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Messages - Bluestorm

Pages: 1 2 3 4 5 6 7 8 ... 45
31
Hey guys,

Today's update is a collection of many small patches. The Halloween skull collection event returns with new collectible rings that transform you into monsters. There's also been changes to PvP damage calculations and Hunter received new equipment through Crafting. There have also been several changes to the homepage and we now have Daily Login Rewards. You can read the rest of the patch notes below.

Happy Halloween - Grim Reaper Returns
The annual Halloween event returns! After the completion of the Draynor Manor quest you can use the Muncher pet to get Skull drops. Every monster has a 25% drop chance to drop Skulls - the currency for Grim Reaper's shop. Alternatively you can also use a Skeletal Raven or Mini Kolodion as a replacement for Muncher. You must have one of the pets following you in order to be eligible for Skull drops. The Grim Reaper has also decided to sell you 4 new rings that turn you into different monsters. With the Halloween event these transformations have also been reworked. They should mostly work in low level combat and also allow you to Poke enemy players. Similar to how snowballs or snowmen work.


Damage Soaking --> Damage Blocking
With recent concerns regarding max hits in PvP zones I've taken a look at a mechanic that has been in the game for a while but wasn't used properly: Blocking damage. There is now a new bonus that reduces incoming hits from players: PvP Block. You can see your Block values on equipment screen:
  • Block: Reduces hits by a flat amount. A block value of 10 means that your enemy will hit 10 less: 10 --> 0, 50 --> 40
  • PvP Block: Reduces hits by a percentage. A PvP block value of 10 means your enemy will hit 10% less: 10--> 9, 50 --> 45

Certain items have received the new PvP Block value. Meaning that these items only offer their blocking bonus against other players! Every player also gets 5% extra damage blocking inside a PvP zone. This change isn't going to affect PvM in any way and tries to fix the extremely high hits you can receive in PvP scenarios. The wiki has also been updated with all the new block values. Please let me know what you think of this change.

Hunter Additions
Kebbit furs can now be crafted into fashionable clothing. Dark kebbit fur allows you to create gloves of silence that decrease the chance of getting caught when pickpocketing. They come with 500 charges and degrade once fully used. Prickly kebbits no longer only drop kebbit spikes but spotted fur that can be crafted into spotted capes. The smaller versions of kebbit spikes, which are obtained randomly when catching prickly kebbits, can be crafted into spiked vambraces. Those offer slightly higher bonuses than their previous versions. All the new equipment mentioned above can be crafted by using a needle on furs or kebbit spikes obtained from hunting.


Attack Priorities for Single Combat Zones
I've rewritten the way attack priorities work. Generally speaking it was simplified in order to avoid scenarios where you could not attack NPCs or were spammed with "already under attack" messages. You can now always attack any NPC. Who ever is currently attacking you will stop doing so when you select a new target. That simplifies the attack checks and makes it easier for you to pick new targets. The scenario is different in PvP zones though. You can only attack other players that are not attacked by either an NPC or another player. However, a player attacking an NPC is free to choose a new target: either another NPC or a player!

Shoutbox Removal
These features were outdated and also no longer maintained. The shoutbox is not actively used and also mainly contained spam or troll comments. I've decided to no longer support it and remove the feature from the page. You probably already noticed this. I've also placed more Discord links on the forum and main page to ensure people will find our community.

Voting Removal and Daily Rewards
The voting page has been removed. It was not working and also was no longer actively maintained. We've run voting experiments in the past and they yielded no results. You now get a random (voting) box as daily reward for logging into the game. These boxes have also been updated to give you multiple runes on their drop tables for better and also updated reward distributions. Beginner, Adventurer and Veteran boxes gives you with 2-4 items whereas the rare box gives you 4-8 items. Members get an additional 1-2 items per box.

This is an example of a Rare box. You are eligible for receiving a daily reward box when having a total level over 500 and having played at least 30 minutes. This restriction is per user, so you can get them for multiple accounts.

