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Messages - Cahit

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1
Hey guys,

This update contains changes for many aspects of the game. There's new items obtainable through Silver crafting, a rework for Elemental and Abyssal weapons, Buffs to endgame Invention auras and a few engine changes that improve your gameplay. I've also fixed many bugs reported over the past weeks and added the option for customized User Interface styles. You can choose between modern and oldschool styles.

Menu Styles
You are now able to customize the look of your menu. By default you get the modern gameframe and icons. Click on "Interface Settings" to change set your preferred look.
There's also custom cursors that change depending on what option, npc, player or object is selected. Feel free to disable them if you prefer your own default mouse cursor.

Silver Casting
Several new moulds have been added to Dommik's Crafting store (Al-Kharid & Crafting guild). You are now able to melt Silver bars in a furnace to create new items:
  • Saradomin & Zamorak symbols: +10 Prayer bonus and protection from appropriate faction in the GWD.
  • Tiara: can be combined with any talisman.
  • Runecrafting staff: can be combined with any talisman.
  • Sickle: can be operated to grow Mort myre fungi in the swamp from rotting logs. It's also usable on rotting branches and small bushes giving you mort myre stems and pears. Those don't have any usage yet though.
  • Silver bolts (unf): can be combined with feathers to get Silver bolts. They require the same level as Steel bolts and are slightly stronger.

Using a Runecrafting staff and Tiara allows you to create combination runes easier. They do not count for runes but will allow you to create runes without needing additional talismans.

Discord Bot
We now have our own official Discord bot that is integrated into the game server. It will forward clan chat from and to discord and offers some utility commands, such as finding drops for npcs. Have a look at our official Discord channel. This is the bot's initial release so it may not always work or be disabled from time to time but feel free to play around with it! :D

Elemental and Abyssal Weapons
I would like to bring more weapon variety into endgame PvM by improving abyssal weapons and their elemental upgrades through crystals. You no longer lose your abyssal weapon and the upgrade crystal once all charges run out. The item reverts back to its original state without the upgrade crystal. The sink is no longer necessary because of Invention. The maximum charges were changed from 50,000 to 40,000 to be aligned with the reworked aura. I've changed the Whipmaster aura into Abyssal master aura, which increases damage for all abyssal weapons including bows and staves! The creation costs for Abyssal master aura have also been changed: it no longer requires any Demon energy but 100 of each 4 basic energy types. All abyssal weapons have received a special attack that applies an effect depending on their element:
  • Ice: freezes your enemy for 20 seconds. It's basically like an ice barrage spell. The freeze is applied on hit and not on cast time.
  • Thunder: inflicts additional 15% damage with a delayed hit.
  • Fire: puts a bleed effect on your enemy equal to 30% of your damage dealt.
  • Nature: increases your enemy's poison damage by 4 up to a maximum of 12.
The theoretical DPS of Abyssal weapons is now similar to the one of Demon weapons. They have a significantly lower accuracy bonus but attack faster.

Invention Aura Buffs
I've identified that quite a few of the higher tier auras are just too weak for their costs, especially those made with Demon energy. I've changed the following:
  • Experience boost aura now gives a +50% boost instead of +25%. Please bear in mind that this aura can be used on every single experience gain such as Experience lamps, Pest Control points, etc.
  • Demon slayer aura damage increased from 12.5% to 15%.
  • Prayer II protection bonus buffed from 4% to 5%
  • Prayer III protection bonus buffed from 6% to 10%
  • Lifesteal II bonus changed from 4% to 5%.
  • Lifesteal III bonus changed from 6% to 10%.
I will be further monitoring how auras with Demon energy perform and adjust them in future updates if necessary. Please let me know what you think of the changes!

