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Messages - Thomy

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76
all of those updates are good, not having any complains gj.

btw when potato cactus seeds update :D ? or other gathering methods.

Check out Banshees - they are dropping way more potato cactuses now. :)
The following users liked this post: Rotanas

77
General Discussion / Re: it's time to make a change!
« on: August 19, 2018, 09:55:02 am »
I've tried to explain and invalidate that whole argument in previous replies. I don't think we're getting anywhere with this topic and thus I will close it. Thanks everyone for your opinions! :)
The following users liked this post: Angila Joli

78
General Discussion / Re: it's time to make a change!
« on: August 18, 2018, 04:06:55 pm »
Hey everyone! :) Thanks for so many different responses and opinions on the matter. Usually I stay out of such discussions, because there is probably nothing I can say in such situations that is appreciated. It's a lose-lose situation for me anyway. However I will try to give my point of view as good as I can.

Hawkins, I appreciate your effort in writing this topic. I would like to start with pointing out the metric that we use to identify how many players visit the game on a daily base. Max player count was mentioned, but imho that doesn't tell a lot about the community and game since it's the target or pretty big fluctuations. I use the metric of unique visitors over the past 24 hours, which tells us a lot more about how many people visit the site daily. That's between 250 and 300 unique computers and over 400 accounts a day. This is less than what it was 5 years ago, but it's a large, active and big community! I also always compare emps to other large servers, which roughly have 400-500 players online during peak times. Back in the days emps was also about 1/10 of the largest RSPS out there. So honestly speaking the relative activity hasn't changed one bit. I'm not saying it's great, but definitely not something to worry about or be upset. I am constantly working on updates and advertisement strategies to attract new players. Though let me tell you... it is REALLY REALLY difficult! It's so much harder to attract new players than back in the good old RuneScape days with hundreds of thousands of potential players.

Now let's talk about oldschool, since that seems to be the magical solution to everything. I need to put some sarcasm out here, because I honestly feel this isn't going to change a single bit. Possibly a temporary increase in activity, because everybody is starting from scratch. I have considered this a few times and also thought of the effort required in offering an oldschool version. However, I honestly feel like this is not a solution to a problem that isn't even a problem from the beginning. We do have less activity than on release date and over the past 1-2 years it has pretty much been constant. I have started to work more on advertisement campaigns earlier this year to bring an improvement that way. Let's just say it's still difficult and constantly being worked on. I would also like to bring a very important point that just because more people played oldschool emps doesn't mean they will in the future. There is a very famous quote that says correlation does not imply causation. Applied to our player base it basically means just because people used to play the game and we had oldschool doesn't necessarily mean people will now play oldschool! A really good read: https://en.wikipedia.org/wiki/Correlation_does_not_imply_causation (yes wikipedia... but they explain the quote)

I also don't want to but feel like it is necessary to respond to Eddie aka Junkz. We've had our disagreements over the past and also made it very clear we have a totally different view on things. I feel like what you are doing here is pretty unfair and I will also be putting a stop on it from now on. Censorship? Oh no, the site you are on decides what you are allowed to post on it. I hope you don't mind me not using an exquisite color code to get my statement clear. I really like your initial statement that no roasting is intended but your whole reply basically goes on doing so. Your entire reply is a rant about the game. I mean fine, it's your opinion and also nobody is going to take that away from you. However this is very far away from constructive criticism. In fact I find it very childish and also silly to keep attacking every single update that doesn't exactly represent your expectation. Heck why should anyone ever listen to you or develop something for you? There will never be any appreciation no matter what. And you made that very clear over the past years. I also don't deem it necessary but let me just say that your entire reply here is just nonsense. Based on your opinion and hatred for the game serving nothing but frustration and anger in the community. Using the player count to even bash more on updates rather than stepping back for a moment and considering what other facts could make a community smaller over a course of 5 to 10 years. Hint hint, people are sometimes finished with a game and grow up.

