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Messages - Bluestorm

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61
Hey guys,

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

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

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

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

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

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

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

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

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

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

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

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

All the best,
Thomy




Updates of April 10th:

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

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


The following users liked this post: Bluestorm

62
Screenshots / Re: Emps-World Meme Center
« on: April 06, 2020, 07:37:04 am »
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63
Screenshots / Re: Emps-World Meme Center
« on: April 06, 2020, 06:58:42 am »
Srry blue just realised this is pretty much the same as your meme
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64
Goals & Achievements / 5,000 Nex kills
« on: March 26, 2020, 09:36:03 pm »
Loot from 5,000 Nex Kills


Chrysos bars didn't make it into the loot picture since I started the grind prior to its release. And yes.. still missing these god-damn Torva Platelegs .
The following users liked this post: Bluestorm

65
Screenshots / Re: Emps-World Meme Center
« on: February 06, 2020, 12:19:11 pm »
Whole emps world after the new dyes arrives

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66
Suggestions & Ideas / Re: Few skilling ideas
« on: February 01, 2020, 06:59:33 pm »

    That's an infinite loop, don't add that.
    The following users liked this post: Bluestorm

    67
    Suggestions & Ideas / Few skilling ideas
    « on: February 01, 2020, 10:07:08 am »
    Few ideas on how to expand mainly non-combat skills.
    • Agility
      • Add XP lamps to Karamaja's ticket store.
        • Makes mid levels a lot better.

    • Cooking

    • Construction
      • Add costume room to POH. You'd be able to store clue scroll rewards.

    • Crafting
      • Add silver smelting/crafting and silver tiaras.
      • Runecrafting tiaras can be made by using talisman to silver tiara. You can wear these and thus save an inventory slot while runecrafting.
      • Add glassblowing. Not necessarily all items; unpowered orbs mainly -> charged to air, water, earth or fire through magic.
        • New way of training crafting.
      • Add battlestaffs to boss drop tables and make air, water, earth and fire battlestaffs craftable
        • Gives a new drop to bosses (high alch!) and a new way of training crafting.

    • Farming
      • Add fruit tree seeds.
        • Palm and papayas would be the highest xp. Lower tiers could be added as fillers I suppose.
        • Obtainable through crystal triskelion keys (+Other loot, not only seeds). Key parts would be dropped by high level monsters/bosses such as ancient cavern monsters.
      • Make seeds from herblore habitat farmable
      • Make fruit trees plantable.
      • Add Ardougne's farming patch.
      • Add a box that can be used to store seeds.
      • Make it possible to teleport around with Spirit Trees you've planted.

    • Firemaking

    • Fishing
      • Add barehanded fishing. Slightly higher requirement and slower catch rate.
        • Barehanded fishing would grant fishing, agility and strength XP.
        • Applies to monkfish, sharks, sea turtles and manta rays only.

    • Fletching
      • Fix ammo fletching and buff XP.
        • New way of training fletching.
      • Make arrow shafts obtainable from other logs as well. Higher tier logs give more shafts.

    • Herblore
      • Add juju potions. These potions would help you in skilling. Secondary ingredient (vine) is from jadinkos. Dose lasts for 10 minutes.
        • Juju hunter - traps have bigger radius.
        • Scentless - could be left out.
        • Juju farming - chance to get extra yield.
        • Juju cooking - could be left out.
        • Juju fishing - chance to automatically bank fish when caught.
        • Juju woodcutting - chance to automatically bank logs when cut.
        • Juju mining - chance to automatically bank ore when mined.
        • Saradomin's blessing - 10% farming xp boost.
        • Guthix's gift - 10% herblore xp boost.
        • Zamorak's favour - 10% hunter xp boost.
      • Add a potion that restores special attack.
        • Made from super energy (3) + papaya (picked from one of the new fruit trees).
        • I don't really know would this be good or bad change for PvP.
      • Add stamina potions. Decreases your run energy drain.
        • Made from super energy (3) + coconut (picked from one of the new fruit trees).

    • Hunter

    • Invention
      • Add invention energy loot boxes to EP shop. Opening one would grant 3 different random energies in quantity of 5 - 50 depending on tier.
        • Feel like XP is too slow and this would help a bit.
        • Consumable -> fits to EP store.

    • Mining
      • Add a banker to Falador mine. Possibly near addy rocks.

    • Runecrafting
      • Add tiaras. (See crafting)
      • Buff xp for combination runes even further
      • Add omni-tiara and omni-talisman. Omni-staff exists as well but Idk use for it.
        • Can be obtained by having all talismans and handing them to NPC
        • While having omni-talisman or tiara you'll create 10 different random runes same way as Zmi. This should be the highest xp/h.

    • Smithing

    • Thieving

    • Woodcutting
    The following users liked this post: Bluestorm

    68
    Screenshots / Re: Emps-World Meme Center
    « on: January 31, 2020, 02:48:24 pm »
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    69
    Screenshots / Re: Emps-World Meme Center
    « on: January 26, 2020, 07:57:46 pm »
    The following users liked this post: Bluestorm

    70
    Screenshots / Re: Emps-World Meme Center
    « on: January 22, 2020, 03:33:44 am »
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    71
    Clans / Re: Bigdicks - Ironman clan
    « on: January 19, 2020, 07:41:55 pm »
    Daddy big dick says hi to all my big dick homies
    The following users liked this post: Bluestorm

    72
    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,
    Thomy






    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.
    The following users liked this post: Bluestorm

    73
    Clans / Re: Bigdicks - Ironman clan
    « on: December 24, 2019, 04:12:25 pm »
    Wishing all my Bigdick friends a very Merry Christmas, give your loved ones the gift of a Bigdick presence this Christmas :)
    The following users liked this post: Bluestorm

    74
    Screenshots / Re: Emps-World Meme Center
    « on: December 20, 2019, 09:57:58 am »
    When a new staker comes out of nowhere and cleans everyone
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    75
    Screenshots / Re: Emps-World Meme Center
    « on: December 20, 2019, 03:35:25 am »
    Everytime youre trying to do some skilling
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