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Messages - Thomy

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76
Hey guys,

A new part of the Dwarven mines can be accessed: The Living Rock Caverns. You will find new creatures and resources. It's a dangerous place, so don't come unprepared! I've also worked on several Quality of Life improvements such as the coal bag automatically filling itself or the Giant Mole no longer digging away frequently. There's also been minor changes and improvements to the rendering engine. You can read the full details below.

Living Rock Caverns
The deeper parts of the Dwarven mines can now be accessed. You will find Living rock creatures, ore deposits and new fishes. The cave is designed for higher level players requiring at least level 75 Mining or 80 Fishing to participate. It's also a dangerous area with aggressive rock creatures. Their aggression radius is rather small but you should not underestimate them.


The caverns contain following activities:
  • Cavefish & Rocktails: level 80 and 90 Fishing required. When cooked these fishes allow you to overheal. Meaning that you can get a higher maximum HP value. This effect is temporary and fades away similar to brews.
  • Mineral deposits: level 75 and 80 Mining required. Deposits contain about 50 ores before they collapse.
  • Living rock creatures: drop a random amount of Living Minerals which can be used for Cavefish and Rocktails.
I've also rewritten a few parts of the Fishing and Mining skill to have more flexibility for future skilling resources. That means choosing more flexible respawn timers for rocks, fishing spots, etc. will be possible. The respawn timers for skilling resources in the caverns are longer than usual. You will need to walk around the caves for a bit for min-maxing.

Deposit Box
With this update various deposit boxes can now be used. The deposit box in your house still acts as a bank chest, so no worries there! You can use these boxes without having to enter your bank pin. You can only deposit items and not withdraw any. Here's what it looks like:



Game fixes / changes:
  • Construction daily tasks can no longer be any expensive furniture containing either one of a marble block, gold leaf or magic stone.
  • Crumble undead spell damage bonus is now shown in equipment screen when autocasting it.
  • The repair costs of dyed items have been adjusted. They now require the same amount of gold as their uncolored counterparts.
  • An issue was fixed where question dialogues could overwrite each other.
  • The south-eastern wall of Varrock can now be climbed with level 43 Agility.
  • A problem with monsters losing aggro when being attacked from afar has been fixed.
  • Right-clicking stairs to climb up/down is working again.
  • Spinolyps in the Dagannoth boss fight have been fixed. They now also spawn in instances and had their aggression radius increased.
  • The double experience timer is now a timer orb instead of being rendered on top of the inventory as text.
  • Coal bags will now fill themselves automatically when mining coal.
  • An additional small multi area zone has been added east of the Chaos elemental. This was done to avoid single-combat scenarios when fighting the Chaos elemental or Kolodion.
  • Potion share spells can no longer be used inside of the Duel Arena.
  • Bandos, Armadyl and Zaros books can now be obtained from the Magic chest. Their pages are rewards from clue scrolls. All clue scroll pages have also been added to the collection log.
  • Magic chest in Dark Knight Fortress has been added to the collection log.
  • The hardmode version of Giant mole is digging away less often.

Engine fixes / changes:
  • An issue where you could click through a highlighted menu in tab area was fixed.
  • Black overland areas are now turned to water by default. You can see these changes in certain parts of the desert or at Poison Waste area. This was added in order to avoid seeing just blank and black area when standing next to a region that doesn't exist.
  • Skilling and timer orbs have been updated. Their font size was reduced to support larger numbers.
  • A fadeout effect has been added to ending projectiles.
  • A display issue with players standing in shallow water has been fixed. This also fixes a problems where items would not be properly aligned to the floor when standing on those exact spots.
  • The music and sound buttons can now be clicked to quickly enable or disable sound and music effects.
  • A rounding issue for numbers when selecting UI size has been fixed.
  • Missing images of various menu styles have been fixed and re-added.
  • An issue with a water area inside the Fight Caves was fixed. In rare occasions the lava could turn into swamp water.