It's also a great idea to link to our development board here: https://trello.com/b/QGPVa5en/emps-world It's my personal flip chart where I keep track of upcoming changes and also create tickets for future updates. Basically my plan for the next update cycle. It doesn't contain everything and also is no promise, but you can have an insight on some of my personal notes. :) There's also Discord where you can easily ask us about game related things, chat or talk about updates and ideas: https://discordapp.com/invite/xUvVGkk


The following users liked this post: Drugs, Namnori, Iron 69, Loop

79
Suggestions & Ideas / Re: group bosses' hiscores
« on: August 09, 2018, 10:58:02 am »
I've head seasonal hiscores in mind for quite a while already. This would go hand in hand with also adding hiscores for activites such as minigames, bossing, etc. :)
The following users liked this post: Loop

80
Hey guys,

Today's update focuses most on re-balancing the combat triangle and equipment bonuses. We aim at making items more popular for PvP and easing the combat triangle giving you more Defence bonuses against your weaknesses. Special attacks have also been buffed and the early / mid game progress was made faster by improving certain drop tables and combat experience gains.

Key Bindings
As most if you have probably already realized, you are now able to bind your F keys to menu tabs. There's also an option to enable pressing enter before being able to chat. This mode allows you to use wasd for camera movement and qe to zoom in and out. You can also enable the option that pressing ESC closes the current open interface. Moreover, it's now also possible to lock your combat experience. You can still see experience gains when enabling this option though.


Damage Soaking
I'm sorry, but I have to admit that this mechanism was bugged... for really a long time. Damage was never soaked and this patch aims at fixing the issue. Before the update damage soaking was a quadratic formula of your maximum defence bonus, which imo is a really bad way of doing it. Your maximum defence bonus now gives a flat soaking bonus. Due to the release of new equipment and their maximum defence bonuses, I have adjusted the maximum damage soaked a little bit. It's now properly working but less than it originally was meant to be intended.

Starting Zone & Game Progress
We have identified that it may be too difficult to progress in early stages of the game. Thus we want to buff the drops of beginner level monsters to make it easier for new players to make money and to obtain useful items.
  • Starter sets have been replaced with real item sets: Iron armour, hide and blue wizard robes.
  • Drops for monsters around Barbarian village have been massively buffed: Barbarians, Goblins, Wizards, Archers, Hill giants, Moss giants, Tower Archers, Guards. They now drop items up to rune, more coins and larger quantities of resources.
  • Monsters found inside the Barbarian dungeon have had their drops buffed. Quantities were increased and rune / dragon items were made more frequent.
  • Dragons now drop dragon items more frequently - the chances were doubled.
  • Slayer Tower drop tables overhauled. The Slayer level requirement is now taken into consideration and improves the droptable. Overall you will be getting way more valuable drops from monsters inside the tower.
  • Thieving npcs now gives more coins.
  • New players now get a randomized look instead of the standard one.
  • More starting items are added to inventory after completing the tutorial.

Combat Experience Rates
Let's just say I was wrong - 20xp per hit are way too low. We are changing the combat xp rates back to 80 xp per hit. Progress shouldn't be that slow and frustrating in emps. Afterall most of our content is designed for end-game and that should also be achievable in a fairly normal amount of time. The whole experience gained thing before and after level 99 has also been removed. It's always 80 xp per hit.

Softening Combat Triangle - Weakness Bonuses
I think the current system is a little bit too strict on combat styles that are effective on you. I am increasing the defence bonuses of all items agains their neutral and weak combat style. This doesn't have an impact on any damage soaking, but makes you more resistant against magic attacks when wearing melee armour for instance. The same logic also applies to other combat styles with their weak counter parts: Magic beats Melee, Melee beats Range and Range beats Magic. I've also chosen flat numbers, so that the system looks cleaner:
  • Neutral bonus: 75%
  • Weak bonus: 50%
What does that mean? If a melee equipment piece gave 100 defence bonus, you'll get +100 range defence bonus, +75 melee defence bonus and +50 magic defence bonus.

Fishing - Catch rates and Experience gained
I've adjusted the fishing timers a little, because the catch rates felt a little bit clunky and the amount of fishes obtained were just way too much on higher levels. I've made the catch rates faster on early levels and let the level have a little less of an impact later on. Catching sharks with 70 fishing for instance doesn't feel like you're getting a fish a minute anymore and you no longer get a fish per 2 ticks when having a very high fishing level. The speed curve of catching fishes is scaling better now. To cope with that change in fish gains all their experience gains have been doubled. You'll have to bank less often and will still gain the same amount of experience in the same amount of time.

