The world is currently online!


Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tacka

Pages: 1
1
Goals & Achievements / Bye bye Revenants!
« on: May 22, 2018, 07:52:24 pm »
Haiii, me back with another completed set complect!
This time it's 3rd age armour.

This is the loot from nearly 3000 (maybe even more, dunno exact number because my old kc was gone) revenant kills. I alched few melee,magic, range bodies for coins. One body alchs for 1,7m.



Here's all statuettes that I got.

The following users liked this post: Tacka

2
Hey guys,

Kal'Ger - Level 85 Melee Weapons
A new 4-man group boss challenge awaits! The lair of Kal'Ger can be found deep down in the Barbarian dungeon. It is highly recommended to initially fight the boss with 4 people to learn the mechanics.

This is Kal'ger:


And here are the new Demon weapons:


Good luck on beating him! It may be difficult in the beginning, but once you learn the mechanics it's easier. You also benefit greatly be using a dedicated tank in this boss fight, because a tank can mitigate a lot of incoming damage on your team!

Voting - Unique Rewards
You can now vote for us in order to receive useful and unique rewards! Have a look here: https://emps-world.net/vote
Voting rewards can contain a gilded pirate hat, scythe or cavalier. They are new rare items that can be obtained with a chance of 0.1%. The voting reward tables in general contain many useful items though. So even if you don't get the new rares, you'll still find the items useful. You can choose from 4 different reward boxes, each costing a different amount of Voting Points (VP) simply by talking to Bolkoy:
  • Beginner box (5VP): Weapons, armours, resources, teleports, etc.
  • Adventurer box (6VP): Weapons, armour, food, potions, ammo, etc.
  • Veteran box (7VP): Skilling resources, xp lamps, runes, etc.
  • Rare box (15VP): Contains 1 Beginner, 1 Adventurer and 1 Veteran box.
Each box can contain the rare gilded items! We will put the full reward tables onto the wiki as soon as possible.

SEO - Search Engine Optimization
I've been working on this for the past 2 weeks. I've improved our web services, so that they can be found easier by search engines and be indexed better by web crawlers. This is increasing website traffic and search rankings in the long run. I've changed the following:
  • Thumbnail images on the front page for news, screenshots and the background.
  • JavaScript and CSS minification. Put everything into 1-2 files and minified it.
  • Removal of inline css and old html tags, such as <center> or <font>.
  • The changes above greatly reduced site loading times. It will be faster and thus be ranked higher for search engines. It's also less likely for people to leave the page during the initial loading time.
  • Image and link description tags when hovering over them.
  • User-friendly and readable forum urls. Don't worry, you can still use the ::forum command in-game to get topics. The number after the hash symbol (#) displays the topic id when browsing the forum.
  • New Play Button popup with proper Windows, Java and MacOS icons.
  • Player counter always visible and lazily loaded once player count is available.
  • Main page background lazy loading: Thumbnail loads first and full quality fades in when complete.
Minifications and page load speeds apply to the main page (https://emps-world.net) only. The forum is work for another time. I also doubt it's worth the change, because the initial page landing is always on the main page, rarely ever the forum.

NPC Drawing Distance
I've been thinking about this for quite a while and am now implementing it for 4man group bosses. You gain additional viewing distance on monsters during these fights. This will make it easier to spot bosses on larger terrains. I plan on giving you a setting to manually increase the npc and player drawing distances outside of boss rooms. This won't work in the wilderness though!

Additional Bone Drops
I've added small, medium and large demon bones. They give similar prayer experience when burying as to big, wyvern and frostdragon bones. By default all demons drop small demon bones. Following monsters drop medium / large versions:
  • Medium: Black demons, K'ril Tsutsaroth minions.
  • Large: Smoke demon champion, Har'lakk, Yk'lagor, K'ril Tsutsaroth, Chronozon and Tormented demons
Appropriate drops have also been added to all GWD bosses and Nex.

