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Messages - Thomy

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Bug Reports / Re: tztok-koz-hrs slay task
« on: January 15, 2020, 03:18:59 pm »
That is indeed a bug! I'll change it to 1 in the next patch. You can either try to kill 11 or just delete the task. :D
The following users liked this post: Reinout123

Hey guys,

Happy new year! This is our first patch in 2020. ;D Today I present you a full rework of the Pest Control minigame. It features multiple difficulty modes and allows you to collect more pest points. There's also Ultimate and Hardcore Ironman modes with separate Hiscores as well as plenty of adjustments and bug fixes.

Pest Control Rework
With recent updates and hardmode bosses the Pest Control minigame has become a bit buggy and also outdated. I've rewritten major parts of the minigame to make it more enjoyable. There's now 3 different boats offering you 3 different difficulty modes. The black flag contains most difficult version and the white flag the easiest.

There have also been several Pest Control related changes and fixes:
  • Portal orientations have been fixed. They are now facing towards the center of the minigame.
  • Pest Control now scales its difficulty depending on the amount of participants. Before this would be done in 5 player steps whereas now it counts every single player.
  • Splatters no longer explode in front of structures but explodes when getting near players or upon death. The splash damage has also been increased and now scales with the npc's magic level.
  • Ravagers now target walls, barricades and doors. Destroyed structures will now be fully passable for everyone. The damage done to structures scales with the npc's max hit.
  • Shifters can now teleport to their target more than once.
  • Brawlers no longer block walking paths but gained a stun attack.
  • More void knight variations spawn in the center of the Pest Control map.
  • Bandages have been added that can be used to heal other players or void knights.
  • Difficulty affects the amount of Pest-tokens gained.
There's also a competitive mode including Hiscores for the most difficult version but I'd like to test the minigame first to see how different rounds perform. I'll keep you updated on this and show Hiscores on the homepage as soon as possible!

Multiple Clients
We never had full support for running multiple clients. In rare instances local files could get corrupted resulting in crashes or visual bugs occurring in-game. I've rewritten the cache handling part which improves reading / writing speeds and ensures that it's impossible that multiple clients are writing into the same file. It's now possible to load up 2 clients while downloading the game without having to fear any data corruption issues.

Ultimate & Hardcore Ironman Mode
You can now create ultimate and hardcore ironman accounts by talking to the Quest guide on Tutorial Island. The new ironman statuses can only be assigned to newly created accounts while doing the tutorial. Hardcore ironmen only have one life and ultimate ironmen are not allowed to use the bank.

