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Messages - Thomy

Pages: 1 ... 3 4 5 6 7 8 9 10 11 12 13 ... 245
106
Help me! / Re: Problem with game quality
« on: May 03, 2020, 09:33:30 am »
Can you show me your ::openglinfo? Your computer may not be able to run the latest graphics. You can enable anti-aliasing or change the UI scale option for better visuals.

107
Hey guys,

In this update I've added many more patches that you can farm on. I've also given spirit trees more functionality allowing you to teleport between fully grown ones. Our outdated login screen also received a little overhaul improving performance and visual feedback. Competitive Season 2 is also starting soon, have a look here: https://emps-world.net/forum/events/emps-competitive-season-2/?~22079

Farming Patches
I've rewritten the code that handles interactions with farming patches. You will now always be facing the patch you interact with. Moreover you can no longer walk over patches to ensure you cannot get yourself stuck. There's now also more plantation spawns resulting in no more empty spots. This doesn't affect any harvest rates, it's just visual improvements. I've also added about 50 new patches across the entire worldmap for plantations. All new patches being at least 3x3 in size support trees. Spirit trees can now also be used to teleport to other spirit trees you have planted. You can plant more than 5 Spirit trees but only the first 5 will be listed as teleport options.


Login Screen Overhauled
I've reworked the graphics of the game client's login screen. It now looks similar to the elements on the homepage and offers the option to remember your username. The background and logo image loaders have also been reworked to ensure they are rendered correctly. There were some rare instances where the background image would not occur. The login process was also reworked to work in background without affecting core game logic. Meaning that if you disconnect you can still see player animations playing and move the camera. The UI however remains unresponsive meaning that you cannot click it showing you that interactions are not possible at that point. The reconnect code has also been sped up allowing the game to try a reconnect quicker and more often. Here's what it looks like:


Hit Splat Size
I've fixed some issues with scaling head icons and also applied the same mechanism to hit splats. They scale depending on how far you are away from the text in 3d space. This has limiters, so they won't become smaller than 80% nor larger than 110% of their original size. My aim is to reduce visual clutter in larger fights. Hit splats and the HP bar of your player now also always renders on top of others.

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. I know that this has been mentioned in the previous update too but I want to make sure this is seen one more time since it's quite a big change!

Watch Dog for Game Client
I've created a watch dog process for the game client that monitors the client's state and gives you a popup in case a crash was detected. It also collects information about the crash and stores it on your computer for a maximum of 3 days. This feature was created to further investigate crashes on certain computers and also collect information about what could have gone wrong. If you get such a popup please send me the file it mentions and tell me what you've done. I will have a look at it and see if it can be fixed in a future update! :)

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.
  • A bug in the hit calculation system was fixed that allowed people to survive killing blows in PvP scenarios. Overkill was enabled a few patches ago to avoid tick-eating but this bug was still allowing it. Damage is now always applied for PvP scenarios.
  • You no longer need a talisman for crafting runes. The abyss can once again be used without talismans.
  • Being in combat and trying to open your bank no longer prompts the bank pin screen.
  • Limbs for crossbows can now be smithed. Along with this change the smithing animation has also been improved.
  • The cap for bonus experience gains is now 25k xp instead of 5k and 50k for Invention instead of 20k. This will make the Invention Experience aura and other experience boosts much more usable for various activities.
  • Several bugfixes I forgot to mention or kept track of.

Engine fixes / changes:
  • Fog color is now affected by brightness setting.
  • An issue with flickering overlay menus has been fixed.
  • A few issues within the water shader have been fixed: fog calculation, reflected object color, transparency and water color mixing.
  • The visuals of lava has been improved. It's still not perfect but there'll be less overlapping and fewer missing areas.

Good luck in advance for our Competitive Season 2! We will be showing off some of the rewards in the game from now on. :) In the next updates I will probably be focusing on a new boss and some skilling additions.

All the best,
Thomy

108
Introductions & Farewells / Re: Good bye
« on: April 21, 2020, 07:13:08 am »
I am not leaking any personal or ban related material here but looking at your helpdesk ticket you've been presented the chat logs as evidence. You have been kicked out of the general clan chat for "15 minutes" for swearing. You are making a huge deal out of something that really isn't. We have strict rules in our clan chat and that includes being respectful and using "nice words".