Wiki Updates
I have recently prepared a system that makes it really easy for us to keep stats of items up to date on the wiki. We will be testing the system within the coming weeks and see how well it performs. If this makes overall wiki updates easier I would also like to enroll the system on NPC data: stats, drops, attack speed, etc. So you'll always be able to view the exact in-game stats on the wiki too.

Game fixes / changes:
  • The accuracy bonuses of Infinity robes have been buffed and received a little strength bonus.
  • Mystic robes received a slight strength bonus.
  • The book of balance now gives Ranged strength and accuracy bonuses.
  • You no longer lose as much ELO when losing a fight in the wilderness. It currently is too difficult to reach higher ranks, because you only rank up by only killing others. You can now also improve your ranking by just participating in many fights.
  • Accuracy bonuses of defenders have been buffed by 25% (dragon defender +20 --> +25 accuracy). Defenders were a little bit weak when compared with a dragonfire shield or other alternatives.
  • Overkill damage no longer exists and thus tick eating is now possible. That means eating at the same game tick when lethal damage arrives let's you live through it.
  • Multiple incoming hits are no longer stacked as 1 big hit. This is only a visual change, because I have received complaints about people dying in 1 big hit. This was correct, but the large visual hit coming out of nowhere was a little odd.
  • God robes now require level 1 Defence to be worn and have had their defence bonuses lowered. God cloaks now have equivalent stats to god capes: +5 magic accuracy and strength. Their level 25 Prayer requirement stays.
  • Corrupt PvP items have been moved to level 40 Defence. That doubles their defence and accuracy bonuses, strength bonuses remain untouched.
  • Multi combat spells no longer have an experience gain punishment: Barrages and chin chompas.
  • Donator blades have had their attack speed increased. They now have the same attack speed as saradomin sword, scimitars and whips.
  • Korasi's sword special attack now costs 50% special energy.
  • Splitbark robe parts now give additional magic strength bonus.
  • Comp ogre bow Range requirement increased to 71 - it can now shoot Barrow arrows.
  • The experience boost of brawling gloves has been increased in the wilderness. They give 200% experience in the wilderness and 150% outside of it.
  • Zamorak godsword freeze has been increased from 20 seconds to 25.
  • Bandos godsword now also reduces the enemy's prayer points by 25% of the hit.
  • Overloads can now be noted and traded.
  • Dragon and onyx bolts now require level 61 Ranged to be used. That means you can use them with a rune crossbow.
  • God bows level requirement has been moved from 80 to 75. To cope with that change I have increased their attack speed by 1 tick meaning they are now level 75 short bows. God bows also received a special attack that triggers a special effect when used with their appropriate arrow type (e.g. saradomin god bow with saradomin arrows):
    • Saradomin: 50% of damage is drained from enemy prayer points. If attacking an npc this reduces their defence level by 50% of the hit instead.
    • Zamorak: 50% of damage is drained from enemy defence level.
    • Guthix (not yet available): 25% of damage is healed.
    The additional passive perk increasing damage of using god arrows with their appropriate bow has been removed. They now have flat bonuses equal to barrow arrows and can also be used as such by other bows.
  • Demon saber and halberd now properly break when lost upon death.
  • The charges of newly created elemental weapons have been increased from 5,000 to 30,000. This change brings elemental weaponry more in line with Demon weapons.
  • Demon longbow has received +12 accuracy and +2 strength bonus. When comparing it to the demon crossbow it looked a little weak.
  • Demon orb has received +4 accuracy and +4 strength bonus. It should be more a little useful as offensive stat booster while giving 0 defensive bonuses.
  • Removed the strength level requirement for several items: Vesta, Statius, Godswords, Zamorakian spear, Demon saber & Halberd and Saradomin sword.
  • Saradomin sword and obsidian claws special attack now hits 1 game tick earlier.
  • Spectral energy drop rates doubled. You just need way more energy to charge equipment than there currently is in the game.
  • Ancient statuettes from Revenants now have double coin value. We would like to make killing dangerous foes in the wilderness more valuable.
  • A bug was fixed where runes from the rune bag would no longer show up after casting a teleport spell.
  • Ghostly roves now give magic strength bonus.
  • Accuracy of all special attacks has roughly been increased by 25%. Most special attacks have an accuracy boost of 25% while godswords and other high level weapons gain 75% - 100% accuracy boost.
  • All bosses (the ones that count for daily tasks!) now have drops for the top 3 damage dealers. That includes all GWD bosses, Dagannoth Kings, Corporeal Beast, Kalphite Queen, King Black Dragon, Chaos Elemental and Smoke demon champion. Group bosses still reward the top 4 damage dealers.
  • The Tower key required to access upper parts of the Slayer Tower can now be found in wardrobes inside the Slayer Tower.
  • Banshees can now drop a creeping hand pet with a drop chance of 1 in 1000.
  • Party hats strength and accuracy bonuses increased.
  • Composite bows now have the speed of shortbows.
  • Magic longbow, magic composite bow and demon longbow have received a special attack. It costs 35% special attack energy and is guaranteed to hit the enemy.
  • Demon halberd now shares the dragon halberd special attack.
  • Torags received additional Defence bonus while reducing its accuracy a bit.
  • A bug with the dark bow special attack was fixed that would reduce its maxhit.

