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Messages - Thomy

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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 introduces 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,

Patch notes updated with fixes of today. :)
The following users liked this post: Cahit

Hey guys,

In this update I am cleaning up some balancing issues with PvP, improved overall rendering performance and introduce you to new potions. I've reviewed eating speeds, prayer drain rates, enchanted bolt effects, the Revenants cave and our Music Manager. Some special attacks have also been reworked or buffed to be more useful and less frustrating.

Revenants Cave & PvP Protection Prayers

We've identified that the drop rates of statuettes combined with third-age are a little bit problematic. The Revenants Cave offers really good cash drops that make other monsters look bad in comparison. I don't want to nerf any value of statuettes, but would like to adjust the way of obtaining that gold a little bit. The following have been changed:
  • Revenants no longer drop third-age pieces. These drops been moved to Gulegas and Wildywyrms.
  • Wielding a statuette won't let you teleport anymore. You need to walk out of wilderness to secure the drop.
I've also changed the way PvP protection prayers work. Rather than applying the protection effect when the hit lands on you, it'll now be calculated when the enemy attack animation starts. This change isn't final, but we are trying out if this works better for PvP. This is also how protection prayers work in OSRS. Damage soaking effects are now also applied when the attack animation starts. This also counts for NPCs with protection prayers: KQ, Corporeal beast and Tormented demons. This change should ensure that your experience drops always reflect your damage. Let me know if you still find scenarios where this does not work.

Eating speeds
I've reviewed our current eating / healing code and compared it to OSRS. I don't think there is a problem with the amount you can heal in a certain amount of time. It enables reactionary gameplay without being out-damaged by some unlucky numbers that leave you no counter play. However I do think that consecutive healing should have a little punishment. That's what I could also find in how OSRS handles healing - they simply delay your attacks. This was already done in emps, but the punishing attack delay only applied when you were about to hit. So if you just hit your opponent and healed up your outgoing damage would not be affected at all. I am now always applying this punishing attack delay. Eating any kind of food puts a 3 tick (=1.5 seconds) delay on your next attack no matter what your current attack timer may be. This does NOT AFFECT the amount of food you can consume or the speed at which you do. This is a change to your dps while healing and not your healing power! The delay for brews is only 1 tick (=0.5 seconds). If you combine a brew with any other type of food it will still be 3 ticks though. Purple sweets have an eating delay of 1 tick.

Rendering Engine Overhaul
Large rendering distances required enormous CPU power, because every single tile (a position where your character can stand on) was marked to be drawn for the GPU. I'm now grouping 8x8 tiles together and decide if they all need to be rendered or not. The GPU buffers already had this mechanism, but the rendering loop was still checking tiles individually. With this update the stress on your CPU is much much lower, especially on higher rendering distances. I had no problems getting steady 50-60fps on my laptop on the integrated graphics chip with 80-100 RD. This gives the game also more time to focus on loading and keeping a more stable fps rate. You will no longer see it change that much by changing your camera's angle. Why am I doing this? I felt like the game wasn't running too well on weaker laptops and wanted to improve the situation. Please let me know if this change improves overall performance for you!

Surge Spells & Teleport to House

I've added 4 new magic spells and a teleport to your house to the normal spell book:
  • Wind surge: 7 air, 2 death and 2 blood runes. Base damage: 30
  • Water surge: 10 water, 7 air, 2 death and 2 blood runes. Base damage: 31
  • Earth surge: 10 fearth, 7 air, 2 death and 2 blood runes. Base damage: 32
  • Fire surge: 10 fire, 7 air, 2 death and 2 blood runes. Base damage: 33
For comparison: The base damage of the Ice barrage spell is 30. The damage of wave spells has also been nerfed to better fit their level requirement.