Game fixes / changes:
  • Construction skill interface now also shows what rooms you can build including their costs. I've also fixed a bug was fixed where the last furniture levels showed null.
  • Quiver now uses the first arrow / bolts that can be used instead of the best ones. This change now allows you to choose which ammo to use from your quiver and also change it on demand. Simply swap position of your ammo inside your quiver to change priority.
  • Construction rooms can now be rotated clockwise and counter clockwise.
  • Fight caves now properly save when completing the final wave and exiting the minigame before claiming your reward.
  • The attack animation of Aquanites has been sped up because it was blocking their walking progress for too long.
  • Hunting expert west of the Grand Exchange can now string a rabbit necklace for 1m gp for you. Special thanks to JP for writing the script.
  • You now get double the amount of combination runes for Runecrafting.
  • The bridges of Neitiznot have been fixed. You no longer require an Agility level to cross and also can no longer get stuck while crossing.
  • A bug was fixed where dye shards could be turned into dye bottles by withdrawing them from your bank.
  • You now get a red chat message when equipment fully degrades and drops to the floor.
  • A bug was fixed that allowed you to transform certain items because the game thought they were noted.
  • Ancient gladiator animation timings have been improved. It was looking a bit too clunky.
  • Trade screen now switches to a two-row layout when more than 18 items are offered.
  • Several Agility courses and obstacles have been overhauled. They now look and feel smoother. This change also includes interactions with doors that open, let your player pass through and close again.
  • The attack speed of colored Demon longbows has been fixed.
  • Areal sounds are now properly playing again. The volume decay effect (depending on how far a sound is away) has been updated. You will now also hear sounds from players fighting monsters further away than before. These distant sounds are significantly more silent than closer ones though.
  • Your weight now affects the chance of failing Agility obstacles. Negative weight will increase your chances of passing obstacles.
  • The graphics of blood barrage and burst have been fixed. Also the hit and cast timers of several spells without projectiles (barrage, burst, zuriel, etc.) have been updated to better match their animations.
  • The werewolf transformation animation in Canifis has been updated.

Engine fixes / changes:
  • You now get a warning when attempting to close the game while being logged in.
  • The render positions of elemental bows, abyssal bows & staves and demon bows have been fixed. They are now properly aligned when wearing an aura.
  • The depth priority of many interfaces has been updated. You will no longer see your player clipping through text on the character equipment screen. This change came with the texture system rework.
  • The 300 and 250 fps settings have been removed from the game. They were causing rounding issues with position calculations.
  • Animation interpolation code has been further optimized. It now depends on your frame rate and works with graphics and projectiles as well.
  • Force movements (climbing over things, Agility, knock back, etc.) has been improved. The position transition is now interpolated and looks less chunky.
  • Press enter to chat now properly works when private messaging friends, entering input or having the worldmap open.
  • The client-sided walking code has been overhauled. Your position is now interpolated smoother over your fps rate. That means that entity positions will now be more accurate in comparison to server positions.

Texture System Rework
This change went live a lot earlier but I'm mentioning the technical changes for those interested. I've changed the texturing system from an texture atlas (openGL 1.5+) to a texture array (openGL 3.0+). This results in overall sharper and smoother scenery. Not only does this modern system look better but it also loads terrain significantly faster. Particles now also look more detailed and smoother. With this change I've improved particle spawns for elemental weapons and the wildy wyrm too. Shaders (programs on the GPU) have been upgraded from openGL 2.0 to openGL 3.0. Computers not supporting these changes will just use the old system. Rendering images and text in-game has also been optimized through that system resulting in higher fps rates and sharper image quality. The game needs to render image scenes less often because of more optimized rendering techniques. These optimizations work for both the old and new systems! Images or letters that are party cut-off by scrollbars are also no longer streamed to the GPU but properly cut with the new system. Full screen and anti aliasing button have been updated to be toggles. The game no longer needs to re-open its window to apply the settings.

Memory System Improvements
I've received a few reports of lag or crashes over the past weeks and investigated the issue. I've improved the game's memory usage by caching less models and transforming them on-demand rather than keeping all transformations. The game used to keep a copy of every model on every position which isn't quite necessary because there is a lot of duplicates with different rotations or ground alignments. You should feel that the game loads a bit quicker, smoother and it will be consuming less memory. The native libraries are now also stored inside the .emps_world cache folder by default and no longer on your operating system's temp folder.

Please let me know what you think of these changes and what you would like to see next? I was thinking of additional bosses or another Invention batch with new auras?

All the best,
Thomy




Updates of April 10th:

Item Drop System and Death Item Timers
I've received quite a lot of reports recently about people  losing their items and requesting them back through our Helpdesk. We have taken a look at some cases and on rare occasions have decided to return items because they were impossible to be picked up in time. I'm now changing that policy that we are not returning any items lost upon death unless of course lost or deleted by a bug. I am additionally changing the death item timers to 10 minutes. That means that your items lost on death will be visible to you for 8 minutes and an additional 2 minutes to other players. This is more than enough time to run back and grab your gear even if your internet connection fails you. Below's a list of all (changed) item timers:
  • Item drop: 2 minutes private and 2 minutes public
  • Item drop (death): 8 minutes private and 2 minutes public
  • Item spawns: public and refreshed every minute
I think this death mechanic is fairer and also won't punish failing internet connections too much anymore.