Daily Activities
You can now gain additional EP by completing special daily activities. Following activities can be completed:
  • Duel Arena
  • Emps-Wars
  • Pest Control
  • Warriors Guild
  • Barrows
  • Kolodion
  • Kill any Boss
  • Kill a God Wars Dungeon Boss
  • Kill any Group Boss
The activities above are listed in ascending difficulty, which is reflected by your combat level. You can get the Duel Arena activity at level 45 combat and the group bosses are assigned for combat levels of 120 or higher.

Additional Membership Benefits
I've taken a look at the membership scenario and identified a few flaws with the system. I am very thankful for membership and am adding additional perks that improve your gameplay:
  • Additional 10% minigame rewards: Pest Control, Emps-Wars, Warriors Guild, Fight Caves (Jad) and Barrows
  • Additional 10% stackable drops: coins, noted items, seeds, etc.
Har'Lakk, Yk'Lagor and Kal'Ger
I've had a little chat about this and thought about possible flaws with these boss fights. They aren't as popular as Nex, because the fight takes much longer and the drops are comparably worse. I'm increasing the drop chances for Demon weapons from 0.6% to 1%. Resource drops have also received a little overhaul increasing their stacks and replacing some items that aren't very valuable. Overall the reward for killing these bosses has been increased.

Game fixes / changes:
  • Another offsetting issue was fixed, which was causing players to not see each other when having awkward timing during teleports.
  • Random events can now happen only once every 15 minutes are and much rarer.
  • Health regeneration is now disabled during duel arena and death animation. A lucky regeneration tick can no longer protect you from death.
  • Equipping Hunter skillcape now activates the skillcape emote icon.
  • You can no longer spawn 2 Barrow brothers when passing through doors.
  • A door orientation bug was fixed at the south-western Barrows room.
  • Colored abyssal items have received an additional level 72 tier. Meaning that if you have level 72 Attack, Ranged or Magic colored abyssal bows, whips and staves now give +3 additional accuracy and +2 additional strength bonus.
  • Duellist caps can now be operated and will play an animation.
  • Rod fishing animation is no longer constantly replaying.
  • All fire giants now drop big bones.
  • A bug with decanting noted and unnoted potions has been fixed. In some scenarios the Decanter would handle a noted potion stack as a single item and thus delete the entire stack. I'm sorry for this, it's fixed now!
  • A bug with the combat power of dragons has been fixed. Some had a Magic level of 0 resulting in them not hitting anything with the dragon breath.
  • Droptables of Ancient gladiators, Ice demons and Abyssal watchers have been improved. All drops are now noted and drop amounts have been increased.
  • Finishing a potion no longer adds an empty vial to your inventory.
  • Void knights can no longer be attacked with magic.
  • Hatchling dragon drops are now Dragon eggs. The egg can either contain a Hatchling or Baby Dragon. Where Baby Dragons are new and are larger than Hatchling Dragons.
Engine fixes / changes:
  • Clan chat messages now receive line breaks when they are too long.
  • Water can no longer pop through the ground in Catherby.
  • Zombie green skin color and ancient wings lilac have been added to the character design screen.
  • Character design screen updated. Some torso models have been bugged and were flickering.
  • Loading process improved. Objects close to you now have priority when the map is loading. This is the first step towards really large rendering distances. The process has also been put into another thread, meaning that multi-core processors can now load the map without affecting fps too much.
I'm now starting to work on more community features and have the following in mind:
  • Daily, Weekly and Monthly Highscores with rewards for the top ranks.
  • ELO system: Separate rankings for Wilderness, Duel Arena, Emps-Wars, etc. There will be also rewards depending on how high your rank is. I'd also work on a PvP shop that provides you with supplies when fighting players in the wilderness.
  • Activity counters: e.g. how many times you've participated in a minigame or how many tasks you've completed.
A lot of text this time, but there's been a lot of changes! Many thanks for reading. :D

All the best,
Thomy



Fixes 21st of May:
  • Kal'Ger instances.
  • Voting issues: It's a bit confusing and I've already got a little overhaul coded. It will work on IP addresses rather than on usernames. So VPNs will work and the homepage can always correctly tell you if you've already voted or not. I've also found an issue where voting points aren't saved correctly. Terribly sorry, but it's already getting a fix!
  • Barrows multi spawn problem.
  • Kal'Ger dropping items outside of the boss room.
  • Clicking areas on the floor when moving around.