Engine fixes / changes:
  • Certain data holders in the client have been updated to use less memory. This improves overall performance and memory usage, especially on longer Rendering Distances and in crowded areas. For those of you who are interested what changed: A lot of arrays were int[]s, which used 4 byte or 32 bit per entry. That precision wasn't always needed, because a lot of numbers didn't go higher than 10,000 anyway. I have changed those arrays to be short[]s, which require 2 bytes or 16 bit per entry. This costs less RAM and allows your CPUs cache to load more entries per call speeding up iterations over these arrays: animations, loading models, saving colors, etc.
  • Smoothness of compass and minimap have been improved. They are now anti-aliased when rotated and will no longer flicker or have white artifacts.
  • Rune requirements now properly in the autocast interface.
  • Texture atlases now use 4x anisotropic filtering (only if your GPU can do it!!). This effect makes textures appear less blurry and more realistic when viewed at specific camera angles. I have decided to not make this a setting, because the performance cost is non-existing for low resolution textures in emps.

This update mainly consists of balancing and overall improvements for the game. I want to make certain items more useful for PvP and give newer players an easier start for the game. With the amount of PvP ELO data available I'll also soon be able to put Hiscores online where you can lookup ranks.

All the best,
Thomy



Changes September 7th:
  • Barrows equipment charges of newly used items increased from 8,000 to 20,000. I'd like to bring this more in line with other equipment charges.
  • Revenants droptables overhauled. Statues are worth more and drop more often. Third-age drop rates have also been adjusted. Statues and third-age drops are now also always broadcasted.
  • Amulet position now depends on the platebody model. This fixes an issue where amulets would be invisible on certain armours.
  • God robes now share monk robe's prayer bonus.
  • Dark bow special attack speed increased. The projectiles now fly and hit faster.
  • Reset lamps can no longer be used when items are worn.
  • Unnoted overload potions can now be traded.
  • An issue was fixed where you couldn't hit through protection prayers when your enemy had low hitpoints.
  • NPC defence bonuses have been fixed. There was an issue that globally gave them 15-20% higher stats.
  • KQ and Corporeal beast now properly drop items for the top 3 damage dealers.
  • The charges of newly used spectral equipment have been doubled. Repair costs stay the same. However the amount of dropped spectral energy upon a kill can now be higher due to higher maximum charges.
  • Crossbow limbs now have an alch value.

81
nice uptade, shame about the run energy
keep up the good work, hopefully this finally revives emps world.

EDIT: I've noticed that the pk shop has a quiver and a rune bag. will these only be usable in wilderness or everywhere? if everywhere, could you add them to a couple monsters' drop tables who are in wilderness? It would be a nice alternative for ironmen instead of just risking their items pking other people needlessly. this would also help reviving pk

You can use them everywhere. These are rewards solely receivable from PvP activities. They shouldn't be added to monster drops, that destroys the purpose of getting them from PvP. :)
The following users liked this post: Namnori

82
General Discussion / Re: Player count
« on: July 24, 2018, 02:07:32 pm »
I also have more sophisticated statistics for in-game tracking:
https://emps-world.net/munin/emps-world-day.html

User: munin
Pass: emps-world12345

As you can see by looking at the password... these credentials are no big secret btw.
The following users liked this post: Crusher123, Theoneofall, Ameer, S Clegane

83
Suggestions & Ideas / Re: "Overloads" of Runecrafting
« on: July 19, 2018, 03:15:24 pm »
I really like that idea. However I don't think it's really going to save you inventory slots, because you will end up using 2 inventory slots for spell casts anyway with that system. I do however see this as being really convenient, because you could cast every spell in the game with just 3 inventory slots.