I couldn't quite finish Invention improvements which contain additional deconstruction of various items. I'll try to get it done next update and also look into creating new hardmodes for existing content. :)

All the best,
Thomy

77
Hay Thomy,

I found a bug that seems to have  originated from this updated. When I am in a multi-combat area such as the Abyssal demons area in ancient caves and I use a magic spell that hits multiple monster the game lags and consciously disconnects. I was specifically using my Zuriel's staff on the Abyssal Demons when this occurred. Furthermore, I also noticed that the monster models in the area were jittery. When I changed my graphics setting this problem went away but I just wanted to mention it as something I have noticed. Lastly, I talked to some other players in the clan chat about this issue and they were also having the same problem.

Thanks for taking the time to read this and I hope I explained the problem accurately.

Sincerely,
Killerman123     

Thanks a lot! The issue has been reported a few times already and is fixed by the time I am writing this post. :) It had to do with a check failing for magic multi hitting spells.

78
Hey guys,

Today's update is a collection of many smaller changes and adjustments. I've focused on adding more content to existing areas and making those feel more alive. There's also improvements for Agility and new food to be fished and consumed. The main focus of those changes was the wilderness.

Wilderness Changes
I've changed the target switching delay for PvP zones from 5 seconds to 8 seconds plus your weapon's current attack speed. It shouldn't be possible for multiple people to take turns on attacking you in single combat zones. This timer is immediately reduced to 2.5 seconds whenever the player you are fighting can no longer be seen. This includes death, teleports, running too far away, etc. The rendering distance for NPCs inside the wilderness has also been changed to be the same as everywhere else. You can still only see players a maximum of 20 tiles away though.


Several areas have been improved:
  • Lava Maze: new monsters, Agility shortcuts and an underground area was added.
  • Lava Maze Underground: greater demons and black dragons can be found here.
  • Rogue's Castle: a farmer and a master farmer have been added to the first floor.
  • Bandit Camp: bandit spawns have been added
  • Dark Knight Fortress: Npc spawns have been added to the castle. There's also elite dark warrior versions that are much stronger and drop better items.
  • Chaos Altar & Chaos Temple: You can now offer bones to all altars. However the two altars in wilderness are giving additional experience rates. The Chaos altar gives 400% xp per offered bone and the Chaos temple altar gives 250%
  • Northern wilderness underground: monsters have been added and 4 fishing spots for lava eels.
  • Lost Spirits: a new area has been named and added. For now there's Spirit scorpions and fishing spots for Fury sharks. See the Fishing section below for more details.
  • Pirate's hideout: few pirates have joined the hideout.

Disconnect Handling
The way the game handles disconnects has been changed. Closing the game client and actually disconnecting now result in roughly the same time required before your character fully logs out. Before this change closing the game would slightly be faster because the game could detect an immediate interruption sooner than a timeout. The game marks a player as disconnected when not receiving at least one response in 10 seconds. Don't worry, the game client automatically says hi to the game server every 2.5 seconds, this system does not require any user input! When detecting such a disconnect the game subtracts 10 seconds from the in combat timer (should you be in combat) and tries to log you out. The subtraction takes place because we already know at this point that a player couldn't respond for 10 seconds! This subtraction is a change to the system that was used before. When outside of the wilderness you shouldn't be online for longer than 10 seconds when losing connection to the game or closing the game client. Inside the wilderness it's a maximum of 20 seconds when being in combat. Any disconnects that happen outside of being in combat are instant. This wait timer exists to avoid people from trying to escape deaths while also making sure that actually disconnecting from the game isn't punished too hard.

Yk'Lagor
I've talked to various players and identified a few issues with the boss. One of them being that you can just have lucky RNG when a mage freezes you and the boss hits his special attack on you. I've given the minions, Necro archer and Necrolord fixed attack rotations. Every fourth attack will be a "special attack". This should remove some of the randomness of the fight and also give you enough time to properly taunt or kill spawns. I've also decreased his leap damage a bit and added some delay so that receiving combos after failing a mechanic isn't that punishing.

