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Messages - Tulrak

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1
Greetings, Emps-World Adventurers!

This update introduces an expansion to the Invention skill, introducing Treasure energy as a new resource, and unveils an unprecedented December 2023 event calendar. Additionally, enhance your combat prowess with the newly released Vanstrom rings, boasting exceptional power upgrades.

December Events
The entire month of December is packed with unique events, each running for a week.
  • Free Member & Double Minigame Tokens
    Enjoy free membership and double minigame tokens from December 1st to 8th.

  • Free PvE Death
    Dare to face any monster without fear of losing your items from December 8th to 15th. (Please note, this does not apply to HCIM accounts.)

  • Double Drop Chance
    Experience the thrill of double loot from December 15th to 22nd. Every drop table roll yields two chances to acquire the rarer item, significantly boosting your odds of obtaining precious rewards.

  • All Events & Double Experience
    Celebrate the end of the year with a grand finale from December 22nd to January 3rd. All previous events will be reactivated, and you'll enjoy double experience rates throughout this period.

Christmas Holiday Event
The beloved Christmas Event returns from December 10th to January 14th with new items added to the super rare drop table. Unwrap festive goodies and spread holiday cheer! You can now obtain a Gorilla Mask and a Gilded Scarf as additional super rare loot.

Invention Expansion

Expand your Invention prowess with these exciting additions:
  • Deconstruction of Unique Clue Scroll Rewards: Convert unique rewards from clue scrolls into Treasure energy, a valuable resource for creating powerful items.
  • Clue Scroll Skippers: Use Treasure energy to craft clue scroll skippers, allowing you to skip certain steps in clue scroll challenges.
  • Reward-Enhancing Ring: Craft a ring that enhances the rewards you receive from clue caskets.
  • Flattened Level Requirements: Enjoy a more streamlined Invention experience with flattened level requirements for grouped deconstructable items. This means you can deconstruct all steel items once you reach level 12 Invention, rather than having to reach higher levels for specific subsets.
New items available for Deconstruction:
  • Staves
  • God capes & staves
  • Halberds & spears
  • Promethium
  • Clue scroll rewards
  • Vanguard, Trickster and Templar
  • Chalkos, Sidero, Atsali & Chrysos
  • Necator
Invention Skill Interface Items are now grouped together more logically for easier navigation. The maximum level requirement for deconstruction is now displayed primarily, reducing confusion about the required level for specific items. Vanstrom rings can now be enhanced with powerful upgrades, further boosting your combat prowess.

Enhanced Floor Quality
Floor sampler code has been updated for the highest quality setting. Textures are now dynamically blended together, resulting in improved floor quality. Support for highest floor quality on older openGL versions has been dropped to ensure optimal performance.


Game fixes / changes:
  • Vyrewatch Amulets: Vyrewatch amulets have received a 1% and 2% lifesteal bonus, providing additional survivability in combat.
  • Spell Autocasting: Superheat, low-level alchemy, high-level alchemy, and all enchant spells can now be applied multiple times with a single click. You can autocast these spells up to 28 times before having to click again. These spells can be used during combat but will reset once you start moving or attacking.
  • Poisonable Promethium Weapons: Colored promethium spears and daggers can now be imbued with potent poisons, amplifying their potency against specific foes. This refinement also resolves an issue where poisoned Promethium Daggers would vanish upon death.
  • Clue Scroll Drop Rate Boost: Clue scroll drop rates have been increased when fighting bosses or completing slayer tasks, rewarding your dedication.
  • Slayer Helmet Level Requirements Removed: All level requirements for slayer helmets have been removed. Instead, the helmet's effectiveness scales with your stats up to level 80, providing a more flexible and rewarding experience.
  • Item Deconstruction During Combat: Item deconstruction can now be performed during combat, allowing you to manage your inventory more efficiently.
  • Collection Log Fixes: An issue where noted items did not count towards collection log completion has been resolved, ensuring accurate tracking of your achievements.
  • Pathfinding Improvements: The server-sided walking queue processor has been rewritten to ensure your character accurately follows your commands and reaches the intended destination. This addresses issues caused by timing discrepancies and lag.
  • Ammunition Effectiveness: Basiliskbane and Wallasalkibane ammunition now correctly apply their respective effects, ensuring your combat strategies are more effective against specific enemies.
  • A Promethium pickaxe charge depletion issue during mining has been addressed.