Maybe the combinations need to be adjusted or be more creative? For instance we could create a rune that allows casting all offensive spells in a certain spellbook. So we could have a wave rune and an ancient rune that would allow you to cast a fire wave or ice barrage respectively.

Such runes will definitely be untradeable and could even be crafted from pure essence instead of rune essence. What we could also do is add a rune pouch (adding multiple runes into 1 inventory slot) that is craftable with 90+ Runecrafting and degrades over time.

Thoughts?
The following users liked this post: Rotanas

84
Feedback / Re: Thank you
« on: June 26, 2018, 08:01:28 am »
No worries, I got this!

::bot[f_a_q] set grammar_skills 10
::bot[f_a_q] set creepiness 2

85
Suggestions & Ideas / Re: Slayer
« on: June 25, 2018, 12:56:06 pm »
I think in RS you can extend your task for some slayer points? Definitely an idea I'd like to implement. :)
The following users liked this post: Nedaz, Yazan159, Antebellum

86
Introductions & Farewells / Re: Why I no longer play
« on: June 12, 2018, 12:41:57 pm »
Thanks for your criticism. I am always looking at improving the game, but it's almost impossible to please every single player. You have mentioned the economy is in shambles, but what exactly are you trying to say? I cannot identify real issues with the game's economy. I state my point on data we have collected over the past year and charts everybody is able to view on the homepage.

My goal of optimizing the game's economy is to keep prices stable as well as the creation of supply and demand. We have a large collection of data for all trades on the Grand Exchange, let me show a few examples:
What all these plots have in common is that they have a pretty stable price. Yes, whips have increased in price since last year, but we've also introduced crystals to upgrade them. Meaning that these items don't lose their value and that they are in demand. You can argue that a smaller playerbase makes it more difficult to buy and sell items. Yes, I do agree and that's why I'm spending most of my time on advertising the game right now.

Some post here feel like frustration and hatred for the game. I've tried to argue and discuss such aspects, but from my experience this leads nowhere but even more frustration for both sides. Hence I will ignore such posts as well as possibly censor them and issue punishments if it's against the rules. I will take feedback and complaints seriously as long as they aim at helping the game and are not hypocritical.

If anybody is interested and doesn't already know about it, that's my personal development board:
https://trello.com/b/QGPVa5en/emps-world
The board contains progress and notes about upcoming updates and a backlog of things that are planned or have been discussed and could or will be put into the game.
The following users liked this post: Jandor, Tulrak, Bluesunrunne

87
Hey guys,

I hope you are having a great summer time. It has taken some time, but I have finished a gigantic PvP and balancing update. I aim to find a long-term solution to revive and keep PvP active as well as making it attractive to participate in. I have also overhauled some older systems and fixed a ton of bugs. Last but not least, I have and am still working on an option to turn the current game into oldschool style with only a mouse click!