NPC Aggression Code
I've changed the aggression code for non-boss npcs. Their aggression range has slightly been reduced and they also stop following you once a certain amount of distance is between you and the npc. The target switching delay for npcs has been reduced to 1 second plus its attack timer. That means if you are running away from an npc and it cannot attack you, another npc can attack you quicker than before. This change was made that npcs aren't idle for too long when you're passing by or running away. Bear in mind that this doesn't affect bossing at all! It makes target switches initiated by npc aggression likelier and gives you less aggression immunity from npcs.

Agility Shortcuts
I've reworked the Agility skill interface and added reasonable level requirements for Agility arenas. There's now also a Shortcuts section that shows you all shortcuts available with their respective level requirement. All shortcuts can also be found on the worldmap with their respective level requirement.


Fishing & Cooking
I've added some new fishes that can also be cooked on higher levels:
  • Karambwanji: can be fished in Brimhaven and stack in your inventory.
  • Karambwan: can also be fished in Brimhaven and requires a Karambwan vessel with loaded Karambwanji. The vessel is dropped by pirates or can be found somewhere in Brimhaven. Karambwan can be cooked in two different styles: Fully cooked and poisonous. Eating a fully cooked Karambwan has a shorter delay for your next attack and can be eaten directly after other food. It is possible to combo heal more than 50 in a single tick. Following example heals for 54 in one tick: eat a Shark, Karambwan and drink zip of Saradomin brew.
  • Lava eel: can be fished at several areas in the wilderness and stack in your inventory. You need an oily fishing rod and fishing bait to catch them. An oily fishing rod can be made by applying blamish oil onto it. You can create this oil by using snail carcasses with a pestle and mortar while having an empty vial in your inventory.
  • Fury shark: can be fished in the north-eastern part of the wilderness and require Lava eels. The healing has also been increased from 25 to 28.
In the next update I will further expand on fishing and cooking variations with Cavefish and Rocktails. They will allow you to "overheal" and give you a new maximum HP stat. Rocktails have also already been added to a few droptables so you can already try it out. ;)




Game fixes / changes:
  • Ice shield has been reworked to only work on magical spells instead of every freeze. It's supposed to be a direct counter to the ice crown and it interfered with a few mechanics that applied minor freezes from non-magical sources.
  • Higher tier logs can now be crafted into more arrow shards.
  • A few issues with slayer task names have been fixed.
  • Runecrafting pouches will now automatically be used when crafting runes. You no longer need to empty them.
  • Saradomin strike now correctly drains prayer points again.
  • The shop value of God swords has been decreased to 1,830k so that they are no longer protected over Demon weaponry
  • Grand Exchange messages now only appear when there's items or coins available to be collected.
  • Brutal green dragons can no longer be assigned as a Slayer task. You are free to kill them when being on a Green dragon task though.
  • The animations of Kolodion have been updated. They have been slowed down a lot to properly make him act like a large and not a small spider.
  • A banker has been added to the northern part of Brimhaven.
  • Fury sharks have been removed from all drop tables and were replaced by other items of similar value.
  • The cooking guild just north-west of the Grand Exchange how has a working bank booth including a banker.
  • Aubury now recharges all Glories in your inventory.
  • The target dummy that can be built in the games room in POH can now be activated and attacked. It yields no exp. but shows dps and max hits.
  • Warrior, beserker, seer and archer ring can now be noted.
  • Check-charges and Clean options have been added to dyed items.
  • The prayer altar in Rimmington is working again.
  • The Monster Kill Logs for Bosses and Slayer are now exhaustive, meaning that all monsters are shown no matter the amount of kills you have.

Engine fixes / changes:
  • The color picker interface has received a few fixes and a little rework. Your current color selection is now immediately shown on the comp cape model inside the interface. There was also a bug where some overlay of the color picker wasn't shown correctly.
  • There is now a boss respawn timer for instances. There were also changes to the kill score calculation which is now started once one NPC out of the instance is attacked or becoming aggressive towards a player. Moreover, an instance is only eligible for a Hiscores entry if the player group doesn't change during the fight and doesn't exceed a maximum of 4 participants. If you don't get a kill score message your kill won't count for Hiscores.
  • The amount of pieces worn of an item set is now shown when hovering over items in the equipment interface. This makes it easier to see if a set effect is currently active or not. For now this works with all Barrow sets, PvP sets and Void equipment.