Homepage Adjustments
I've fixed and improved a few elements on the homepage for smaller screen sizes. The look and feel of popup windows (play button, login, payment, etc.) has been improved. They will now try to align properly in the center of your screen. With this change I have also updated scrollbars: made them smaller and gave them a darker color to match the homepage design. The next and previous buttons of the screenshot/video viewbox on the index page are also no longer above popups on mobile phones.

Game fixes / changes:
  • Attack ranges of spears / halberds has received a few adjustments when fighting NPCs and are now also working correctly again in multi combat zones.
  • Loading issues with doors and the shooting star have been fixed.
  • The attack distance of bosses was increased to avoid scenarios where you could safespot them.
  • AFK kicker has been reduced from 15 to 9 minutes. When reaching 9 minutes of being afk the game now force a logout instead of suggesting one. When starting to rest (afk for 3 minutes) the game will also reset all skilling actions to avoid your account being locked to any actions.
  • Items lost to deaths inside of the Giant mole and King black dragon instances will now be dropped outside their respective entrances.
  • An issue with ranged attacks of the Giant mole has been fixed. It will now correctly deal damage in hard mode.
  • Elemental staves and bows now passively apply their elemental effect with a proc chance of 15%.
  • The demon orb special attack can now be activated again once the timer goes below 15 seconds. That makes refreshing the buff and constantly using it easier. You now also gain additional 2 base spell damage when using it with a Demon wand.
  • The out of combat delay timer messages are now correctly shown in the wilderness. You need to be 15 seconds (instead of 5) out of being in combat for most actions inside the wilderness. The message modification has also been applied to the logout timer, 20 seconds instead of 10.
  • The Demon wand now has a special attack that restores 150% of the damage you dealt in prayer points. There's also a unique animation that plays when using the special attack. It's also impossible to use (or waste) special attack energy when using a staff's special attack in melee combat - special attack will just disable itself automatically.
  • An issue with using items on furnaces with specific rotations has been fixed.
  • Crossbow limbs can now be noted.
  • The melee attacks of K'ril Tsutsaroth no longer hit the entire room. They now have their correct attack range of 2 tiles.
  • More poisonous spiders have been added to the Barbarian dungeon. There's now also red spider eggs spawns that can be picked up from the floor.

Engine fixes / changes:
  • There is now a window option for vertical sync.
  • Fullscreen mode is now applied to the monitor where the game is currently running on.
  • An issue with flickering item options on the floor has been fixed. This could occur when moving the camera while hovering over ground items.
  • The textures of guthan's chainskirt have been updated.
  • Text color highlighting code has been improved.
  • An animation issue that resulted in fps drops has been fixed. The reason was rendering a too high animation quality for wheat in Draynor village.
  • The water configurations for 2 oases inside the desert have been improved.

In the next update I'll try to work on further improvements on combat, more specifically the attack speed and power of magic weapons. I'm also planning upgraded Barrow versions with better set effects and the ability to dye them. You can have a look at our current ideas here: https://trello.com/b/QGPVa5en/emps-world

All the best,
Thomy



Fixes for 30th of October:
  • XP lamps can be used again on skills with levels 99 and above.
  • Daily reward boxes are no longer added to every account. You now need a total level of at least 500 and play for 30 minutes in order to receive a box.
  • Multiple people had issues with the game launcher. The problem was caused by starting multiple game instances that would try to update the game. In that scenario they would keep writing to the same file(s) and corrupt them. The newest launcher now locks local files properly and will validate the game client before every launch. If it finds any file corruption or is unable to launch the game it will re-download the game client.