Fixes 25th of May:
  • Spectrals and Warriors Guild spawns fixed.
  • An issue was fixed when planting herbs and mud patches would still stay.
  • An issue with rendering shadows and water was fixed, which caused parts not to be taken into consideration for processing. So places that were actually casting shadow or reflected objects wouldn't show.
  • Demon saber and halberd now require level 85 Attack and Strength to be worn. Requirements are also shown in the skill interface now.
  • Activity tasks now correctly reward you with a combat experience lamp
The following users liked this post: Tacka

3
Screenshots / lul
« on: February 08, 2018, 03:03:48 pm »
got the best magic weapon on 2 kc :LUL:


The following users liked this post: Tacka

4
Update Notes / Re: Updates March 16th 2017 - Graphical Improvements
« on: March 16, 2017, 08:34:31 am »
Tbh rather have some npc that can skull you at edge, the skull refreshing is not very good, since if you don't attack new targets you should lose the skull, but others can simply reset the timer by just attacking you?

Nope. It's refreshed while fighting the same target. You cannot lose a skull during fights. However, the timer of other targets is not affected.
The following users liked this post: Tacka

5
Screenshots / The Glorious Wall
« on: March 09, 2017, 08:17:49 pm »


Trumps dream come true
The following users liked this post: Tacka

6
Update Notes / Updates February 28th 2017 - Construction Preparations
« on: January 28, 2017, 08:33:15 am »
Hey guys,

Haven't heard from me in a while, been really busy with Construction! I've got a few little changes ready with this update, also a preview of the current Construction progress. Let me know what you think of it.

Master Capes
Master capes now have particles. The particle color is equal to the trim color. With this update I've also slightly modified the particles of elemental weaponry. I've increased the amount of particles that are rendered, since their performance tests were really good.


Brightness and Animations
I've changed the way brightness is handled. It's now done through the graphics card and has smoother transitions. With this change, I've also made dungeons darker with stronger (darker) shadows. Giving you a darker scenery in caves. Moreover, I've also improved animation quality. You will no longer find flickering objects. Oh, and... take a look at your player! You can now see your eyes properly. :)

Construction Preview
It's not quite there yet, but we're close to the release. In this update, I'm putting all construction tests to the live game. Since this is a gigantic update, I have to push testing onto a new level. Meaning, that I'll go through the entire skill multiple times. It may be possible that we will have closed betas, but I can't say too much about it yet at this point. Anyway, here's a screenshot:

I'm now able to fully build 15 rooms with the current construction progress. I now have to work on obtaining the required resources (planks, limestone bricks, cloths, etc.) and give rooms usabilities (portal room, amulet of glory, combat ring, etc.). I hope I'll be done with it soon. :)

Following things have been changed:
  • Usability of GWD entrance doors improved. You can no longer get stuck when another person tries to enter at the same time. It works like the Smoke Demon Champion entrance now. One person needs the kill count, others can easily follow through.
  • Aggression code of monsters adjusted. It's now checked more often and the radius for aggression checks has been increased.
  • Saradomin sword buffed. It has received a 2% lifesteal bonus.
  • Onyx bolts buffed. On top of their healing effect, they now have 2% flat lifesteal bonus.
  • Textures on custom models (elemental weapons, wings, kbd armour, etc.) have been improved.
  • Brightness settings changed. You can now select higher brightness and it's done through the graphics card. Meaning that changing the brightness will no longer cause the map to reload and that it's done smoother.
  • Whip special attack buffed. The duration of the bind has been increased to 10 seconds and the special attack now costs 50% special attack energy.
  • New locations have been added to the worldmap viewer.
  • Elite void knight robes have been added to the skill level interface. Moreover, their colors can now also be distinguished by their names. Elite void robe names appended (b) for black, (g) for grey and (w) for white.
  • Shadows improved. Alpha values are now properly filtered and particles now also cast shadows on higher shadow settings. Performance has also been improved for lower settings on weaker graphics cards.
  • Water of certain fountains and geysirs is now animated.