Open Moderator Positions
We're seeking enthusiastic and committed individuals to join our team of moderators. Moderators are responsible for maintaining a positive and productive community environment by enforcing our community guidelines, responding to user concerns, and fostering engaging discussions. If you're passionate about our community and have excellent communication and problem-solving skills, we encourage you to apply. Staff Applications can be submitted through our online form: https://emps-world.net/forum/index.php?action=helpdesk;sa=newticket.


We hope you enjoy these exciting updates and events. We wish you a happy and prosperous holiday season!

All the best,
Thomy




P.S. These patch notes have been rewritten by Bard. Do you prefer professional writing by AI over my personal one? (I do xD)



Patch notes December 8th:
  • Invention level requirements for the deconstruction of Demon items have been lowered from 95 to 90. Vanstrom necklaces and rings now require level 90 and 92 Invention to make.
  • An issue was fixed where item weights wouldn't properly update when taking items from the bank.
  • The coalbag has completely been reworked to properly function with ore smelting and the superheat spell.
  • A bug was fixed where the maximum amount of steps that need to be completed for clue scrolls would never refresh.
  • Green, blue, red and black dragonhide have received separate Invention level requirements for deconstruction.
  • The experience drop system has been reworked. Bonus xp is now shown separately. Unique item drops and deconstructed items through invention now also appear in the experience drop list.
  • Multiple issues have been fixed that affected clipping around doors. This also includes an issue where your character would suddenly stop walking.
  • Vanstrom's bouncing spike projectile is once again visible after the initial bounce.
  • Free PvE death respawns no longer happen in the air.
  • An issue with invisible floors on lower quality settings has been fixed.
  • A problem that takes away your GWD killcount and doesn't open the door was fixed.

Patch notes for December 16th:
  • Fixed a rare issue where a double drop would result in no drop.
  • Gilded scarf & Gorilla mask are now tradeable.
  • Daily Invention tasks containing Treasure energy will no longer be assigned.
  • Added DKIM records to postfix mailserver to improve delivery and avoid mails from landing in spam folder.
The following users liked this post: Tulrak

2
Update Notes / Updates November 24th - Rot Cave and Color Saturation
« on: November 24, 2022, 07:46:13 am »
Hello everybody!

Rot Cave is now available - a new and challenging group dungeon located in West Ardougne. Before being able to participate you need to complete a short miniquest explaining the situation of the rot. You can obtain Promethium equipment that protects from and inflicts rot damage.

Rot Cave
A new dungeon has opened in West Ardougne! Talk to King Lathas (upstairs in West Ardougne castle) to start a miniquest explaining the Rot crisis. The Rot cave introduces Promethium equipment and a new damage type similar to poison: Rot. This damage keeps increasing up to a certain threshold or until you die. Your Herblore skill allows the creation of Antirot potions which are an absolute must when facing rotten enemies. The cave can be joined in groups of 2-4 people. Monsters in the cave will be scaled to the amount of maximum participants of your group. Meaning that the difficulty does not depend on group size. Loot you find inside the cave is added to a loot chest that can be accessed in front of the entrance.


I have already uploaded the drop table to the wiki: https://emps-world.net/wiki/Lucien_Van_Rot
Please bear in mind that our wiki team needs some time to prepare all Rot Cave pages!


Rot Infection & Damage Calculation
A Rot infection is lasting damage that you catch when receiving any kind of rot damage. The burden of your infection is defined by the maximum rot damage you received. Rot starts with an initial damage and keeps increasing every 15 seconds until reaching a maximum.

Below's a list of four different rot infection scenarios:
  • Rot: +2 damage up to 20
  • Strong rot: +3 damage up to 30
  • Aggressive rot: +4 damage up to 40
  • Lethal rot: +5 damage up to 50
Getting hit with 35 rot damage results in Strong rot: starting at and increasing by 3 damage every 15 seconds up to 35 damage total. Depending on the amount of rot damage you take your infection can increase. Your Strong rot can become Aggressive rot and Lethal rot when receiving higher rot damage.

Drinking any antirot potion grants immunity from rot infections. It clears all rot infection damage ticks and prevents you from catching it. You also gain a 50% rot damage reduction when under the effect of antirot.