Game fixes / changes:
  • Tormented demon animations have been updated.
  • Textures for grass in Camelot have been updated.
  • The dagannoth area has been reworked a little. Animations of ranged attacks were updated and more variations of Dagannoths have been added. Dagannoth mothers now come in 6 different types each having a unique attack.
  • The maximum sizes of the herb sack and gem box have been increased from 50 to 200.
  • Looting bag can no longer be used outside Wilderness, Edgeville bank or Grand Exchange.
  • Picking up items while having a secondary inventory item with you (looting bag, quiver, herb sack, etc.) will now automatically store picked up items. Picking up 250 noted herbs while having a herb sack will put 200 into the herb sack and 50 in your inventory.
  • A bug with global item spawns was fixed. An error could occur which would not let you pickup global spawns in Barbarian village.
  • An additional minute was added to dropped items. Items become public after 2 minutes and disappear after 5 (up from 3) minutes.
  • Fight Caves completion can now trigger through kill logs by having killed Jad at least once.
  • The Slayer task of killing Jad can now be completed in the hardmode Fight Caves. The task is completed once one Jad is slain.
  • You can now be assigned Koz as Slayer task once you completed Fight Caves.
  • The maximum amount of friends was increased from 200 to 400.
  • Kicking a person from clan chat now has a warning that needs to be confirmed.
  • The Grand Exchange Price Chart now allows you view prices of up to 5 years ago.
  • Selecting your house style now also affects where your house is located at. Leaving your house will place you in the appropriate area. You are now also able to enter your house from all available house portals across the worldmap. Have a look at the house styles to find out which places exist!
  • The looting bag and other inventory extending items can no longer be destroyed in the wilderness.
  • Items can no longer be destroyed while being in combat inside the wilderness. It shouldn't be impossible to delete or save items from enemies in dangerous zones.
  • It is now possible to remove a bank pin completely and to change verified pins immediately. You now only need to wait 10 days if you don't know your bank pin.
  • The timer of Fight Caves (hm) has been fixed. It's now showing hours, minutes and seconds correctly.
  • Relogging in the Fight Caves no longer restores your hit and prayer points.
  • Ancient statuettes now also block you from teleporting when being in the looting bag.
  • There's no longer a random animation delay when 2 players are fighting. This resulted in it seeming like one player was attacking faster whereas it was just a delay for an animation to play. This is only better visual clarity!
  • Using the wilderness ditch will now always work no matter where you click.
Engine fixes / changes:
  • A bug was fixed where projectiles (arrows / spells) would not properly follow entities on large rendering distances.
  • CTRL + G can now be used to toggle all in-game interfaces. It's the same as using ::cinemamode command.
  • An issue with the spawn rate of global particles (snow fall at GE) has been fixed.
  • Ground items now show their amount and show a hover box.
  • The RNG option for the Music Player was fixed. There will now be new random songs after the current one has finished playing.
  • Animated textures & Animation optimization settings have been removed. They are and are now always enabled by default, which is how it should always have been.
  • Demon orb's moving texture can now be seen better.
  • Moving textures have received some adjustments. There should no longer be faulty parts on fire capes or magic trees.
  • An issue with loading custom map objects upon the initial loading time has been fixed. That could cause magic trees to not be visible outside Barbarian village when logging in there.
  • You can now search for people in friends list, clan chat and ignore list.
  • Open interfaces now have proper drawing priority over chat orbs and split private chat. It's however still hidden underneath the chatbox. It shows what you can click on top.
  • Trade and duel requests now have proper time stamps in front of them.
  • A bug was fixed where items on the floor could not be clicked on rare occasions.
  • An issue with overlapping water and lava textures has been fixed.
  • Walking through entities (players & npcs) no longer makes them flicker or shortly disappear. They'll only be hidden when standing still.

This update contains a lot of small adjustments and fixes. I haven't decided the next big project yet but I think it will be more difficult content similarly do the Fight Caves (hm). I was thinking of new bosses or other hard modes for Nex. I don't think the Demon bosses need hard modes since they are already considered to be rather difficult? I wouldn't mind developing a Demon boss that can't be killed very often though. ;)

All the best,

EDIT - Fixes:
  • Bank booths can now be used to note items.
  • Friends list now correctly shows maximum of 400 friends.
  • Can no longer get stuck when trying to pick up an item that goes into a secondary inventory.
  • Leaving houses can no longer get you stuck.
  • The Koz Slayer task now requires you to only kill one.
  • The contents of any secondary inventory (looting bag) are now always lost upon death. There have also been further fixes to the looting bag improving usability when adding non-stackable items. It's also no longer possible to stack non-stackable items. Moving items in secondary inventories is now also possible.
  • A bug with picking up items you are already wearing was fixed.
  • The kept items interface has been updated. It now shows items lost of secondary inventories and is sorted by item value. This order is also kept when items are dropped to the floor upon death. Valuable items drops upon death will also appear on top.

Bug Reports / Re: Tormented Demons
« on: December 22, 2019, 08:55:18 am »
Can you have a look and tell me if it's better now? The "teleporting" is due to them moving around and their attack animations not giving enough time for the walk animation to play.
The following users liked this post: Lego Lmao0

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:

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,
The following users liked this post: Drugs, Hugo Terwiss, Dokas5000, Useakill, Tulrak, Rotanas, The Return

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,
The following users liked this post: Dokas5000, Hostage, Mikeelvis, Namnori, Cahit, Rotanas, The Return

Hey guys,

I've enabled the annual skull drop system. During Halloween you have the chance to get an additional currency (skulls) by killing monsters. These skulls can be exchanged for unique rewards by talking to the Grim Reaper upstairs in Draynor Manor. I've also updated some homepage code and implemented a beta for a referral system giving and new players rewards for following an invitation link.

Halloween Event
The annually skull collection event for Halloween has been enabled. You can spawn either Muncher or the Skeletal raven pets and collect skulls by killing monsters. These can be handed in to the Grim Reaper for unique rewards. The event is enabled half way through the completion of the Draynor Manor I quest.