Fixes for 1st of November:
  • Collection log colors have been fixed.
  • Damage blocking has been reverted to its old state for PvE - flat damage reduction for incoming hits. The PvP-only blocking value is still percentage based though and only counts when fighting players.
  • An issue was fixed where NPCs were not attackable. They were stuck in their "returning to original position" state and wouldn't move quickly enough to reset properly.
  • Water in a cellar of Port Phasmatys was fixed.
  • Ice shield and crown received PvP blocking values.
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32
Screenshots / lord of the chickens
« on: October 25, 2020, 04:24:52 pm »
full-chicken-set" border="0

i killed 448 evil chickens for this set plus i have 1wings 1head and 1legs duplicates.
by the way im first ?
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33
Off-Topic / New shoutbox for Suroyoyo K0
« on: October 22, 2020, 03:56:37 pm »
Mods you can move it to trash where it belongs
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34
Screenshots / Re: Emps-World Meme Center
« on: August 20, 2020, 03:03:52 am »
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35
Screenshots / Re: Emps-World Meme Center
« on: August 06, 2020, 03:58:40 pm »
<3<3<3

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36
Events / Re: Emps-Competitive: Season 2
« on: July 29, 2020, 01:13:31 pm »








I'll take my 3 swords :kappa:
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37
Events / Re: Emps-Competitive: Season 2
« on: July 28, 2020, 10:07:35 pm »
total xp category

https://imgur.com/LyB9Jdi
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38
Screenshots / Re: Emps-World Meme Center
« on: July 23, 2020, 08:13:16 am »
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39
Events / Re: Emps-Competitive: Season 2
« on: July 16, 2020, 07:52:25 pm »
500 Demon bosses and Nex.
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40
Events / Re: Emps-Competitive: Season 2
« on: July 01, 2020, 07:07:57 pm »
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41
Events / Re: Emps-Competitive: Season 2
« on: June 22, 2020, 08:18:27 am »
http://prntscr.com/t45k1h
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42
Hey guys,

Today's update a bit of a larger one with a lot of new features and improvements! Collection Logs have found their way into the game offering you a way to check which unique items you've already collected. The clan chat system has received a major (database) overhaul and now supports display names in the online list. We have a new map viewer interface that also works on the software renderer. I've also rewritten the code that determines how objects are aligned to the floor resulting in much cleaner ground alignments of rocks, trees, cave entrances, fences, etc. I have reviewed and reworked multi areas in the wilderness to make solo content fairer and certain areas less risky. There have also been some engine tweaks over the previous weeks improving and fixing some fps issues in various render parts. You can read the shadow part later in the patch notes if you are interested in the technical details.

Collection Log
Some of you may already have spotted the Treasure chest icon within the Quest tab. It's a new feature called Collection Log. This interface shows you a list of activities that give unique items. The Collection Log tells you how many unique items you collected. I couldn't pre-fill it with all items you've received in the past because some of them can be traded with other players and it is impossible to track an item back to its roots. So only unique and untradeable drops have been added to your Collection Log. Let me know if you think some items are wrongly placed or missing! This is automatically generated from npc drop tables, shopping configurations and minigame drop tables. Here's what it looks like:

Please let me know what other activities or monsters could be added. Also good luck on trying to fill your Collection Log!

Clan Chat Display Names
It has taken a while but I have finally taken the time to rewrite the internal clan chat system to support display names. It was impossible to get different names for user accounts into the old system because it was heavily relying on the user's name for pretty much all operations. The new system will now update a user's display name in the online list as well as clan owners. Clan chat lists are now also alphabetically sorted prioritizing higher ranks first. This counts for the online user list in clan chat tab and the configuration menu with member and ban lists. I had to write a converter to move database data from the old to new system. It worked fine in my tests but let me know if something is missing in your clan chat!

Map Viewer Interface
The map viewer has always been a little bit of a buggy and unfinished project. I've taken the time to rewrite some parts of it and to create an interface where the map background is rendered. You also have a few options to add additional layers or change what is displayed. The worldmap viewer now also works with the software renderer. It might be a bit laggy but it will open and be usable. Here's an example:


Ground Alignment Code
I've reworked the code that aligns models to the floor. That includes items, objects and npcs. I've found and identified several issues on bridges where it wouldn't work properly with determining the correct height. So before the update you'd have items floating on top or beneath of bridges. I've also improved the code that aligns objects to the floor. A good example for this algorithm can be seen on the picture below:

The oak tree is the same model internally but depending on where it is placed it will align differently to the ground. This code was in the game before but it just didn't work well for large objects or on uneven terrain. This change will improve the visual quality of many areas throughout the game.