Game fixes / changes:
  • Smoke demon champion attack animations and damage of magic projectile has been fixed. There could have been issues with other bosses as well that suffered from the same bug of multi projectile hits.
  • You can now use the prayer orb to activate / deactivate your current prayers and set your quick prayers. You set your quick prayers by activating the desired and confirming them by clicking on the orb.


The following users liked this post: Cahit

2
Goals & Achievements / Re: 5,000 Nex kills
« on: March 28, 2020, 11:07:04 am »
thnx for giving me paranoia :D i think im gonna do 4k nex kills and never gonna step in that ice prison ever again.
cause to get these missing parts for me ( torva helm, pernix body ) can took 5000+ or 10000+ nex kills thats huge xp waste :(
The following users liked this post: Cahit

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: Cahit

4
Screenshots / Re: Emps-World Meme Center
« on: September 07, 2019, 10:51:28 pm »
how i see thomy minds expanding.
via Imgflip Meme Generator
The following users liked this post: Cahit

5
Hey guys,

I am proud to present you our first and unique new skill: Invention. We've had many discussions about the game's economy and how difficult it is to maintain prices for item drops. The skill aims to solve that problem by introducing a sink for most unique boss drops. You can read more in the dedicated Invention section below. There's also an initial implementation start of Activity Hiscores to boost competition for boss runs, minigames, etc. As well as a lot of fixes and engine improvements. You're now also able to select higher quality textures with 0 performance impact.

New skill: Invention
Our new skill, Invention, consists of 2 basic concepts:
  • Item Deconstruction: obtain energies
  • Item Creation: transform energies into new items
Deconstructing items gives you energies that can be transformed into either degradeable auras or equipment upgrades. You can train the Invention skill wherever you want as long as you own an Invention Energy Box. It can be obtained by having a chat with Manglethorp, who can be found south of the Grand Exchange. Click on the Invention skill and you will get a map marker.
We also already prepared the wiki entry for Invention: https://emps-world.net/wiki/Invention
Not every item in the game can be deconstructed, only those found within the Invention skilling interface or on the wiki page. I have plans for more energy types and upgrades in the future.

Oh yeah... and here's the skillcape emote nobody has seen yet: ;)


God Wars Dungeon Hardmodes
There's now hardmodes for bosses in the GWD: General Graardor, Kree'arra, K'ril Tsutsaroth and Commander Zilyana. The fight is more intense and aimed at a group of 3 people. You will probably require a dedicated tank because some mechanics will deal a lot of unblockable or difficult to block damage. Fighting hardmode gives every participant a 3% chance for a new and unique drop: Artefacts. Those are needed to upgrade GWD equipment via the Invention skill. The other drops remain the same and will reward the top 3 damage dealers.

Here's a picture of the Zilyana hardmode fight.

Activity Highscores
I've implemented a system in-game that tracks completion time for boss instances and stores every completion. The completion time is transformed into a score value and will be listed as highscores on the homepage. I am still working on visualization for the homepage and need some test data. You can already see your score when clearing a boss instance but it is not yet compared with others. My aim is to create weekly and monthly top players for several categories with unique reward containers.