Homepage Layout
I've added a play button for smaller screens. These updates also includes improvements for mobile screens that want to view in-game screenshots and news posts. An issue with the screen size for mobile devices was also fixed. It's no longer able to scroll the x-axis on the main page. Size of next and previous image slider buttons were also increased for smaller screen so that they can actually be used by touch devices. The aim was to improve usability for mobile users. Please let me know what you think! :)

Referral System
It's now possible to enter a referral user when registering a new account. Inviting friends to the game now gives you and the invited person bonuses and rewards in-game. Please bear in mind that we are still testing the system and cannot promise rewards. The idea is that referring new users earns you EP while new users get voting boxes making their start easier. Every referral and referee is examined manually to avoid cheating attempts.
You can find your referral link here:

Game fixes / changes:
  • Highscores now properly show display names.
  • Activity highscores now only show the best score of a player instead of every score.
  • Invention upgrades can now be noted properly.
  • Kal'ger now needs to do 3 attacks per phase in order to be able to advance to the next. This change was done in case people finish a phase during the demon's flight animation. This fixes a bug where the flight animation looked buggy.
  • Mining animation and its sound are now synchronized better.
  • Prayer points no longer reset when enabling prayers during the login process.
Engine fixes / changes:
  • An issue with a faulty sound delay calculation has been fixed.
  • Newly spawned players & npcs are now synced better with the server's direction they are facing.
  • Slayer monster head drops can now properly found on the Grand Exchange.

I'm currently working on Fight Caves 2 which will reward you with 3 new best in slot capes. The difficulty of the minigame is designed to be doable in endgame gear. I expect this to be finished by the end of November. :)

All the best,
The following users liked this post: Knight Night, Dokas5000, Ddstaker34

Hey guys,

The Invention update of last month is looking really good. Thanks for all the intense testing and bug reporting, it's really been helpful for me. I've adjusted a few aura charges here and there but I think the overall balancing of the skill should be fine now. This update mainly consists of fixes and usability improvements throughout the game.

Activity Scores
Several scores for bossing activities have been added to the Highscores page:,Nex,0
I've also reworked the skill and activity selection menu to improve usability and make it easier to select a single skill or activity. I will be adding more highscores for various activities and minigames as well as add selectors for given timespans, e.g.: top top scores for current week / month. Let me know what you think!

PvP ELO Decay
All Rune PvP ranks will now decay when not having fought an opponent within the past 7 days. The decay is 5% of the total ELO and cannot bring you below Rune I rank. This check is done daily in the morning (6:00 AM server time) and aims at bringing more activity for the top spots. Once your ELO has decayed it cannot decay again for another 7 days.

Game fixes / changes:
  • Silk can now be used to remove poison from weapons and ammo.
  • Artefact drops in hardmodes (GWD) are now broadcasted.
  • Looting bag can now be bought for 20k blood coins. It holds up to 24 items and can only be filled inside the wilderness.
  • Upgraded elemental whips, bows and staves now have 50,000 maximum charges instead of 40,000.
  • Hardmode bosses now count as boss Slayer task.
  • Hardmode boss HP has been increased and their minion's HP has been decreased. This doesn't increase difficulty much but enforces you to encounter and play their attack mechanics instead of hitting minions after the fight.
  • Lunar spells have been integrated into the magic casting system. Meaning that you can queue up to 1 spell (similar to normal magicks / ancients) and can no longer overlap spells with other combat actions. The only exception for this casting system is the Vengeance spell on yourself. It can always and instantly be activated.
  • Blue & black wizard robes can now be deconstructed for Robe energy.
  • The dialogues for spirit outside of Revenants cave have been updated.
  • The maximum charges for all poison auras have been increased by 100% (2k --> 4k charges for deflect). Poison purge and heal auras now both have 2k charges.
  • WildyWyrm will now drop items for the top 2 damage dealers.
  • Multiple glacors will no longer start attacking you when using their special attack twice in a row. The attack animation for their special attack was also sped up to avoid animations not showing for a later attack.
  • K'ril animations are now always cancelling each other out resulting in every attack animation always showing initially.
  • The map loading part for Construction has been rewritten to solve a few bugs that can occur when you teleport to your house while another map is already loading. There is now also a limit (7 seconds) for being invisible to others while the map is loading. This invisibility timer (was always in the game) only kicks in when rendering a new player, so people won't just be gone when the map loader starts.
  • Chronozon can now be instanced and drops items for the top 2 damage dealers.
  • Boss kill requirements for Completionist cape have been fixed. Kill counts over 100 counted for other bosses too.
  • Commander Zilyana hardmode now properly drops the Saradomin artefact.
  • The ban / mute tool has been updated to improve usability.
  • The clan chat "Emps-World" is now shown as "Emps" in the chatbox to preserve space for longer chat messages.