I hope you're enjoying this update. Please let me know what you think of new target switching (pj) delay. Also, what do you think of the improvements that happened to wildy areas and Brimhaven? Would you like to see more of those?

All the best,
Thomy

79
Help me! / Re: Account skill levels stuck.
« on: February 18, 2021, 10:15:49 pm »
Sounds like you got xp lock enabled.

80
Resolved Bug Reports / Re: Farming
« on: January 04, 2021, 05:10:48 pm »
Reinstalling the game probably won't change anything. The patch looks like it's occupied and getting it into the "plantable" state should work by just walking on top of it and dig.

What happens when you dig on top of it? What chat message do you get? Have you tried digging from a few angles?

81
Help me! / Re: CLIENT
« on: January 03, 2021, 07:48:07 am »
Helpdesk ticket was posted.

82
Resolved Bug Reports / Re: Farming
« on: January 02, 2021, 08:23:13 am »
Can you show your game settings? Lowering rendering distance might help fix your loading issue. You could try to use a spade next to the empty herb patch should reset them. You can also always try ::reloadmap and see if that helps.

83
Help me! / Re: CLIENT
« on: December 31, 2020, 11:23:42 pm »
Can you show an example of this - maybe a screenshot? It's always a bit difficult and tricky to get it working properly on a mac. I recommend visiting the thread I linked and to make sure everything is up to date. Also try out mac and/or jar client. See what works better for you.

84
Help me! / Re: CLIENT
« on: December 31, 2020, 07:19:11 pm »

85
Resolved Bug Reports / Re: Farming
« on: December 28, 2020, 09:34:19 am »
It should have been fixed in recent patche(s). Thanks for the report! :)

86
Off-Topic / Re: xp lock
« on: December 28, 2020, 08:28:51 am »
I would say mage xp doesn't matter on your account but you'd like to reset HP xp?

87
Off-Topic / Re: xp lock
« on: December 27, 2020, 05:05:06 pm »
Looks like there is an issue with the xp lock button and it's not only in Pest Control. What skill have you accidentally leveled? I'll try to schedule a bugfix update tomorrow morning.

88
Hey guys,

2020 is nearing its end and I have one last update in this year for you. I've re-enabled our classic present delivery Christmas event and added new rewards that are quite fitting for our current situation. There is also the introduction of a grouping system and on top of that a group ironman mode. I've also fixed a few annoying issues that caused problems in the Collection Logs and reworked the Slayer skill interface. You can also get wilderness-specific tasks from a new Slayer master in Edgeville now.

Christmas Event
You can once again talk to Santa south of the Grand Exchange for holiday quests and present deliveries. I've added some new items to the reward pool that are fitting the year 2020. I don't want to spoil what items exactly you can get, but there's a pool of new recolors of an existing item.


Double Experience Weeks
We'll be having almost 2 weeks of Double Experience starting on December 24th until January 4th. I know this announcement is a bit late but the patch notes just weren't ready yet. If you'd like to get news faster feel free to join our Discord group. Good luck on your level-ups and make sure to also waste some xp during Christmas time! ;)

Grouping System & Group Ironman
You can now form a group with other players that shows their online status and health value. You can send group requests by right-clicking a friend in your friends list and selecting the "Group" option. The aim of this system is to support activities that require keeping an eye on your group members. This can be group bosses, PvP or just any other combat activity you do together. You can leave a group at any time by right-clicking your name inside the group interface. Group leaders (the one initiating the very first group request) can remove other players from a group at any time.