Potion Cleanup
This change focuses mainly on prayer points restoration and addresses prayer and restore potions:
  • Prayer potions remain unchanged. They restore 7 prayer points plus your max prayer level multiplied by 0.25.
  • Super restore potions no longer restore run energy and 8 prayer points plus your max prayer level multiplied by 0.25. Run energy restoration should be on energy potions.
  • Energy potion remains untouched, but the super energy potion now restores 20% run energy instead of 15%.
  • You can now make super prayer potions that restore 7 prayer points plus your max prayer level multiplied by 0.35. They are now the best source for restoring prayer points. Super prayer potions can be made by putting large demon bones into a prayer potion (3).
  • Prayer renewal: Restores 12 + max prayer level multiplied by 0.43 over 5 minutes. It can be created by combining Morchella mushrooms and Fellstalk potions. The new ingredients have been added to Farming, Herblore and monster drop tables. The Fellstalk herb and its seeds is dropped by high level Slayer monsters that dropped torstol herbs or seeds. The Morchella mushroom seeds can be found as rewards from the Barrows minigame.
Prayer Adjustments
I've reviewed and reworked the way the prayer drain rate (prayer point you lose per second) is calculated. I've taken following page as inspiration and implemented identical drain rates:
This change slightly increase the overall prayer drain rates, but also makes equipment with prayer bonuses more useful. With the addition of new prayer potions this won't affect PvMing too much but is rather targeted at PvP where running out of prayer is now a more likely possibility. I've also updated the level requirements for Magic & Ranged Chivalry & Piety prayers. Combining all offensive prayers is also no longer possible

Music Managing System
I've found and fixed a bug that would not highlight found songs correctly. I've also updated several areas with songs that were previously missing:
  • Neitiznot islands
  • God Wars Dungeon
  • Barrows & Har'Lakk
  • Glacors & Yk'Lagor
  • Kal'Ger
  • Ancient caves
  • Pest Control
  • Blood altar
I was also able to find a list of pretty much all missing song ids and was able to patch a few areas where the song id was missing. So in theory it should be possible to configure all 352 songs at some point. I now also have the ability to add custom song names to the music list - Blood altar being the first example.

Enchanted bolt effects
I've reviewed and reworked the effects of enchanted bolts a little bit to make sure they are useful in PvM and PvP scenarios. They will not out damage ancient bolts, but can be useful in various situations. I also identified and fixed a bug where bolt effects would not correctly show their application animation on players.
  • Sapphire bolts (e): Reduces enemy prayer points by 10% of your current prayer points. You also steal half of the reduced enemy prayer points and add them to your prayer points. When fighting monsters this effect restores 2 prayer points.
  • Emerald bolts (e): Inflicts 3 poison damage that can stack up to 15.
  • Ruby bolts (e): Now deals 20% of enemy's current health instead of 10%. This is still capped at 30 though.
  • Diamond bolts (e): Completely ignores the enemy's defence and guarantees a hit. The damage is also increased by 15%.
  • Dragonstone bolts (e): Ranged strength bonus reduced from 116 to 108.
  • Onyx bolts (e): Ranged strength bonus reduced from 116 to 110.
While Crossbows give you great damage they are over performing when compared to other weapons or combat styles. I don't think crossbows themselves are the problem, but enchanted bolt effects. I didn't want to nerf the attack speed of crossbows, but I am changing the proc chances of enchanted bolts. By default the proc chance is now 15% instead of 20%. Onyx & Dragonstone bolts (e) were reduced down to 10% and emerald bolts (e) increased to 30%. The reason behind this change is that onyx bolts (e) were even stronger than ancient bolts while also providing a free heal every few hits. Dragon bolts (e) have the potential to deal 24 additional damage (assuming active Overload potion) allowing you to hit 80+ quite frequently. They have a natural counter with antifire potions, but I don't think it should be necessary to require PvPers to have them with you all the time. A small reduction in their max hit and proc chance should solve the issue and bring more variety to Ranged PKing.