Engine fixes / changes:
  • The "Empty" option for items is now prioritized when holding down SHIFT or CTRL.
  • The drop model for gladiator maul is no longer invisible.
  • The positioning for battle robe, armadyl and bandos gloves has been improved. Please bear in mind that it won't be perfect for every weapon because their model doesn't have a 100% accurate animation skin. So not every animation can properly rotate them.
  • Fog calculations have been updated to properly work under water and at map edges.
  • Head icons & particles now share opacity of their parent model. Meaning that they become invisible when the player or npc model becomes invisible too. Health bars and values are always shown and are not affected by this update.
  • Loading floor tiles is now limited and will affect the fps rate less when new regions are fading in.
  • Sliders have been added for certain Game Settings:

    The light-green buttons are slider elements that offer more customization for their setting. I've also added a chat height option which allows you to change the amount of rendered chat rows. UI scaling code was also reworked and will work a little smoother.
  • Improvements to textures have been made. A few gradient textures leaving artifacts due to incorrect UV coordinates were removed from clothing. I've also fixed a bug that could leave invalid UV textures when changing equipment that would not change your character's triangle count. That is highly unlikely but it could still happen. The color and texture combination code was also rewritten to improve visual quality for floors.
  • Some engine core code that handles entity movement, entity overlay and camera rotations has been rewritten. It has been moved into the rendering process and is aligned with the fps rate. That results in smoother camera and entity movements. It should also fix rare encounters where entity positions were wrong.
  • Timestamps within the chatbox can now be activated. The time format is automatically selected depending on your computer's language settings. It should be the same as your windows setting.
  • The chatbox can now fully be hidden by clicking a tab twice.
  • Server time has been added next to the online players counter.
  • Ban messages are now properly shown again.
  • Losing connection to the game no longer forces the game to reload the map. The reconnect screen has also been updated.
  • Ankous and Nechryaels now drop noted unicorn horns. You are no longer forced to kill those mythical creatures for their horn dust!

I'll now be focusing on an invention patch #2 and more hardmodes to offer similar upgradeable equipment the Invention skill already offers. That includes Fight Caves 2 with new fire capes as reward. :)

All the best,
The following users liked this post: Bluestorm, Hi Im Ethan, Emps Loover, Namnori, Rotanas, Ironsuomi, Mellen Gi

General Discussion / Re: Truth - mainly for thomy to read.
« on: September 23, 2019, 11:40:05 am »
If you misunderstood my response feel free to read your helpdesk ticket again. There will be no unban.
The following users liked this post: Il Pk I, Skill0wzer, Kaner, Chris, Drugs, Syytu, Hi Im Ethan

Bug Reports / Re: xp lamps
« on: September 10, 2019, 01:53:09 pm »
It was fixed today, thanks! :)
The following users liked this post: Reinout123

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:
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,

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:
  • 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.

Feedback / Re: Emps-Wiki: feedback
« on: June 23, 2019, 11:50:22 am »
Why this is not done yet, Cahit? Yet you like other comments. Please do the following.

Because this is a ton of work? Bumping your own post on another account also won't speed things up.
The following users liked this post: Bluestorm, Ameer, Tulrak, Cahit, Ironsuomi

Patch notes for June 10th added.
The following users liked this post: Hi Im Ethan, Ava, Ironsuomi

  • Atsali bar: Slayer: Mutant tarn, Gulega, Skeletal wyvern, Abyssal demon, Ice strykewyrm, Vyrewatch, Kalphite Queen and rare chance from PvP crates.
Was this changed? The bar is neither on abyssal demons' droptable on the wiki nor listed as a drop source on the bar's page.

Right! I forgot to add them to the Abby demon droptable. Will do so asap and update #wiki channel with drops. :)
The following users liked this post: Hi Im Ethan

Hey guys,

This update contains Tank armours & Smithing Adjustments, Minigame Improvements and a Name Change Feature! There are also new in-game ranks and Event Managers are now able to enable double minigame rewards. There have also been several adjustments and fixes to improve overall game balancing. Many thanks for your reports and feedback.

