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Messages - Thomy

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Feedback / Re: PvP
« on: February 22, 2019, 10:13:02 am »
Thanks for all the feedback. I've got following changes ready for next patch so far:
  • Guaranteed attack delay when eating of 1.5s. Brews give 0.5s delay
  • Proc chance reduction of enchanted bolts: 20% --> 15%. Onyx bolts 10% and emerald bolts (poison effect) 30%.
  • Morrigan special attack rework: 135% damage --> 125% damage and bleed effect ticks in 5 damages every 1.5s instead of 6 large damage ticks every 1s. Bleeds will be stackable too.
  • Morrigan throwing axe spec buff: 150% --> 160%
  • Overload restores less stats for PvP.
  • Vesta spear spec damage reduced, but now has 2 immediate and 1 delayed hits.
  • Vesta longsword spec will deal 5% more damage
  • Statius hammer spec damage buff: +15%
  • Prayer drain rate rework: OSRS copy
  • New potions: prayer renewal & super prayer potion
  • AGS spec buff: 131.25% --> 137.5% damage
This is just a short list, the full changes with full numbers and explanations will be in the patch notes next week. I know it's difficult to judge on numbers without trying things out, but thoughts on this so far?
The following users liked this post: Drugs

Feedback / Re: PvP
« on: February 21, 2019, 06:22:43 pm »
I don't think Magic necessarily needs to be buffed offensive-wise. I rather discuss the spell effects instead of just pumping more damage into it. The ancient spellbook seems fine imo, barrages bring great utility for many different scenarios. The lunar spellbook offers the Vengeance spell and also allows you to auto-cast offensive spells from the nomal spellbook. What I could see changed is adding a new tier of offensive spells to the normal spellbook: for levels 80-95 Magic with similar strength as compared to Ice barrage.

Regarding Ranged: How is it op? Tankiness? Isn't this only about bolts being so strong that you can stack a lot of defence bonuses while holding a crossbow and shield? Could a reduction in the combat power of bolts solve that problem? Or a reduction on the proc chance of enchanted bolts?
The following users liked this post: Wg

Feedback / Re: PvP
« on: February 21, 2019, 03:25:47 pm »
That sounds like a great solution - only 1 active combat prayer at a time.
The following users liked this post: Drugs

Feedback / Re: PvP
« on: February 21, 2019, 11:23:53 am »
Spells have double the accuracy to apply their effects. That was changed in a previous update due to a large amount of complaints about the exact opposite: spells not hitting. We can just revert it and have another topic popping up a few months later complaining about the same thing again. Whatever... I will revert it, because it the solution wasn't very intuitive and is no longer necessary with the current bonus system.

Also the tests with barraging npcs in melee armour are quite unfair, because there is no difference if you barrage them in melee gear or not wearing anything at all. There's no negative bonuses! Amulets, certain gloves and boots give quite decent magic offensive bonuses that allow you to be able to hit your enemy with spells.
The following users liked this post: Wg

Topic updated with details of today's bugfix patch.
The following users liked this post: Helpmeplease

Bug Reports / Re: Music.
« on: January 25, 2019, 11:47:06 am »
When the song plays we have its data available. This is probably an issue with mapping the song to the proper text id inside the music list. I'll have a look at the songs you've mentioned. :) Many thanks!
The following users liked this post: Bluestorm, Kaksex50

Hey guys,

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

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

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

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

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

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

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

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

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

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

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

All the best,

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

Videos / Re: I decided to start making pk videos again
« on: January 17, 2019, 04:40:12 pm »
Nice video. :) How do switches feel? Are they fast enough and are smooth?
The following users liked this post: Emps Loover

Bug Reports / Re: Cider barrel...
« on: January 16, 2019, 07:36:13 pm »
I'll have a look that both cider and asgarnian ale objects can be used. I recommend trying out both cider items? This feature has existed since the release of Construction - only ciders out of other houses usable.
The following users liked this post: Tulrak

Bug Reports / Re: Obsidian terror - death - random area
« on: January 03, 2019, 01:30:08 pm »
Many thanks for the very detailed bug report. I was able to find the issue quickly thanks to that!

There is indeed an issue with Agility (= stepping stones) code interfering with death code. What happened was your characters death going through properly and afterwards the Agility stone hop code kicking in and teleporting you back to where you were but on a different height since your death resets that.

In the next update all Agility related timers and teleports will be cancelled upon death. That should fix the issue and no longer cause such weird side effects.
The following users liked this post: Wg

Bug Reports / Re: Noted Dragonhide from Brutal Green Dragons
« on: December 13, 2018, 10:04:28 am »
Will be fixed next update, thanks!
The following users liked this post: Tomtim1

Bug Reports / Re: bug report
« on: December 12, 2018, 10:32:54 am »
Images were posted on Discord - issue should be fixed too now. :)
The following users liked this post: Cahit

Bug Reports / Re: Possessed hat dialogue picture?
« on: December 09, 2018, 08:04:36 am »
It's part of how the model was designed. The moving texture part has transparency. Thanks though. :)
The following users liked this post: Tulrak

Hey guys,

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

Winter Weekends
Some of you may have already heard or read about our winter weekend special. We'll be having double xp, double minigame token, free member and event weekends through December. You can read more details and obtain the full schedule here:

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

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

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

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

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

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

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

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

I hope you're all having a great time

All the best,

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

Bug Reports / Re: Unequippable items list
« on: December 01, 2018, 10:49:22 pm »
Those aren't supposed to be equipable.
The following users liked this post: Iron 69

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