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Messages - Thomy

Pages: 1 ... 4 5 6 7 8 9 10 11 12 13 14 ... 245
121
Off-Topic / Re: Daily task
« on: December 17, 2019, 10:36:12 am »
Thanks. The internal combat level of them was 88. :)

122
Off-Topic / Re: Christmas delivery bug
« on: December 13, 2019, 03:21:08 pm »
I've manually added delivery notes to your account. Can you click on them and check if you have an active present delivery on-going or if you can finish the current delivery progress with it? That should reset your state and allow future deliveries.

123
Off-Topic / Re: Christmas delivery bug
« on: December 13, 2019, 08:37:28 am »
Could you check if there's delivery notes in your bank? If not I could give you some and we check if that let's you finish a delivery?

124
Off-Topic / Re: Tormented Demons
« on: December 11, 2019, 08:19:58 am »
They will get some movement timeout to improve their animations. The damage that is returned may not always be the exact same due to rounding issues.

125
Hey guys,

The annual Christmas event has been enabled. Deliver presents to people across Emps-World for unique rewards. There have been improvements to the Map Loading code that reduces loading times on slower machines. I've also added the ability to show your gaming status on Discord.

Christmas Event
You are once again able to deliver presents to random people. I've increased the pool of people you need to deliver presents to. Every delivery rewards you with a Christmas cracker that can be opened by using it on another person. Both you and the person used on will receive a random Christmas item. You can view all the obtainable items here: https://emps-world.net/wiki/Christmas_cracker


Discord Rich Presence
Our game client is now able to display your location in the game as well what you are training currently on Discord. The game checks for new actions every 5 seconds. This feature can be enabled and disabled from within the game or on Discord.

Faster Map Loading
I've rewritten how the game loads map chunks when you load into a new region. The model combination code for GPU buffers has been multi-threaded. It's now putting less stress on actual game rendering resulting in stabler fps rates while also delivering significantly faster loading times. This change was made in order to improve loading times for slower machines and to properly be able to use high Rendering Distances on faster machines.

Game fixes / changes:
  • A bug was fixed that allowed you to duplicate Ancient armour and Vyrewatch necklace upgrades.
  • Upgraded void invention gear can no longer be traded.
  • Arrows are no longer infinite in the Duel Arena.
  • General Graardor no longer cancels an attack animation with his minion buff animation.
  • The Grand Exchange winter map along with the Christmas event have been added.

Engine fixes / changes:
  • Shadow camera position no longer moves outside of the map loader. This results in much calmer shadows while almost not affecting visual quality and performance.
  • Fog rendering code has been optimized.
  • Snow flake particles are now moving around randomly to give it a more natural snow fall feeling.
  • The brightness of non-textured parts has been reduced. This improves the look of skin tones as well as the brightness of models when textures are disabled.
  • The clip height (roof removal) for several tree crowns has been fixed. They will no longer be removed when roofs aren't seen.

I hope you'll have relaxing winter holidays. There won't be another double xp weekend but there will be double xp Christmas as well as double xp New Year! Meaning that double xp will be enabled December 24th through 26th as well as December 31st through January 2nd. :D

All the best,
Thomy

126
Help me! / Re: I cant play Empsworld!
« on: December 07, 2019, 08:36:11 am »
Hey!

I currently don't have a macbook to test this sadly. :( Are you using the special mac client? Are you a bit familiar with the console and could use it to start the emps client to find error messages?

Do you have discord? We could chat there, that'd make things easier for us.

127
Update Notes / Updates November 28th - Fight Caves Hard Mode
« on: November 28, 2019, 09:21:31 am »
Hey guys,

This update is mainly aimed at a single player experience. I've added a hard mode version of the Fight Caves offering you new monsters to battle and new best-in-slot obtainable lava capes. There has also been an overhaul of in-game projectiles and their timers as well as some bugfixes.

Fight Caves Hard Mode
A more difficult version of the Fight Caves have been added. You can try the Fight Caves hard mode after having completed the normal Fight Caves version at least once. Don't worry, previous Fight Caves completions also count so you are likely to be able to immediately try out the hard mode. The foes follow a purple color scheme and are stronger versions of their Fight Caves variants. Upon successful completion of the minigame you are rewarded one of 3 new lava capes. The color is chosen by dealing most damage with a certain combat style:
  • Orange lava cape: melee version
  • Green lava cape: range version
  • Purple lava cape: magic version
  • Blue lava cape: Combine the 3 capes above
The final boss also has a pet variation. You may turn in any lava cape for a 1 in 50 chance to obtain the pet. With this update the dialogues of Tzhaar-Mej-Kah have been updated depending on your progression state through the Fight Caves. You can ask him about the Blue lava cape as well as for the new pet.


Projectile Timers
I've found a bug in the code that was calculating the timings of projectiles: flying arrows, magic spells, etc. Instead of coming up with some nasty fix I decided to rewrite the projectile timing calculation system. Firing arrows or casting spells in combination with finishing graphics and hit splats will now look smoother. Please bear in mind that it may not be 100% identical to the system before because this one focuses on correct animation timing. This change is purely visual and has no impact on your damage or accuracy. What has changed is the ability to time magic / range attacks with melee attacks better. It's a little bit easier (1-2 ticks depending on distance) to stack damage onto your enemy. I have also removed the fixed hit delay for barrage spells and Zuriel's staff. The delay now depends on the distance between you and your opponent.