I'm sorry to see you leave the game because of a temporary chat restriction but don't blame our team for enforcing the rules.

109
Help me! / Re: Vote page bugged
« on: April 10, 2020, 09:11:08 am »
I know this reply won't be satisfying but the voting system just is what it is. Sometimes other sites won't respond or we cannot register a vote. The best way to get most out of it is to vote and check if the vote registered. Then make sure to login as soon as possible to claim your voting points. Also, this system is based on IP addresses so you cannot vote multiple times on multiple accounts. It's once per internet connection.

110
Help me! / Re: 11
« on: April 10, 2020, 09:09:26 am »
That is not possible but we do have access to that data. If you have been scammed or hacked please make a helpdesk ticket and we can have a look: https://emps-world.net/forum/index.php?action=helpdesk;sa=newticket

111
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.



112
Help me! / Re: fps problem
« on: March 22, 2020, 03:31:43 pm »
Helpdesk ticket exist, let's resolve it there. :)

113
Off-Topic / Re: Teleport spells with confirmation cannot be used
« on: February 25, 2020, 01:45:00 pm »
Should be fixed in this patch. Can you check again?

114
Hey guys,

In this update I've improved some older Construction code and added two new rooms: Menagerie and Costume room. There's also a rework for the hit and healing splat system offering better visuals during combat. Last but not least you can buy 7 new dyes for your endgame gear.

Restricted Area Visibility
Rendering Distance allowed you to see anything on the map, even if certain areas wouldn't make sense being rendered next to each other. This happened often in dungeons or minigames. A good example of this would be the Fight Caves where you could see some swampy areas on the south end. I've added border boxes that won't allow you seeing outside of certain areas. Please bear in mind this update isn't working for every dungeon that there is! I will be adding new areas with every patch. Also feel free to report places where it'd make sense!

More Dyes
I've added 7 new dyes that work the same way as Barrow, Blood, Third-age and Shadow dyes. They can be purchased for 800EC each and are usable on a variety of endgame gear. It's now also possible to use the 4 existing dyes on Ragefire, Glaiven and Steadfast boots/gloves. Hovering over dyes in-game will tell you what items exactly can be colored. Below's an example of how all new dyes will look like:

Please bear in mind that you require one dye per item and once used the dye is destroyed! You can however clean your items to get them back into their original state. Items must be fully repaired for the dye and clean process. Please let me know what you think about that system! It's been suggested on Discord a few weeks ago and was greatly welcomed. I am planning to have more of these dyes as rare boss drops from potential hard modes, what do you think?

Construction: New Rooms
I've added two new rooms to the Construction skill: Menagerie (level 38) and Costume room (level 48).

The Menagerie stores pets and allows them to walk in your house. It's only possible to add and take pets during construction mode due to technical limitations. Pets will also only appear and walk through your home when construction mode is disabled.

The Costume room allows you to build 6 different storage containers:
Armour case: melee armours
Fancy dress box: holiday items such as santa costume, chicken outfit, zombie outfit, ghostly, etc.
Magical wardrobe: range armours and magic robes.
Toybox: party hats, halloween masks, bunny ears, donator items, etc.
Treasures: rewards from clue scrolls
Cape rack: capes

Adding multiple Menageries or Costume rooms does not create new storage containers for pets or items! You can build as many of the new rooms as you like but they will function as one and the same room everywhere.



Hit Splat and Healing System
I've received reports in the past that the hit and healing system wasn't always 100% accurate. Meaning that in some cases the health value shown above your player would not be the same as your health orb. I've linked the HP orb, skill stats interface and HP above head of your player, so that they can only show a single value. I've also rewritten the hit and healing system. It will now treat any hit or heal as damage splat. Heals have priority and will also be queued up when happening in the same game tick. Meaning that clicking a Saradomin brew and Manta ray in quick succession will give you a 39 heal splat instead of 23 and 16. Hits can be delayed a few cycles depending on how much damage is being done.

Helpdesk Mobile Layout
It's now easier to view the Helpdesk on phones. I've rewritten some CSS rules to give it a responsive design. Some buttons and menus may not look perfect depending on the smartphone's size but overall the Helpdesk will be use and readable

Pest Control Adjustments
I've heard your feedback and am adjusting a few issues with the minigame:
  • Brawlers stun duration is shorter and their attack speed was increased.
  • Splatter damage was nerfed by 50%.
  • An issue was fixed where one player could appear on the wrong height resulting in all NPCs missing.