Tank Armours & Smithing Adjustments
Tank armours don't really exist in the game. There's equipment that gives you high defensive bonuses but nothing really that decreases your damage taken or increases your hitpoints. I'd like to introduce 4 new armour sets with their corresponding Defence level requirements:
  • Chalkos - level 55
  • Sidero - level 65
  • Atsali - level 75
  • Chrysos - level 85

Each of the sets above cannot be obtained as a drop but has to be smithed, which leads us to Smithing Adjustments. The overall level requirements for smithing items has been reduced by roughly 20%. That means that a rune platebody that required level 99 Smithing prior to the update now requires level 80 Smithing. Experience rates have been left untouched! Training Smithing hasn't become faster but you are able to smith items on earlier levels now. All changes are reflected in the skilling interface as well.

The new tank armours don't give any offensive bonuses but instead give you a hitpoints and soaking bonus. Each set comes with a unique sword that also focuses more on the defense rather than offense. You can obtain the appropriate bars to smith those items from monsters in the game:
  • Chalkos bar: Pest Control minigame
  • Sidero bar: monsters that also drop dragon items
  • Atsali bar: Slayer: Mutant tarn, Gulega, Skeletal wyvern, Abyssal demon, Ice strykewyrm, Vyrewatch, Kalphite Queen and rare chance from PvP crates.
  • Chrysos bar: Nex, Demon bosses (increased rates for Har'lakk and Yk'lagor) and rare chance from PvP crates.
Idle Kick Timer
I've increased the idle kick timer from 10 to 15 minutes. Your character will now also start resting after being away for 3 minutes and start sleeping after being away for 6 minutes. The game will log you out after 15 minutes of being completely idle. Clicking anything in the game resets this timer.

Minigame Improvements
I'd like to introduce new and consumable rewards to minigames. I want to make the minigames overall more rewarding for increasing amounts of participation as well as winning:
  • Emps-Wars: killing players now grants 0.5 tickets instead of 0.2. Capturing a flag grants the entire team 2 additional tickets as well as +8 for the player who scored. Killing bosses now also grants +8 tickets.
  • Pest Control: the maximum amount of tickets you can get has been increased from 200 to 1000. This value is doubled when any double experience bonus or minigame ticket bonus is active. Member grants an additional 10% to your ticket gain ignoring the limit. The maximum duration for a Pest Control minigame now is 6 minutes instead of 10. Portals lose their shields in intervals of 30 seconds instead of 40. You can now also start Pest Control as single player.
You can also buy new rewards now:
  • Bonecrusher: Automatically buries bone drops.
  • Demon horn necklace: Restores 5-15 prayer points for burying bones. Larger bones restore more points.
  • Magic notepaper: Turns an inventory item into its noted form.
Name change
We are now testing the name change feature in the live game before releasing it publicly. Once everything works you'll be able to buy name change tokens from Bolkoy for 1,000EC. I expect this to be soon after this update! When changing your name the following applies:
  • Your login details stay the same. We call this your user name.
  • Changing your name registers a display name, which is shown in-game and on friends/ignore lists.
  • You can change your display name without having to relog.
  • User and display names are both unique. Nobody will ever be able to pick your user name as display name.
  • Once a display name is no longer used it can be re-picked by anyone.
  • Friends list now shows last login and your actual user name in case you are using a display name.
Friend and Ignore List Rework
With the release of name changes I've also completely rewritten your friend and ignore list. You are no longer able to add non-existing accounts to either of the lists. The internal database system for friend and ignore lists also is no longer text-based. This change was needed in order to be able to support the name change feature. There have also been several client-sided performance improvements for rendering friends and ignore list.

Event Managers & Commands
Event Managers now have a dedicated icon next to their name and also received new commands to make it easier to host events. We have great trust in our Event Managers but in case of abuses we have the ability to track the use of every command used at every location. Following commands are now available to Event Managers:
  • ::doubleminigame - Enables double rewards for all minigames.
  • ::yell - Send a message to everyone.
  • ::xteleto player - Teleports to a player
  • ::xteletome player - Teleports a player to you AFTER accepting a confirmation box.
  • ::tele x y - Teleport to locations across the map to explore areas for events.
The teleport commands cannot be used during combat and will ask the player for permission if teleported. All commands are logged and randomly checked for integrity and valid uses.