Game fixes / changes:
  • Teleblock is now halved when mage protection is active. There's now also a chatbox message telling the duration of the teleblock.
  • The animation timings have been updated for teleblock and all bind spells. This is only a visual improvement!
  • Restoration pool now properly restores prayer points. It also acts as a chaos altar boosting your maximum prayer points by 10% for 5 minutes.
  • Monsters can no longer die in the middle of a teleport or special action. That means you can no longer kill any of the Demon bosses while they perform a jump or are flying across the map. This fixes an issue where minions spawned by Har'lakk would never despawn.
  • Har'lakk no longer spawns random minions during the fight. To cope with this change the HP of minion spawns have been increased from 75 to 90.
  • Spirit shield protection special has been updated. It now blocks any kind of incoming damage, also deflections from vengeance.
  • Bows firing 2 arrows now require at least 2 arrows in your ammo slot or quiver.
  • Certain fully degraded items are no longer duplicated.
  • Several clue scroll places for digging that could not be accessed have been fixed.
  • The 2nd hit of a special attack now counts towards the Pest Control total hit counter.
  • Morrigan's javelin special attack has been updated. The special attack damage multiplier was reduced to 125% from 135%. The initial hit now deals the full special attack damage and applies a bleed effect of equal damage. The bleed effect no longer ticks in 6 total hits. It has been changed to hit 5 onto your opponent until the total damage has been dealt. The bleed effect now ticks every 1.5 seconds instead of every second and is registered as magical blood damage. This means you can use the Protect from Magic prayer to reduce the bleed damage. It's also possible to stack bleeds now. The damage of stacked bleed effects will be combined and tick as higher damage. So if 2 players spec you the bleed will tick every 1.5 seconds for 10 damage instead of 5.
  • Morrigan's throwing axe special attack max hit buffed by 10%.
  • The stat restore effect of Overloads has been weakened for PvP zones. This excludes minigames but includes the safe wilderness in Al'Kharid. Overloads restore up to 6 missing levels of lowered stats every 2 seconds. In PvP zones they will now restore up to 2 missing levels of lowered stats every 2 seconds. The idea behind this change is to make stat lowering special attack weapons and effects not worthless while still being able to use the overload effect for brew healing.
  • Combination runes now properly show their amounts for Magic interfaces.
  • NPC aggression inside minigames has received a little adjustments. Monsters now always walk up to the player inside the Fight Caves minigame. Prior to the update they would just wait at their spot when not seen by the player. The Italian boot safespot has also been fixed.
  • Unclippable cell doors inside Rogue's castle have been removed.
  • A bug was fixed where fully degraded weapons that got unequipped were deleted when there was no space in inventory. They now correctly drop on the floor.
  • A lot of actions can now be used when being 5 seconds out of combat instead of 10: Quest tab teleports, trading, banking, skillcapes, skilling, xp lamps, etc.
  • Zaryte bow now has an accuracy bonus of 124 instead of 106. It should have never been weaker than God bows.
  • Vesta spear special attack: The special attack delay has been removed and the damage is now applied in 2 immediate and 1 delayed hit.
  • Vesta longsword special attack max hit increased by 5%.
  • Statius warhammer special attack max hit increased by 15%.
  • A lost vyrewatch necklace (b) upon death now drops remaining vampire blood on the ground.
  • You can now smith range and magic variants of the dragonfire shield. They come with different colors and appropriate combat class bonuses.
  • Butterfly nets can now be properly equipped again and used for catching butterflies.
  • Daily tasks can now include Hunter and Construction skilling tasks. PvP kills have also been added to daily activity tasks.
  • Construction skill interface now also contains all required building materials.
  • Random events can no longer spawn inside objects.
  • Spell effects no longer have double the accuracy to hit.
  • Prayer bonuses for Templar set have been doubled.
  • You no longer hear an armour block sound, but the player hurt sound when being hit by an enemy hitting non-zero on you.
  • The Armadyl godsword special attack damage has been buffed by 5%.
  • Teleporting now also cancels all incoming spell effects. That means that you can no longer be teleblocked, frozen, etc. during a teleport animation.