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

7
Hey guys,

A few things have been changed and update. Please take your time and read through them, some of them may be of great interest to you! :)

Prayer Responsiveness
I've seen some talk about prayer flicking and thought that this should actually work in emps too. I've therefore revamped the prayer system to support prayer flicking. The prayer reduction code used to trigger when your attack animation started. That leaves 0.5 - 1 seconds space where changing your protection prayer won't work. Now, the protection prayer reduction is done at the time of when the hit is inflicted. Resulting in now effectively being able to avoid hits with super fast reactions. Also deflect effects are instant with this update. That includes the vengeance spell, spirit shields, ring of recoils and tormented demons. The aim of this update is to become more responsive to what happens in combat. There shouldn't be a large delay between what the server calculates and what you see on your screen.

Price Checker
This has been requested many times and I also wanted to do it many times, but there's been other projects on-going during these times. I've now finished the price checker. It has taken a bit longer than expected, but it's ready and fully usable. You can add your entire inventory to it or search for any particular item. The items added to the price checker also won't delete unless you hit the 'Clear' button or relog. Adding items is using the Grand Exchange search option. Item prices are also taken from the Grand Exchange. The price checker features a small and a large version, just like the bank or any other newly added interface. Take a look yourself:


Shadow Improvements
I've improved the quality of shadows. You can see a comparison below:


Game changes and fixes:
  • Swamp salamanders updated. They have increased attack speed and tars have received range strength bonus. You can now also use lower tier tars with higher tier salamanders. Salamanders degrade after 200 hits in combat, have mercy on those animals!
  • Potions can no longer 'lower' already boosted stats. That means that drinking an attack potion after a super attack potion will have no effect.
  • Items from the EP shop can now be found in the Grand Exchange search interface.
  • Drop rates of keys for the key ring in the Smoke Demon Champion dungeon have been increased to 2%. It's now a 1 in 50 chance to get them instead of 1 in 167. I know that this is quite a big change, but the boss is rarely done by anyone. Also, low drop chances can be extremely frustrating when you're dry on hundreds of kills.
  • A bug was fixed where dragonfire projectiles would never hit when protecting from magic.
  • A bug was fixed where reflection damage would ignore protection prayers. Resulting in enormously high hits being reflected (spirit shield effects, vengeance, etc.)
  • Heights on the Grand Exchange plaza have been fixed. Entities were floating a tiny bit in the air when standing on the stone tiles.

I don't have any progress to show on clue scrolls. The internal system was prepared to support any kind of clues. I can't say when they'll be ready, but I'm currently working on them. :)

All the best,
Thomy


Fixes of 18th of September:
  • Bank tabs 5-9 can be used again while moving items.
  • Shadows of removed roofs are now correctly casted.
  • Multimodel bufering is available again.
  • Performance improvements to shadow rendering. Lower shadow settings won't render distant shadows anymore, resulting in overall higher fps rates.
  • Obsidian claws' special attack is hitting again.
  • Grand Exchange and Price Checker prices should now be more accurate. Instead of taking the average of 120 items it now takes the average of 40 items. That should result in faster price changes when the market changes.
  • A bug was fixed where monsters could attack through walls.
The following users liked this post: Tacka

8
Screenshots / lucky ironman killcount
« on: August 11, 2016, 10:02:22 pm »
i got my abby whip in 821 killcount of abbysal demons. dont worry i really enjoy killing them :) btw i found out who is Mia Khalifa!  ;D ;D ;D ;D
The following users liked this post: Tacka

9
Update Notes / Updates July 4th - Ironman Mode
« on: June 26, 2016, 03:43:51 pm »
Hello everybody,

I've got quite a few things ready, so please take your time and read through them. Some updates might be of great interest for you!