Game fixes / changes:
  • Home teleport can no longer be spammed.
  • NPCs have been made easier to taunt, especially bosses. They will now focus you even if you are further away from them than other players.
  • The invincibility frames after a teleport have been increased. We don't want you to die by a projectile right after teleporting.
  • Hunter potions can now be noted.
  • The gates west of Canifis leading into the swamp can now be used.
  • The Falador party room was updated. Balloons will no longer get stuck on the floor and the timing for popping balloons and items dropped afterwards has been improved.
  • Silly jester stick can now be equipped.
  • Tank armours are now lost upon death and fully degrade during the process.
  • Rugs no longer remove staircases in POHs.
  • Unholy cursebearer now correctly registers as undead monster.
  • The calculation for price checker has been updated. Most recent trades of an item now have a higher impact on the price calculation. There is a cap so manipulating prices won't be possible. I would like the price checker to reflect recent changes faster though.
  • Several "members only" texts have been removed from the game since they haven't been accurate for a while.
  • Dieing with a herb sack or gem box will now drop its contents when being in the wilderness.
  • Animations for stringing bows and crossbows have been sped up to better reflect the creation process.
  • The timing of animations on stairs has been improved.
  • Magic and Ranging potions can now be noted.
  • A bug was fixed where adding friends would delete people from the ignore list.
  • Golden chaotic weapons can now be properly repaired again.
  • Caught butterflies now correctly boost your stats again and can no longer be used inside the duel arena when the no potions option is enabled.
  • A lot of item descriptions (mostly invention & several others) are now synchronized between server and client. Meaning that the description is guaranteed to always be accurate. This will reduce the amount of work required for future balancing patches.
  • The equipment requirement interfaces are now automatically generated and can be changed without requiring a server restart. This makes it much easier to guarantee that correct skill requirements are shown and to add new items in the future.
  • You will now be notified when dropped items upon death are moved outside of a boss room.
  • A flashing arrow is now shown on top of items you've lost upon death. The arrow removed when your death timer runs out (3 minutes) and hidden when you are more than 100 steps away from your death location. The flashing arrow is removed when either your bones are picked up or when the timer runs out. The death timer orb & flashing arrow are disabled when another player kills you - there is no drop for you to pickup.
  • Completing a Slayer task is now mentioned in your chat including the amount of slayer points gained.
  • The charges for upgraded elemental gear has been increased from 30,000 to 40,000. Once all charges are lost the item fully degrades and no longer refunds either a whip or an elemental crystal.
  • Ticket gain at the Warrior's guild is now affected by double xp timers.
  • The code for using various item teleports in the game has been updated. It will now only consume the item when you are definitely able to teleport. This includes ring of duelling, amulet of glory, games necklace, void seal and ferocious ring.
  • Additional inventories now show their current and maximum capacity.
  • Event Point store no longer sells auras. Don't worry, you can still use your old auras but not get any new ones! A clue scroll box has been added that can hold any clue scroll or reward box. It can be upgraded 3 times to increase inventory size. This upgrade is permanent and stays when the box is lost.

Engine fixes / changes:
  • Players are no longer floating on GE tiles.
  • The worldmap viewer's text descriptions now have priority over icons. Some area names could not be read because they were hidden beneath icons.
  • Searching in large banks (1,000+ items) will no longer cause flickering. There was a problem with the game client not being able to cache more than 1,000 item instances, which is necessary for searching.
  • The header text in skilling interfaces now has priority over scrolled content.
  • While scrolling you are no longer able to move or click interfaces. This fixes a problem where quickly moving the scrollbar up would move the entire interface.
  • The general "make interface" for bows, crafting, smithing, etc. has been overhauled. Fonts have been changed and text now has proper line breaks if it's too long to be displayed:
  • Holding down CTRL in any interface now prioritizes the "all" option. This works in every interface that gives you an options menu.
  • Holding down SHIFT key now also activates all actions the CTRL key does.
  • Optional higher quality textures can now be enabled:

    It brings more detail to models by using original texture colors without much filtering applied.
  • Protection prayer descriptions have been updated. They now contain the exact values applied when activated.
  • The quality of images and scaling has been improved. You'll no longer find white borders around interface images. It's now also possible to increase the UI scale to 2.25 and 2.5 for 1440p and 2160p monitors.
  • An issue with water planes on multiple heights has been fixed. Water will no longer lose its transparency & shader code. Water reflections still only appear on the water area closest to your character.
  • Modern hit splats have been updated to cause less clutter during intense fights. The total duration of how long a hit splat is active has been reduced by 25% and the fade out animation has been sped up.
  • A few animation artifacts have been fixed: windmills and boxtraps flickering. Overall the process of animation smoothing has been improved and will cause less flickering for repeated animations.
  • The positioning of several interfaces has been updated. This was done to ensure that interfaces always open at mostly the same position on your screen.