Promethium Equipment
With the introduction of the Rot Cave you are now able to create various anti-rot items. You will find promethium metal to be useful because it can also create better hatchets and pickaxes. The equipment itself offers rot protection in form of a set bonus that maxes out at 6 pieces equipped offering 50% rot damage reduction. This reduction does scale multiplicatively with antirot potions. Promethium weapons do also count for the set bonus and do inflict rot when using special attacks on enemies. Promethium arrows always have a small chance to inflict rot damage. You can repair promethium equipment by using a promethium bar on it.

Here's what the armour looks like (including new lava cape texture):


The 6-piece set effect of promethium grants 50% rot damage protection but it DOES NOT grant immunity from rot infections. In combination with an antirot potion you can get a total rot damage reduction of 75%. The effects are combined multiplicatively: 50% from antirot potion is increased by another 50% from promethium --> 75% total.


Color Saturation
You are now able to adjust the color saturation of the game. Feel free to play with the Saturation setting from the Game Settings. This value highly depends on your monitor and what color tones you prefer. Below is a screenshot of what the default saturation vs. full saturation looks like:

The Game Settings interface also received a minor overhaul putting more important and frequently changed options to the top.


Game fixes / changes:
  • The projectile calculation code for large monsters has been reworked. Projectiles are now fired at the center of monsters rather than at a fixed height. This also works for larger monsters such as dragons, black demons, bosses, etc.
  • Smelting options with batches of 1, 5, 10 and X are now properly working.
  • Getting into combat no longer closes interfaces. You are free to keep skilling guides, price checker, kill logs, etc. open when fighting enemies.
  • The Smithing, Mining, Crafting, Herblore, Woodcutting and Fletching skilling interfaces have been reworked. They received tabs with categories for item types.
  • The amount of ammunition you smith has been increased significantly.
  • Loot chests are now sorted by item value. Meaning that valuable loot appears in first slots for Vampire catacombs and Rot cave.

Engine fixes / changes:
  • Minimap icons for the Grand Exchange area have been updated.
  • NPCs can no longer be clicked during their death animation.
  • Lava capes have been updated visually. Textures received more detail and were made brighter.
  • The audio system has received a rework to play higher quality sounds. This change is heard best when playing rather quiet sounds.
  • Typing in the clan chat tab automatically sends messages to clan chat without having to start with the / symbol.

All the best,
Thomy




Fixes on November 25th:
  • Rot percentage display has been fixed. It's now properly going down when killing monsters in the Rot cave.
  • Antirot effects were made clearer.
  • A chat message will be displayed when a rot infection was made stronger or cured.
  • Rot cave boss can now be assigned as slayer task. The task damage modifiers count for all monsters inside the dungeon.
  • The amount of task monsters to kill for Shenven has been adjusted.
  • Various damage types of monsters got mixed up resulting in hitting through protection prayers. The bug was fixed and everything should be back to normal!

Fixes on November 26th:
  • Burning the tomb in Rot Cave no longer removes 25% of rot concentration but 10%. I understand that sucks, but it allowed to skip the entire dungeon without killing anything but the boss. That also increases the damage Lucien does with his rot attack.
  • Activity scores are now always shown and tell you whether they are eligible for a hiscore spot or not. New rank 1 activity scores are also announced globally and your personal best is announced to you.
  • Your top activity scores are displayed in collection log interface where applicable.
  • The combat power of Lucien for 2p and 3p instances has been increased by 5%. This doesn't change the difficulty of 4p instances.
  • Promethium arrowtips have been removed from the Lucien droptable. I am sorry for those who received a single arrowtip.
  • The Rot Cave hiscores have been reset to allow fair competition with the difficulty changes.
  • Activity Hiscores no longer show any rating but the completion time. The rating was a value calculated from completion time.
The following users liked this post: Tulrak

3
Hey guys,

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

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

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

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

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

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

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


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

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

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

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

All the best,
Thomy
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4
Help me! / Re: Client Signature
« on: August 08, 2022, 10:41:50 am »
Thanks for the tip. We might consider it for future releasese :)
The following users liked this post: Tulrak

5
General Discussion / Re: returning to the game.
« on: July 28, 2022, 01:12:54 am »
hello i was playing this game since 2014 and it is sad to see how it became, i dont know why there is a few players right now or there is a specific time that the most of the players logging in, i will be grateful if someone could explain to me how is it going...thanks in advance.