  • Special attack cost for Zaryte bow and Seercull have been reduced from 75% to 60%.
  • Holiday quests no longer count towards the completion requirement of the Completionist cape.
  • A visual bug with dragon claws was fixed wher the 3rd and 4th hit sometimes would not be shown.
Engine fixes / changes:
  • Position of amulets has been finetuned. There was an issue with amulet of glory on female black dragonhide body.
  • Scrollbar rendering has been improved. The up/down arrows now have a hover action and the chatbox scrollbar buttons have been fixed. Using the mousewheel to zoom or scroll an interface will now also work with uncapped fps rates.
  • Moving interfaces has received a few tweaks. You can no longer move an interface over the chatbox, minimap or inventory.
  • An issue with the running animation for staves and whips has been fixed.
  • Clicking areas for ground aligned npcs have been improved. The rotations were only done in the GPU but left out in the CPU for hovering and clicking checks. The model on the CPU is now aware of its full rotation.
  • The quality and smoothness for interpolated rotations in animations has been improved.
  • Clicking areas for small objects and npcs now dynamically increase to make it easier to be able to click on small things.
  • Interface scaling now uses interpolation and looks much smoother. Certain artifacts of text or images not blending in correctly have also been fixed. You should no longer feel like your UI looks very blurry when using that setting.
  • Clicking areas for fixed-screen mode have been fixed.
There will probably be a few adjustments in the coming days to fix bugs or other balancing issues. I'll then start development on the next big update and got a few things in mind:
  • Invention skill: deconstruction of items to obtain materials that allow you to craft powerful utilities. These could aid you in combat, improve skilling, improve xp rates, etc.
  • Construcion batch #2: dungeons & menagerie
  • 3D sound engine
  • Quick prayers
  • Fully accessible Karamja: A quest that introduces Karamja including the jungle and Marim (Ape atoll). The map would be configured with new skilling activities and a fully accessible Karamja area.
  • OSRS players & nps: This would update the visuals of your player and npcs (where possible!!) to look similar to OSRS characters. Having the same map is an impossible task, because of all the differences in positions. I'd basically have to rewrite the entire game to achieve that and I doubt that'll ever be worth the effort and time. What could be done is to introduce OSRS maps as new and separate areas. We'd have 2 versions of the GE, barbarian village, etc. However I feel like this would be really confusing and also unnecessary. I've already started this project a while ago, but stopped due to the amount of issues and bugs that occurred graphically and logically. Would this still be a thing?
  • Fight kiln - a new single player minigame with 3 new capes as reward.
I've listed a few things that I've thought of recently and have been planned in the past. What are your thoughts on this? What would you like to see in the game this year? Not all things mentioned above require an equal amount of development time. I'm just interested in the rough direction updates should be going. :)

All the best,

Fixes March 7th:
  • Runes from the Rune bag no longer display double for Surge spells.
  • Teleport to House now grants Magic experience.
  • Prayer renewal potions can now properly be noted and their effect is stored when logging out.
  • Prayer restoration upon death is now properly working.
  • Morchella mushroom spore plantations can now properly be interacted with. There was a bug that wouldn't let you rake them from special angles.
  • Restoration pool and staircase Construction daily tasks have been removed.
  • The tutorial NPC Thomy in Barbarian village was fixed. You can now either correctly abort or play through the tutorial.
  • The login code has slightly been adjusted. Some people had issues when logging into the game. I've slowed down the login process by 2 seconds to ensure no data corruption or disconnect happens during that time. Do not worry about this - Unless you are fully logged in nobody is able to see you!!

Feedback / Re: PvP
« on: February 25, 2019, 08:04:53 pm »
We can give this a test and change it for PvP only? However I really do feel like a system where prayers are instantly taken into consideration feels buggy without the opportunity to counter something.
The following users liked this post: Queen Martin

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?
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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.
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