Ironman mode
Many people have continuously suggested the famous ironman mode. You're now able to make yourself an ironman account on tutorial island. The quest guide (last npc to visit) will offer you the option to become an ironman account. With this update, I've also reworked parts of the Hiscores. The page's layout was updated and an option was added to view ironman accounts only. Ironman accounts cannot get any items from player interactions, they have to get everything themselves (with the exception of membership tickets).
Moreover, ironman accounts have a special icon in front of their name to show off their efforts.


Protection Prayers
The way protection prayers used to work was confusing and I also don't wish to explain it. This update overhauls protection prayers. When fighting an enemy with a protection prayer, your maximum hit is reduced:
  • You get 40% less damage from players with an activated protection prayer.
  • You get 60% less damage from monsters with an activated protection prayer.
With this update we have a fair and easy to understand protection prayer system, the maximum damage is simply reduced. Monsters that cannot hit more than 25 will ALWAYS hit 0 with an activated protection prayer. This means that protection prayers give you full protection from weak monsters.

In-game fixes / tweaks:
  • The map loader has been rewritten. Presenting you a much smoother map transition when walking into newer areas. When teleporting somewhere, the game will pause until the region is loaded. Resulting in an overall smoother gameplay.
  • The minimap is now rendered faster and won't lag anymore when moving around. It's now making use of multiple cores on your system to share the workload.
  • Two additional obsidian dragons have been added to their caves.
  • The way how dragonfire protection works has been changed. Dragonfire will now hit you more often and cannot be fully protected anymore. Dragonfire damage can always hit a maximum of 3 now, no matter how much protection you use.
  • Vesta's spear special now works correctly again.
  • You will now also get double tickets when using double XP scrolls during the Brimhaven agility arena minigame.

In other news
I'll now start working on the next huge update, which is going to be a new dungeon with a new boss. I'll most likely combine this with a quest series that continuously gives you more access to the area. I'm not 100% sure on the outcome though, just letting you guys know what I've got in mind. :D

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

10
Screenshots / :)
« on: January 06, 2016, 06:00:35 pm »
 8)
The following users liked this post: Tacka

11
Update Notes / Updates 31/03/2015
« on: March 30, 2015, 02:08:20 pm »
Hey guys,

I've heavily updated the client's rendering procedure. It's not yet fully completed, but the aim is to get much higher fps rates. You can already test out the new mode by typing ::multicore, it can be disabled by typing ::multicore again. If you enable ::multicore, please compare your fps rates and tell me if you actually have an improvement! (::fpson / ::fpsoff) Restart your client before you test it out, else it won't work!!

List of changes and fixes:
  • Colored darkbow attack interface and special attack fixed. They're now recognized as 'bows' at their attack styles.
  • Sacred clay armour smithing requirement lowered. You now need at least level 8 Smithing to make the whole armour.
  • Blessing clay on altars isn't bugged anymore.
  • An attempt to fix GWD spawn issues. I was able to reproduce the spawning issue there, but I'm not 100% sure if that's exactly what happened in the live version of emps.
  • Morrigan's javelin special attack fixed.
  • Sacred clay equipment on level 1 now gives bonuses.
  • Sacred clay staff is now a 1-handed weapon.

We're aware of the bug that spams "You've lost your target." in the chatbox. I'm not yet sure what exactly causes the problem. I've added some debugging code that will make it easier for me to finally find and fix the issue.

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

12
Goals & Achievements / 200m slayer (updated 20-7-2015)
« on: February 22, 2015, 02:57:02 am »
I'm going for 200m slayer exp. Slayer is my favorite skill in the game, and no one has gotten 200m exp in it before.
After a long while of not updating the topic, it is once again up to date.

Goals:
99 slayer
#1 slayer
200m slayer exp

Progress:


36m/200m slayer exp

Drops worth noting:
13 Visages
17 Whips
1 Dragon hasta
1 Dragon claws
15 Uncut onyx
5 Dark bow
1 Glaiven boots
4 Dragon full helms
4 Red phats (from the ckey chest)


Oh and please don't tell me to reconsider my life choices, I know what I'm about.
The following users liked this post: Tacka

Pages: 1