Apparently this game is not being advertise anywhere.............
The following users liked this post: Tulrak

6
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!
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7
Introductions & Farewells / Re: good bye emps world and emps scape
« on: June 21, 2020, 11:16:48 am »
thank you for your service
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8
i know why no one agree with my suggest idea cuz emps was have 500+ players and many of these players pkers but when the pk is start dies the playes start dies too even this game stuck on 100 players
NOW ALL THE PLAYERS HERE IS PVM PLAYERS NO ONE CARE ABOUT PKING AND ALL THE MODS AND ADMINS AND OWNERS DONT CARE ABOUT PK TOO SO NO ONE AGREE WITH ME THATS WHY
ALL PKERS JUST LEAVE THIS GAME CUZ THIS GAME NOT A GOOD PLACE TO PKING
THATS IT AND The solution is clear.
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9
Goals & Achievements / Re: 5,000 Nex kills
« on: March 27, 2020, 10:23:29 am »
Atleast u got something, my killcount is 106 and nothing...
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10
Goals & Achievements / 5,000 Nex kills
« on: March 26, 2020, 09:36:03 pm »
Loot from 5,000 Nex Kills


Chrysos bars didn't make it into the loot picture since I started the grind prior to its release. And yes.. still missing these god-damn Torva Platelegs .
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11
Suggestions & Ideas / More players
« on: February 16, 2020, 04:07:12 pm »
advertise tis game a bit to get more players becus emps world has no players left
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12
Screenshots / Re: Emps-World Meme Center
« on: February 13, 2020, 10:23:15 pm »
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13
Screenshots / Re: Emps-World Meme Center
« on: January 11, 2020, 05:01:57 pm »
Everytime someone who hasnt been on for longtime logs in
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14
Clans / Re: Bigdicks - Ironman clan
« on: December 24, 2019, 04:12:25 pm »
Wishing all my Bigdick friends a very Merry Christmas, give your loved ones the gift of a Bigdick presence this Christmas :)
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15
Hey guys,

The annual Christmas event has been enabled. Deliver presents to people across Emps-World for unique rewards. There have been improvements to the Map Loading code that reduces loading times on slower machines. I've also added the ability to show your gaming status on Discord.

Christmas Event
You are once again able to deliver presents to random people. I've increased the pool of people you need to deliver presents to. Every delivery rewards you with a Christmas cracker that can be opened by using it on another person. Both you and the person used on will receive a random Christmas item. You can view all the obtainable items here: https://emps-world.net/wiki/Christmas_cracker


Discord Rich Presence
Our game client is now able to display your location in the game as well what you are training currently on Discord. The game checks for new actions every 5 seconds. This feature can be enabled and disabled from within the game or on Discord.

Faster Map Loading
I've rewritten how the game loads map chunks when you load into a new region. The model combination code for GPU buffers has been multi-threaded. It's now putting less stress on actual game rendering resulting in stabler fps rates while also delivering significantly faster loading times. This change was made in order to improve loading times for slower machines and to properly be able to use high Rendering Distances on faster machines.

Game fixes / changes:
  • A bug was fixed that allowed you to duplicate Ancient armour and Vyrewatch necklace upgrades.
  • Upgraded void invention gear can no longer be traded.
  • Arrows are no longer infinite in the Duel Arena.
  • General Graardor no longer cancels an attack animation with his minion buff animation.
  • The Grand Exchange winter map along with the Christmas event have been added.

Engine fixes / changes:
  • Shadow camera position no longer moves outside of the map loader. This results in much calmer shadows while almost not affecting visual quality and performance.
  • Fog rendering code has been optimized.
  • Snow flake particles are now moving around randomly to give it a more natural snow fall feeling.
  • The brightness of non-textured parts has been reduced. This improves the look of skin tones as well as the brightness of models when textures are disabled.
  • The clip height (roof removal) for several tree crowns has been fixed. They will no longer be removed when roofs aren't seen.

I hope you'll have relaxing winter holidays. There won't be another double xp weekend but there will be double xp Christmas as well as double xp New Year! Meaning that double xp will be enabled December 24th through 26th as well as December 31st through January 2nd. :D

All the best,
Thomy
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