Burthorpe Dialogues
The city has received some dialogues to make it feel more alive. Special thanks to JP for coming up with the dialogues and putting them into emps script.

Runecrafting Adjustments
The current state of the Runecrafting skill is a little bit questionable, because crafting runes doesn't feel very good. I've started by sorting out the mess of the skill interface by dividing the level requirements into 2 categories: Runes & All Runes. The first part shows at which level you can start crafting runes and the second shows at which levels you gain what amount of runes. I have also reduced the level requirements for crafting Death, Blood and Soul runes. The level requirements for crafting multiple runes have been reduced. This means you will get more low level runes at earlier Runecrafting levels. There is now also a cap for the maximum amount of runes you can craft. All changes can be viewed in the "All Runes" section of the Runecrafting skilling interface. The aim of this change is to give you more runes for actually training the skill instead of having to rely on good drops or buying from shops.

Game fixes / changes:
  • Teleport spells and teletabs can now be used during the eating animation.
  • Lunar dream spell now restores special attack energy when used.
  • Teleblock timers have been overhauled. A bug was fixed where magic protection prayer wouldn't halve the duration.
  • The alch values for abyssal whip, bow and staff have been increased to 713k. Abyssal bow and staff can now also be noted and the item picture for the abyssal staff models has slightly been reduced to properly fight into inventory squares.
  • The synchronization of door states in houses with multiple attendees has been fixed.
  • K'ril Tsutsaroth drop table has been updated. Chaos rune drop was removed and the additional drop chances (5%) were add to Wines of Zamorak. They now drop with a 9% chance instead of 4%. Zamorak brews are now also dropped as 4 doses.
  • Emerald bolts (e) now correctly inflict increasing poison onto your enemy.
  • Admins and event managers can now use some commands to assist them in navigating through the game during events.
  • Adamant crossbows can now be bought in several Range shops.
  • Icons you can no longer use are now automatically removed.
  • New icons were added: event manager, wiki contributor, wiki admin and youtuber.
  • Daily tasks can now be skipped by right-clicking it in the Daily tasks interface. Skipping a task costs 1 EP.
  • Dragon claw special attack has been updated. Some of its code has been reworked to better represent its 4 hit special attack. The maximum special attack damage was also reduced by 5%. The max hit is now slightly lower than the Armadyl Godsword. I've also reduced the special attack accuracy from 200% to 150%. This sounds like a lot but dragon claws special attack is designed to get you extra hits if one of the 4 hit rolls is 0. I want to put the weapon more in line with other special attack weapons and not have one very overpowered one.
  • Dark kebbits can no longer be assigned as Hunter daily task.
  • The Varrock palace garden has had its plants grown and the Master Gardener is also no longer able to noclip through them.
  • A clipping issue with Dusk devils was fixed. There was a general error within the npc walking code that caused the issue. It occurred when npc combat reset with them being outside their walking zone. This allowed them to noclip back to their original position and sometimes got them stuck in other objects.
  • Items affecting your maximum hitpoints bonus now increase / decrease your hitpoint stat immediately. This effect is only applied while being out of combat.
  • A gem bag can now be bought for 100k from the Tokkul shop in the Obsidian caves. It can hold up to 50 gems total and 8 different types.
  • A herb sack can now be bought for 10k from the Slayer Point Exchange. It can hold up to 50 herbs total and 8 different types.
  • The prayer bonuses from the Initiate set (Emps-Wars reward) have been drastically increased.
  • The Constructor outfit now increases Construction experience gain by 1% per item worn and can be traded.
  • Items lost caused by death inside the Corporeal beast boss fight area are now dropped outside. Not in the wilderness, but directly before entering the boss fight area.
  • Negative weight bonuses now only count when worn. Having the agile set / boots of lightness in your inventory no longer decreases total weight value.
  • Runes can no longer be preserved by half the Magic level requirement of staves. This mechanic is rather confusing than useful. I want to introduce better ways of obtaining and preserving runes instead of having to rely on rolls of random numbers.
  • Runecrafter outfit can now be bought from the Slayer Point Exchange. Each piece of the set allows you to craft 2.5% more runes.
Engine fixes / changes:
  • NPCs will no longer be stuck in animations.
  • Shadow quality settings have been updated for modern GPUs. The settings will no longer request gigantic shadow maps putting enormous computational power onto your GPU. This reduces quality by a little (I couldn't tell a difference unless totally zoomed in on a floor tile) but improves performance by a lot.
  • New symbols have been added to the game. I was unable to type / copy-paste those, so please let me know if it works! The following were newly added and need to be confirmed: ąčęėįšųūžå
  • A graphical issue on the Neitiznot bridges has been fixed.

