it Emps standards.
Sorry if I made any grammar mistakes

other designs https://emps-world.net/forum/index.php?topic=9266.0

*edit* (dont hate on the colours, they dont have to be final)
I have made the head larger, and the design slightly different

and of course no segments/faces going through eachother

*edit .2*


*edit .3* (final design, colours are not final)
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