Wilderness Multi Combat Areas
I've updated multi combat areas in the wilderness because they were quite outdated. The default multi combat area code for eastern and northern parts was removed. There is now multi zones for following areas:
  • Bandit Camp and Dark Knight Fortress
  • North of GE up to Chaos Temple including lava spots
  • Bone Yard and Graveyard of Shadows
  • Western part of mage arena
  • Frozen Waste plateau (lunar teleport area)
  • Revenants cave (except for entrance areas)
I will be having a look how these new multi areas perform but I feel like this is a fairer approach for the wilderness. The spawn locations of Kolodion have also been updated ensuring he spawns in multi-only zones. There are a few new spawn locations but they shouldn't be difficult to find with the hints given.

Shadow Quality and Performance
There have been several improvements to the shadow rendering code. The shadow frustum now moves with your player in order to give your currently rendered scene more shadow pixels. This isn't perfect but quite an improvement to how it was before. The (imaginary) sun position for casting shadows has been moved up to give the scenery a more natural look. For those interested, I have added a calculation for the shadow frustum to be around the current player coordinates instead of the entire loaded map. This gives the shadow render code more pixels for geometry, especially on lower quality settings. I have also removed the very large shadow maps of 8192x8192. Shadow resolutions are now always 1024, 2048, 3072 and 4096 for low, medium, high and very high settings. With this update I can change the light direction easier and theoretically support a day and night cycle at some point. ;)

Game fixes / changes:
  • The climb animation for entering Nex lair has been improved.
  • The timer for sharing potions when using stat share spells from the Lunar spell book have been increased from 1.5 to 4 seconds. That means that you cast the spell and have 4 seconds to drink a potion that will be shared with players around you.
  • K'ril Tsutsaroth's double slashes no longer hit everyone in the boss room.
  • A bug where Rod of Ivandis, Crystal shield and Crystal bow wouldn't degrade correctly was fixed.
  • Salamanders can now be noted.
  • Abyssal cannon now works with the Abyssal master aura.
  • The game no longer applies a hit delay for the granite maul special attack when activating its special attack before attacking an entity.
  • The cost function for repairing items in your house has been adjusted and fixed. Smithing levels can no longer have a negative impact on repair costs. Moreover, the repair function has been changed which will make repair prices overall more expensive than they were before. The previous -35% cost reduction was just way too much. You now get up to -6% cost reduction from the repair stand (higher level = better) and up to 8% cost reduction from your Smithing level.
  • The rune requirements of several Lunar teleports have been fixed.
  • The gates leading outside of the Barbarian agility course can now be opened.
  • Walking through double doors that automatically close has been optimized.
  • Spamclicking Firemaking no longer cancels your current lighting fire animation. Ironmen will now also get their ashes from their burnt out fires.
  • The Lunar spell NPC Contact has been fixed. You can now correctly use all dialogue options without them mixing or bugging out.
  • Animation and spawn code of Mutant tarns has been optimized. The transformation happens faster and they (hopefully) should no longer get stuck. I have also added 2 additional Mutant tarns to the spawn area.
  • The fly animation of Kal'Ger has been reworked to better reflect his current position.
  • Armour case in POH can now be used to store shields and defenders.
  • Yk'Lagor has received a few adjustments to its drop table and combat mechanics. There is now a delay of 2 seconds for spawns before they start attacking. Their health and attack range has also been reduced. The heal of Necrolord is now 5-25 instead of flat 25. These changes won't necessarily make the fight easier but make it more convenient and easier to play the actual boss mechanics.
  • There are now 2 Agility shortcuts for the upper Kalphite queen lair.
  • Chalkos, Sidero, Atsali and Chrysos bars can now be used to repair their corresponding smithable equipment. One bar counts for 125% of their bar requirement when smithing the original item. That means that a Chrysos platebody (5 bars to smith and 20,000 charges) can be repaired with 1 Chrysos bar for 5,000 (20,000 / 5 * 1.25) charges. Broken equipment cannot be repaired with bars. They will require a full repair.
  • A bug was fixed where it was possible to train skills while being in combat.
  • You can no longer get yourself stuck when planting while standing on a Farming patch.