Game fixes / changes:
  • Infernal mages now properly show in the Kill logs Slayer category and have a level requirement for them to be killed.
  • Jad now spawns 4 healers when at half hp. The magic and range attacks are now also alternating a fixed amount of time: 2 mage attacks, 2 range attacks, 2 mage attacks, etc.
  • Firecape equip requirements have been updated. You now need to have completed the Fight Caves at least once to equip the Fire cape. It can still be traded and previous completions also count.
  • The healer in obsidian caves is now a TzHaar.
  • Dragon claws can now be noted.
  • Kal'ger flight animation has been fixed - there will be no more teleporting back. His ranged attack has also received a sound.
  • Completionist cape now requires the completion of Fight Caves normal and hard mode.
  • The Halloween event has once been disabled again. You can still spend your skulls throughout the year though.

Engine fixes / changes:
  • Head icons now scale with the distance they are away from the screen in 3d space. You will find close head icons to be larger and distant ones smaller. Health bars / values and spoken texts are unaffected by this change.
  • The textures of Ancient Caves whirlpool near Rimmington are no longer invisible.

I feel like the hard mode system is a good way to revive old content and add another layer of difficulty for veterans. What are your thoughts on this? Would you like to see more hard mode variations for bosses and other minigames or monsters?

All the best,
Thomy

128
Hey guys,

I've enabled the annual skull drop system. During Halloween you have the chance to get an additional currency (skulls) by killing monsters. These skulls can be exchanged for unique rewards by talking to the Grim Reaper upstairs in Draynor Manor. I've also updated some homepage code and implemented a beta for a referral system giving and new players rewards for following an invitation link.


Halloween Event
The annually skull collection event for Halloween has been enabled. You can spawn either Muncher or the Skeletal raven pets and collect skulls by killing monsters. These can be handed in to the Grim Reaper for unique rewards. The event is enabled half way through the completion of the Draynor Manor I quest.

Homepage Layout
I've added a play button for smaller screens. These updates also includes improvements for mobile screens that want to view in-game screenshots and news posts. An issue with the screen size for mobile devices was also fixed. It's no longer able to scroll the x-axis on the main page. Size of next and previous image slider buttons were also increased for smaller screen so that they can actually be used by touch devices. The aim was to improve usability for mobile users. Please let me know what you think! :)

Referral System
It's now possible to enter a referral user when registering a new account. Inviting friends to the game now gives you and the invited person bonuses and rewards in-game. Please bear in mind that we are still testing the system and cannot promise rewards. The idea is that referring new users earns you EP while new users get voting boxes making their start easier. Every referral and referee is examined manually to avoid cheating attempts.
You can find your referral link here: https://emps-world.net/account#referrals

Game fixes / changes:
  • Highscores now properly show display names.
  • Activity highscores now only show the best score of a player instead of every score.
  • Invention upgrades can now be noted properly.
  • Kal'ger now needs to do 3 attacks per phase in order to be able to advance to the next. This change was done in case people finish a phase during the demon's flight animation. This fixes a bug where the flight animation looked buggy.
  • Mining animation and its sound are now synchronized better.
  • Prayer points no longer reset when enabling prayers during the login process.
Engine fixes / changes:
  • An issue with a faulty sound delay calculation has been fixed.
  • Newly spawned players & npcs are now synced better with the server's direction they are facing.
  • Slayer monster head drops can now properly found on the Grand Exchange.

I'm currently working on Fight Caves 2 which will reward you with 3 new best in slot capes. The difficulty of the minigame is designed to be doable in endgame gear. I expect this to be finished by the end of November. :)

All the best,
Thomy

129
Hey guys,

The Invention update of last month is looking really good. Thanks for all the intense testing and bug reporting, it's really been helpful for me. I've adjusted a few aura charges here and there but I think the overall balancing of the skill should be fine now. This update mainly consists of fixes and usability improvements throughout the game.

Activity Scores
Several scores for bossing activities have been added to the Highscores page: https://emps-world.net/hiscores#skill,Nex,0
I've also reworked the skill and activity selection menu to improve usability and make it easier to select a single skill or activity. I will be adding more highscores for various activities and minigames as well as add selectors for given timespans, e.g.: top top scores for current week / month. Let me know what you think!


PvP ELO Decay
All Rune PvP ranks will now decay when not having fought an opponent within the past 7 days. The decay is 5% of the total ELO and cannot bring you below Rune I rank. This check is done daily in the morning (6:00 AM server time) and aims at bringing more activity for the top spots. Once your ELO has decayed it cannot decay again for another 7 days.