Thanks to everyone who has tested the Invention skill in our test world and gave feedback. It has taken quite some time to design and create a custom skill from scratch. I hope you'll enjoy a new skill and aren't too sad about all max and completionist capes being unequipped. ;)

All the best,
Thomy




Further fixes (September 4th):
  • Ferocious ring teleports no longer dupe themselves and bug out inventory slots.
  • Invention daily tasks can be completed.
  • Invention xp rates for anger weapons, comp ogre bow and hunters crossbow increased.
  • :: can now properly be used again in clan chat.
  • You can now type longer messages in-game. The message will auto scroll and auto linebreak.
  • The restock timer for shops has been doubled. It now also resets when somebody buys an item.
  • Barrows equipment can now be fully repaired again.
  • A visual issue with water reflections of roofs has been fixed.
  • Run energy aura now requires energies you can obtain for its level requirement.
  • The amount of charges tier 3 auras have has been increased. All auras have had their charges restored, so nothing's lost! ;) Have a look at the wiki for the exact numbers: https://emps-world.net/wiki/Invention
  • XP lamps can now give Invention xp.
  • Hardmode bosses are now properly recorded in kill logs.
  • Silk can now be used to remove poison from items.
The following users liked this post: Cahit

6
Feedback / Re: Emps-Wiki: feedback
« on: August 27, 2019, 02:49:00 pm »
Gem Bag is missing from wiki.
Costs 100k tokkuls.
Can hold up to 50 gems.
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7
Feedback / Re: Emps-Wiki: feedback
« on: August 18, 2019, 01:55:33 pm »
Wiki says that there is a tree patch near the ice mountain in catherby but its white wolf mountain, ice mountain is near barb village. I actually stopped reading after ”ice mountain” and started to look for the patch from there
The following users liked this post: Cahit

8
General Discussion / Re: Who is richest ingame ?
« on: August 15, 2019, 08:50:19 pm »
I would say this man
cus he was marching since Emps-World came out
The following users liked this post: Cahit

9
General Discussion / Re: to Thomy
« on: August 14, 2019, 01:12:00 am »
Emps-World now offers much more content for players to enjoy then ever before and our developer will continue to work hard to make this game fun for everyone. Like any other game in existence we must move forward and bring out new content for our community.
The following users liked this post: Cahit

10
Events / Re: Emps-Competitive: Season 1
« on: August 03, 2019, 10:52:01 am »
It was a tough 3 months but it has come to an end. On behalf of the staff team we want to thank all the participants, we hope you guys enjoyed this season! We'll be improving this competition in the coming seasons to make it much more competitive and enjoyable for everyone to participate in. We appreciate any feedback on what we can do to make this event much more enjoyable, so please let us know! With that being said, we would like to congratulate the following winners of this season.

Highest Exp - Ec1 Darkness
Highest Elo - Ec1ipse
Max Account - Ec1 Darkness and Ec1 N420
Highest Bank value - Ec1 N420

Note: Please pm me on discord or forums and let me know which account you would like your reward sent to.
The following users liked this post: Cahit

11
Suggestions & Ideas / Chronozon
« on: August 01, 2019, 07:41:45 am »
Hey guys,

Right now Chronozon is classified as a 'stronger monster'. I was wondering if it couldn't be promoted to 'boss', so that it drops items for the top 3 damage dealers.
Quick comparison:
KBD:           cb = 276, hp = 500
Chaos Ele:   cb = 305, hp = 330
Chronozon:  cb = 347, hp = 850
I think promoting Chronozon to 'boss'  would make it much more enjoyable content, right now it's kinda dead content. Also, it would make dragon platebody more accessible for lower level accounts.

Let me know your thoughts and opinions!
The following users liked this post: Cahit

12
Feedback / Re: group bossing
« on: July 31, 2019, 06:42:27 pm »
I understand your frustrations, but you have to understand there is a difference in the player peak between winter and summer. That's why finding teammates during winter was not a problem at all. Now, during summer time, it is harder to find some players. But I don't think group bosses should be changed.
The following users liked this post: Cahit

13
Events / Re: Screenshot Hunt 4
« on: July 10, 2019, 08:02:37 pm »
Second screenshot:


That's correct! Congratulations!
The following users liked this post: Cahit

14
Goals & Achievements / Re: Ironman progress.
« on: July 09, 2019, 09:43:43 am »
Three months :(, Where are you?
The following users liked this post: Cahit

15
Screenshots / Re: Emps-World Meme Center
« on: July 09, 2019, 03:47:12 am »
The following users liked this post: Cahit

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