Wilderness Update - Rewards & ELO

It's been a while since the wilderness has received an update. This time I don't want to add more PvM into the area, but real PvP with new and unique rewards! Every kill gives you blood coins. The amount you get highly depends on the cardinality of your target, meaning that your opponent's ranking and equipment matter. Following ranks with icons (see icon system below) can be achieved:
  • Bronze I - III
  • Silver I - III
  • Gold I - III
  • Rune I - III
Each rank has a unique chat badge which can be enabled at any point through the Equipment Screen. What you are probably also (more?) interested in are the rewards for killing each other in the wilderness: Blood coins. You will find a new NPC walking around Edgeville called Emps Pker wearing Vesta armour. You can trade the person to buy rewards with blood coins:
  • PvP crates: Food, potions, selected runes, edgeville teleports and PvP armours.
  • Rune bag: Can store 3-5 (member benefit) runes and CAN be equipped in Arrow slot.
  • Quiver: Can store 2-4 (member benefit) arrows / bolts and HAS TO be equipped in Arrow slot.
  • PvP armour pieces: In case you are unlucky and have a lot of blood coins, you can also buy them directly here. Bear in mind that getting the armours through crates is much much cheaper though!
Icon System - Ranks
I have updated the way icons in front of names are managed and set. We also call these icons ranks, because they are achievements. You can change your icon by right-clicking your name on the Equipment Screen. Ranks can be obtained by certain achievements in-game:
  • Donator Icons: Unlocked by having obtained a total amount of EC:
    • 1,800EC - Bronze Donator
    • 10,00EC - Silver Donator
    • 25,000EC - Gold Donator
    • 50,000EC - Rune Donator
    • 100,000EC - Dragon Donator
    • 200,000EC - Dark Donator
    • 300,000EC - Light Donator
    • 500,000EC - Demon Donator
Please bear in mind that the higher ranks are aimed at people who are supporting the game through many months and years!
  • PvP ranks: see above
  • Ironman: By default on every ironman
  • Veteran: How many years you've been playing Emps-World. We cannot go back in time and copy the registration dates of the Emps-Scape, so no registrations longer than 4 years ago count.
  • Staff Icons: You will find different mod / admin crowns.
Icons also appear when right-clicking players now. They can be changed at any given point to any image leaving us a lot of space for future changes and improvements!

Run Energy, Resting and its role in PvP
I know this change may be annoying, but the overall run energy system in its current state was just completely broken. You could run forever pretty much no matter what you were doing. While this is comfortable, it removes the point of even having a run energy system as well as the Agility skill. With this update I am changing the way run energy regenerates and the maximum is now at 100 and no longer 255. I have copied the regeneration function from OSRS, which can be found here: http://oldschoolrunescape.wikia.com/wiki/Energy

Energy restoring potions (if you knew they even existed!) were also changed:
  • Super restore: +5 energy
  • Energy potion: +10 energy
  • Super energy: +15 energy
The aim of this change is to make running longer distances more complicated. Outrunning somebody in the wilderness is now possible, especially when having a lot of loot in your inventory or wearing heavy armour. Please don't worry though, this isn't going to affect skilling a lot! You get your run energy fully restored by talking to a Healer.

Claiming Voting Points
I've updated the system to support the usage of proxies and also configurations behind firewalls. The old system was doing an IP comparison of your game login and on the homepage. So voting on your smartphone and trying the claim the points in-game wouldn't work. You should be able to claim your points no matter where you vote now. It's based on your user OR ip address. If one of them match, you can claim your voting points.

Game fixes / changes:
  • Grand Exchange now correctly displays the correct amount of coins you get for selling items.
  • Barrows slayer task amount is now dividable by 6. Meaning you never have a left-over round during a task.
  • Rewards potential interface in Barrows now correctly resets when claiming the reward.
  • Bolkoy dialogues have been updated.
  • Redberry pies can now be eaten.
  • Double agents can no longer be attacked by other players.
  • Membership description update.
  • Cure plants spell now has a timer and only gives experience when you successfully cured plants. You also gain some farming experience when successfully curing plants now.
  • Chaos dwarves can no longer be assigned as Slayer task.
  • A bug with Spectral equipment was fixed. When dying with a fully charged item (e.g. Zuriel robe top) you wouldn't get any Spectral energy.
  • Skull timers have received second precision instead of minute precision. Your skull is now consistently 10 minutes long instead of something between 9 and 10 minutes. Moreover, there's now also an orb that shows your skull timer.
  • The timings of Jad's animations have been improved.
  • Items lost in the Kalphite Queen boss chamber are now dropped outside, before you use the rope to enter.
  • Levelup messages now properly tell you new activities that you are able to do. This is a copy of the skill advancements tables.
  • Slayer tasks can now be extended (doubled) for 50% of their Slayer point reward.
  • A bug was fixed where resetting skills with xp lamps wasn't possible anymore.
  • You can now properly complete puzzle clues on Farming patches.
  • The experience reduction for multi hits (range & magic) has been changed to 50% from 20%. The previous experience gain nerf was just too much.
  • Spectrals now hit more through protection prayers. They were never intended to be fully blockable.
  • Skipping the tutorial now warns you about not being able to become an ironman account and gives you a starter set. The range starter set now also includes 100 bronze arrows that are equipped.
  • The charges of coal bags have bee increased from 1,000 to 10,000. This doesn't apply to current bags but new ones!
  • Weapon poison (p+) and Weapon poison (p++) can now be made with the Herblore skill.
  • Ranging and Magic potion have been added to Herblore.
  • A new Slayer master called Turael has been added to the Barbarian dungeon. Turael assigns solely monsters found in the dungeon and is for beginners.
  • Void knight elite defence bonuses have been a bit too high. We found out when testing the defence bonuses of the PvP armour sets. I have reduced the defence bonuses of elite void knight top and bottom by 10%. You won't really feel this change, but it's now more balanced and aligned to existing content.
  • The rendering distance for players and npcs inside minigames has been increased.
  • Fish monger now sells Varrock, Lumbridge and Falador teletabs. It's still worth it to create those through Construction, because they can only be bought in low quantities.
  • Snape grass can now be found around the river of Barbarian village.
  • Barbarians, Mages and Goblins now drop Guams, Marrentills, Tarromins, Harralanders and Ranarrs. This allows new users to find and create low level potions with all resources found in and around the Barbarian village.
  • Stepping stones in Emps-Wars can no longer be clipped by following. That counts for npcs and players.