On top of the grouping system you are now also able to create group ironman accounts. They are able to trade items between group members. Only group ironmen can trade items with other group ironmen if they are in the same group! You can leave and join a group at any time, but group ironman members can only join a group on Tutorial Island. Make sure everybody gets online and joins their group on Tutorial Island before heading out! Should a group ironman group become inactive there is the option to join another group by using a "Group change token". Changing your group shouldn't be something do you frequently because it basically offers a way to trade items between accounts. At the moment this token can be purchased for 5k Emps Credits. I will be monitoring this token and see if it makes sense to have it locked behind a paywall for emergencies or just remove it completely in the future.

Collection Logs
An issue with collection logs not saving properly has been fixed. This could only occur when the game was restarted and caused some people to lose certain entries. I'm sorry for the inconvenience but we are not able to bring back lost collection log entries. However, the bug has been fixed and won't cause issues anymore. I've also added a total completion percentage in the interface's title.

Data Storage Overhaul
I've analysed and rewritten parts of how specific data is stored in the database. The new way ensures that removing items from inventories won't cause artifacts inside of the database in the future. This change has also been applied to farming patches and degradable items. Please rest assured that this has been tested thoroughly and your items are safe! This change went live weeks ago already in a small bugfix patch.

Slayer QoL Improvements
The Slayer skill interface has been worked. It now contains level requirements for equippable items and Slayer masters. This introduces some level restrictions for players with lower Slayer levels to ensure that their tasks are not too difficult to complete. Some items from the Slayer point reward shop have also received level requirements. What you are probably most interested in is the ability to choose from multiple tasks now. Initially you can choose from two tasks. Being a member grants an additional task roll as well as having level 99 Slayer and reaching 200M Slayer exp. That means that you can get up to 5 Slayer tasks to choose from with 200M Slayer exp.


Game fixes / changes:
  • Music player also unlocks new song names now when you have music disabled completely.
  • Farming patches are now being loaded and stored correctly again.
  • It is now possible to store a few auras inside of the Invention energy box.
  • Dagannoth kings now offer an instance. Their spawn and walking zones have slightly been updated to support the instance creation.
  • Zaryte bow no longer gives Ancient energy. I know this might not be a popular change but the bow was never intended to completely bypass the deconstruction process of Nex drops for Invention. The Zaryte bow now gives one Abyssal, Void and Third-age energy each as well as some Woodworking energy.
  • The Dharok set effect has been updated. Previously to the update it would scale your strength bonus based on your missing health. It now works the exact same way as it does in OSRS by increasing your max hit by 1% for every HP missing. You cannot empower the Dharok set effect with HP boosts because it starts triggering once your HP goes below your base level. You can reach the maximum hit bonus of 98% with 1 HP and level 99 Hitpoints.
  • An issue with displaying the beard model for Veracs has been fixed.
  • A bug was fixed where you could create Invention items you didn't have the level requirement for.

Engine fixes / changes:
  • The camera movement code has been optimized. A few instances where it would shake when zoomed in were removed.
  • Skill and combat timers now show in minute instead of comma format: 4.5 will now show as 4:30.

I'm sorry but I was unable to list all fixes in the game that happened over the past weeks. I've been quite busy with life recently and kind of forgot to update this topic. Rest assured though that bugs you've reported and some things we discussed on Discord and on the Forums have been implemented into the game!

I hope you're all going to have a Merry Christmas and a Happy New Year's Eve. Looking forward to 2021 and also all the new cool things we can put into Emps-World. Keep the ideas you have for the game coming. Take care everyone! :D

Thank you all for your continuous support and all the best,
Thomy

89
Help me! / Re: i cant play please help!!
« on: December 07, 2020, 01:35:05 pm »
Have you checked out this yet? https://emps-world.net/forum/faq-and-rules/troubleshooting/?~18745

The game not starting usually means you have a faulty game client, java or GPU driver installation.

90
Help me! / Re: i cant play please help!!
« on: December 07, 2020, 12:44:41 pm »
Hey,

Can you please tell me more about the problem? Please attach a screenshot as well!

For starters I'd try to reinstall the game: https://emps-world.net/uninstall
This is also useful: https://emps-world.net/forum/faq-and-rules/troubleshooting/?~18745

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