Game fixes / changes:
  • Silk can now be used to remove poison from weapons and ammo.
  • Artefact drops in hardmodes (GWD) are now broadcasted.
  • Looting bag can now be bought for 20k blood coins. It holds up to 24 items and can only be filled inside the wilderness.
  • Upgraded elemental whips, bows and staves now have 50,000 maximum charges instead of 40,000.
  • Hardmode bosses now count as boss Slayer task.
  • Hardmode boss HP has been increased and their minion's HP has been decreased. This doesn't increase difficulty much but enforces you to encounter and play their attack mechanics instead of hitting minions after the fight.
  • Lunar spells have been integrated into the magic casting system. Meaning that you can queue up to 1 spell (similar to normal magicks / ancients) and can no longer overlap spells with other combat actions. The only exception for this casting system is the Vengeance spell on yourself. It can always and instantly be activated.
  • Blue & black wizard robes can now be deconstructed for Robe energy.
  • The dialogues for spirit outside of Revenants cave have been updated.
  • The maximum charges for all poison auras have been increased by 100% (2k --> 4k charges for deflect). Poison purge and heal auras now both have 2k charges.
  • WildyWyrm will now drop items for the top 2 damage dealers.
  • Multiple glacors will no longer start attacking you when using their special attack twice in a row. The attack animation for their special attack was also sped up to avoid animations not showing for a later attack.
  • K'ril animations are now always cancelling each other out resulting in every attack animation always showing initially.
  • The map loading part for Construction has been rewritten to solve a few bugs that can occur when you teleport to your house while another map is already loading. There is now also a limit (7 seconds) for being invisible to others while the map is loading. This invisibility timer (was always in the game) only kicks in when rendering a new player, so people won't just be gone when the map loader starts.
  • Chronozon can now be instanced and drops items for the top 2 damage dealers.
  • Boss kill requirements for Completionist cape have been fixed. Kill counts over 100 counted for other bosses too.
  • Commander Zilyana hardmode now properly drops the Saradomin artefact.
  • The ban / mute tool has been updated to improve usability.
  • The clan chat "Emps-World" is now shown as "Emps" in the chatbox to preserve space for longer chat messages.

Engine fixes / changes:
  • The "Empty" option for items is now prioritized when holding down SHIFT or CTRL.
  • The drop model for gladiator maul is no longer invisible.
  • The positioning for battle robe, armadyl and bandos gloves has been improved. Please bear in mind that it won't be perfect for every weapon because their model doesn't have a 100% accurate animation skin. So not every animation can properly rotate them.
  • Fog calculations have been updated to properly work under water and at map edges.
  • Head icons & particles now share opacity of their parent model. Meaning that they become invisible when the player or npc model becomes invisible too. Health bars and values are always shown and are not affected by this update.
  • Loading floor tiles is now limited and will affect the fps rate less when new regions are fading in.
  • Sliders have been added for certain Game Settings:

    The light-green buttons are slider elements that offer more customization for their setting. I've also added a chat height option which allows you to change the amount of rendered chat rows. UI scaling code was also reworked and will work a little smoother.
  • Improvements to textures have been made. A few gradient textures leaving artifacts due to incorrect UV coordinates were removed from clothing. I've also fixed a bug that could leave invalid UV textures when changing equipment that would not change your character's triangle count. That is highly unlikely but it could still happen. The color and texture combination code was also rewritten to improve visual quality for floors.
  • Some engine core code that handles entity movement, entity overlay and camera rotations has been rewritten. It has been moved into the rendering process and is aligned with the fps rate. That results in smoother camera and entity movements. It should also fix rare encounters where entity positions were wrong.
  • Timestamps within the chatbox can now be activated. The time format is automatically selected depending on your computer's language settings. It should be the same as your windows setting.
  • The chatbox can now fully be hidden by clicking a tab twice.
  • Server time has been added next to the online players counter.
  • Ban messages are now properly shown again.
  • Losing connection to the game no longer forces the game to reload the map. The reconnect screen has also been updated.
  • Ankous and Nechryaels now drop noted unicorn horns. You are no longer forced to kill those mythical creatures for their horn dust!

I'll now be focusing on an invention patch #2 and more hardmodes to offer similar upgradeable equipment the Invention skill already offers. That includes Fight Caves 2 with new fire capes as reward. :)

All the best,
Thomy

130
General Discussion / Re: Truth - mainly for thomy to read.
« on: September 23, 2019, 11:40:05 am »
If you misunderstood my response feel free to read your helpdesk ticket again. There will be no unban.

131
Off-Topic / Re: Lets count to 10,000
« on: September 13, 2019, 08:58:17 am »
3668

132
Off-Topic / Re: xp lamps
« on: September 10, 2019, 01:53:09 pm »
It was fixed today, thanks! :)

133
Off-Topic / Re: Upgraded Bandos Armour
« on: September 08, 2019, 03:36:07 pm »
Thanks, this will be fixed. The screenshot greatly helped in identifying the issue. Please always try to provide one! :)

134
Off-Topic / Re: Upgraded Bandos Armour
« on: September 07, 2019, 09:23:33 am »
I cannot identify any problem. Mind describing the issue in more detail and showing a screenshot of what is wrong?

135
Patch notes of September 4th & 5th added. :)

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