Engine fixes / changes:
  • The floor rendering code has received some performance improvements. There was no check to not render areas that cannot be seen. The roof removal code was also improved to only remove roofs that are close to your camera.
  • Farming patches are now shown on the worldmap viewer including their location and vegetation details.
  • Further performance improvements determining what to render and what not have been made to large rendering distances. This improves fps rates and performance for large rendering distances.
  • Dragged items are now always shown on top and only appear in the interface where they can be dragged. If you dragged an item out of the bank interface it won't be shown telling you that this action isn't possible.
  • Improvements and fixes have been made to the ::flushmodels command. In rare instances it could crash the game if used in quick succession.
  • The scaling mechanism for images has been improved. It was moved from the CPU to the GPU which now draws the image in full quality and resizes it afterwards. This results in sharper overall images, especially for smaller ones found in spell books, potion timers or name icons.
  • Several models in the Dagannoth cave have been properly aligned to the floor.
  • I've rewritten some core rendering code which allows the game to not pause when the window is resized or moved. Sometimes these events would have been detected as false crashes.
  • The WatchDog popup has been reworked. It now has a "send crash report" button which automatically sends the crash report to me so that I can investigate and fix the problem. If the game cannot restore itself to a working state closing the WatchDog popup will also close the game.
  • Chatbox has an opacity slider now. Some sliders now also show their percentages when hovering over them.
  • The right-click menu can now show up to 128 items instead of 25. With this change the right-click menu now also supports scrolling when too many options are available. You can scroll through it by hovering the top or bottom of the interface.

I've received quite some feedback lately that new bosses our PvM content would be welcomed. I'll try to focus on new PvM content on the next update. This one has been a lot of utility changes, internal cleanup and improvements.

All the best,
Thomy





Patch notes for June 16th / 17th:
  • Fires can now be seen by everyone again.
  • A few issues with Collection Log interface have been fixed. Several new items and npcs were also added. Thanks for the instant feedback!
  • Vyrewatch can now also drop third-age armour.
  • K'ril Tsutsaroth multi attacks have been fixed. They should no longer hit the entire boss room.
  • Dropped items now show amounts up to 2,147M.
  • Construction song has been added to the music list.
  • Several adjustments have been made to the clue completion code. It should no longer create steps that cannot be completed because multiple clues steps are trying to trigger and block each other out.
  • The ropeswing Agility obstacle is no longer a 100% failure.
  • Completionist cape no longer requires 100 Kolodion kills. Since Kolodion was marked as a boss the Completionist cape thought you also need 100 and not 25 kills.
  • Astral runes can be smithed again. In fact using any ore or item on furnaces is once again possible.
  • The music player has been fixed. Sometimes songs would not play or the game didn't know the current sound / music setting
  • Team balancing in Emps-Wars has been improved. This also affects the HP calculation of bosses. The impact of high/low combat level has been reduced meaning that lower combat levels count more towards the team's total strength. An issue with the lobby interface has also been fixed.
  • A bug which would not trigger the lap completion of wilderness and barbarian agility arena has been fixed.
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43
Events / Re: Emps-Competitive: Season 2
« on: June 12, 2020, 07:52:36 pm »

44
Events / Re: Emps-Competitive: Season 2
« on: June 10, 2020, 07:58:35 pm »
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45
Events / Re: Emps-Competitive: Season 2
« on: June 09, 2020, 06:40:39 am »
https://imgur.com/T64C8Pg


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