I wasn't yet able to start the next big project (invention skill) due to an injury of my left arm. I've had issues with a nerve going from my underarm to my hand. It's nothing painful but it caused permanent tingling in my left hand. Which is... well... annoying. Biggest problem was that it started to hurt when typing... so I was forced to take a bit of a break. Doctor said it's nothing serious but if I'm not forced to do computer work I shouldn't. It's still not fully healed but already much much better. :D

All the best,

Fixes of June 4th:
  • Chalkos, Sider, Atsali and Chrysos daily tasks have been fixed. They now required 1-3 items to be crafted instead of ridiculous amounts. Their smithing process was also overhauled and should no longer delete too many bars.
  • Demon horn necklace has had its stats removed except for a +5 prayer bonus. The prayer amount restored was also reduced by roughly 30%. The item was just being too strong in combination with the bonecrusher resulting in you never ever having to touch a prayer potion during Slayer task while keeping 2 prayers up. This wasn't the intention of the item and thus the quick rebalancing. I will continue looking at it and see if we over-nerfed it or if it's still being too strong.
  • Fletching requirements for bronze up to rune arrows, bolts and darts have been reduced to reflect recent Smithing changes.
  • Clan chat messages are now properly ignored when the user is on your ignore list.
  • Rune bag can now be used again.
I continued to fix our tools and homepage for the upcoming name change feature. It still isn't quite ready but it'll be finished soon! Once I got all the tools and forum name change done as well I'll immediately release it.

Fixes of June 10th:
  • Teleblock is now functioning properly again.
  • All shields now have a ranged taunt of up to 12 paces. This should make it easier for melee to taunt enemies. This distance is calculated from the npc's closest outer point to your character.
  • Entering another person's house no longer requires you to replace spaces in their name with _'s.
  • Necromancer bonuses & names fixed.
  • Bonecrusher Destroy option changed to Drop.
  • Friends list issues displaying wrong names fixed.
  • Removing multiple herb sack items no longer deletes them when there's not enough space in your inventory.
  • Many parts of the smithing interface have completely been rewritten. It now uses the level requirements from the skilling interface to correctly display the ability to smith items.
  • Smelting now automatically uses coal from the coal bag. This also applies when using the superheat spell.
  • Using items on the gem bag and herb sack now automatically adds them.
  • Using coal on the coal bag now automatically adds them.
  • Auto-retaliate no longer triggers when an interface is opened. This will no longer reset puzzles in the Barrow crypts.
  • The level requirements for smelting bars have been reduced. The changes can be viewed in the smithing skilling interface. The mining skill keeps its level requirements because adjusting it for smithing would create a huge level gap between levels 70 and 90.
Name change still needs a bit of tweaking until it's fully working! :)

Hey guys,

Ready for the next Double Experience Weekend? From April 5th through 8th all experience gains as well as minigame rewards and blood coin drops will be doubled. The update also contains a few bug fixes and addresses drops of random event npcs. Many thanks for the detailed reports!

Game fixes / changes:
  • Crossbow stocks and their unfinished versions now have shop values.
  • Magic and Range version of the dragonfire shield now require level 75 Magic and 75 Range to be worn.
  • Eating will no longer block instant shield effects.
  • The rune requirements for Fire surge have been fixed.
  • The code for removing objects in POHs has been improved. The map is now less likely to reload when removing objects. There are still some objects that require the map to reload, but you will find them less often. Building rugs is now also easier and no longer gives you 10+ right-click options.
  • Random event npcs now have proper noted drops. Their combat levels and powers have also been adjusted for higher levels. Evil chicken no longer drops resources but feathers and has a rare chance to drop an untradeable piece of the chicken outfit.
Engine fixes / changes:
  • An issue with looping animations has been fixed. This bug was most present in the Falador party room.

I'll now be starting the next larger project which will probably be a new skill. It'll be similar to RS3's Invention that deconstructs existing items for materials allowing you to create new items. I could imagine the creation of double experience potions and similar boosts through the skill. I've also started basic code to support a name change feature which will allow you to set a display name for your player in the future.

All the best,

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