Game fixes / changes:
  • A bug was fixed that could get you stuck in POH when attempting to teleport around the map edges.
  • Teleports now have cooldowns until their animations are finished. It's no longer possible to stack teleports on top of each other when spam clicking spells.
  • Changing certain render distances no longer scrambles your position and forces you to relog.
  • Furnace in obsidian caves is now working.
  • Render distance now has a larger impact on visible npcs and players outside the wilderness. Generally speaking you will see more entities as before.
  • Rest in Pieces quest can now be completed again. It was possible to get the game stuck in thinking the Legs were picked up by everyone.
  • The amount of magic notepaper bought in the Emps-Wars ticket exchange was increased from 1 to 3 per ticket. You can now also buy magic notepaper in the Events Point store at a rate of 5 magic notepapers per EP.
  • Projectile hits being further away than 64 steps or on a different height than yours can no longer hit you. This change was introduced to avoid being hit after teleporting or escaping a boss room successfully.
  • Spectral equipment can no longer be traded in noted form.
  • Battle robes now count as Zamorak equipment and Staff of light as Saradomin equipment for npc aggression in the GWD.
  • Burrow animations for wyrms has been updated. It now shows the burrowed version traveling. The travel time is depending on the distance to the new location and Wyrms have a chance (25% wildy wyrm, 12% others) to target players currently attacking them.
  • The construction add room code has completely been rewritten. You can now build all rooms from a single interface. This change was done to support more rooms in the future. I've also started to work on clipping configs inside houses but didn't come too far yet. The aim is to get Construction ready for a Menagerie allowing you to have pets inside houses.
  • People can now only join your house when they can see you online. Meaning that putting private chat off or to friends will allow nobody or only your friends to enter.
  • Both the rune bag and quiver now store up to 4 items for non-members and 12 for members. This should make it easier to keep most of your runes and ammo in secondary inventories.
  • The Menagerie, Garden and Formal Garden can now only be built on ground floor.
  • Extreme potions, super prayer and super antifires can now be traded.
  • Larger houses now load significantly faster.
  • Vampyre blood can now be used to recharge Vyrewatch necklace (b) at any time.
  • Restore pool and potions now remove skill orb times once a stat is successfully restored.

Engine fixes / changes:
  • The code to determine text and head icon height has been optimized. It's no longer taking the weapon but only the player head into consideration.
  • Staff of light recolors, descriptions and names have been fixed.
  • Several wall decoration placements (wrong rotation) have been fixed.
  • An issue with aligning the same type of ground items to the floor has been fixed.
  • The bag interface (rune bag, quiver, looting bag, energie bag, etc.) has been updated. It now supports an infinite amount of items and dynamically adds a scrollbar if needed. I've also updated the interface's clicking areas making it easier to close it by clicking on terrain. This is a technical change and won't give your bag items infinite space!

What do you think of expansions on skills such as the 2 new rooms for Construction? There is a great topic suggesting new things for various skills: https://emps-world.net/forum/suggestions-ideas/few-skilling-ideas/?~22031

All the best,
Thomy

115
Off-Topic / Re: A few bugs I've encountered
« on: February 13, 2020, 03:28:45 pm »
Thanks for the reports. Examine hovers are fixed when you restart your game. Can you tell me which hunter npcs are having that problem? The ones I checked do have 1 HP.

116
Suggestions & Ideas / Re: Few skilling ideas
« on: February 01, 2020, 11:07:32 am »
Thanks a lot! We should have most of those items / models in emps. :)

117
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.

118
Off-Topic / Re: Noted Saradomin Godblade in the bank.
« on: January 11, 2020, 01:14:42 pm »
Will be fixed in the next patch. Let me know if you can get it unnoted through POH else I can offer to trade it for an unnoted version in the meantime?

119
Off-Topic / Re: Can't sell item when inventory is full
« on: December 25, 2019, 11:01:41 am »
Thanks. I'll add a check that this will work.

120
Off-Topic / Re: Tormented Demons
« on: December 22, 2019, 08:55:18 am »
Can you have a look and tell me if it's better now? The "teleporting" is due to them moving around and their attack animations not giving enough time for the walk animation to play.

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