Engine fixes / changes:
  • A bug was fixed where certain tops would make your arms disappear when wearing dragonhide bodies.
  • Sky is now reflected in water and the underwater color depends on the surrounding terrain. There's now also a depth calculation that determines the transparency of water. Basically giving you a better immersion of how low underwater terrain is.
  • Items shown in the chatbox (skill advancements) are now more centered and larger.
  • Images are now loaded on demand and no longer need to be downloaded before starting the game. This improves initial loading speeds by roughly a minute. It's annoying when joining the game for the very first time to wait for long downloads.
  • Underwater terrain is now properly refracted. That means that underwater objects are now also having a ripple effect.
  • Upgraded abyssal weapons have received animated textures. They were originally supposed to have such kind of a glow, but due to engine limitations it wasn't possible.
  • Camera system has completely been overhauled. It felt very outdated compared to other games. Camera movements no longer have a delay / fade-out effect but is a direct representation of your mouse movements. To make sure nobody is displeased with the change you are now also able to select 5 different camera sensitivities.
  • Scaled images now look smoother.
  • You can now select fullscreen mode from the game settings.
  • Skill interfaces no longer have empty buttons.

Oldschool Emps-World
I've cancelled this project a while ago and also won't revitalize it. However I have been and am currently working on an optional oldschool option, which will give the game an OSRS feeling. This replaces (wherever possible) player and npc data with their oldschool variants. This overwrites their look and animations. It's impossible to replace the map with OSRS data, because their positions differ. I can add new maps though, including Zeah, Zulrah, etc. I'm also able to use all oldschool items, such as the blowpipe, elder maul, twisted bow, etc. I want to finish the graphics option first though before adding such content! ;)


I've attached a screenshot to show how it looks like. You can use all the HD graphic options and combine them oldschool models. I'm not quite sure when this will be finished, because I'm still fighting with serious graphical glitches that absolutely can't be in the release version. Biggest issue currently being boots that have no oldschool replacement model. Maybe I need to manually find some here? Idk... Will keep you updated with media whenever I have more to show! You can also directly follow the progress here: https://trello.com/c/K2rC6upc/60-oldschool-graphics-option

All the best,
Thomy

88
Added patch notes of 25th. :)
The following users liked this post: Eliminator

89
I've identified a few issues and am looking into them:
  • Kal'Ger instances.
  • Voting issues: It's a bit confusing and I've already got a little overhaul coded. It will work on IP addresses rather than on usernames. So VPNs will work and the homepage can always correctly tell you if you've already voted or not. I've also found an issue where voting points aren't saved correctly. Terribly sorry, but it's already getting a fix!
  • Barrows multi spawn problem.
  • Kal'Ger dropping items outside of the boss room.
  • Clicking areas on the floor when moving around.
They will be patched with an update later today during night time or tomorrow morning.
The following users liked this post: Eliminator, Useakill66

90
Suggestions & Ideas / Re: Firemaking.
« on: May 14, 2018, 09:27:16 am »
Bonfires sound nice - basically just adding logs to your current fire to increase its duration. In RS lighting a fire also gives you a temporary hitpoints boost depending on the fire you light. I can definitely see the same system working out here. :)
The following users liked this post: Bluesunrunne, Im Plsnorush

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