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Messages - Hi Im Ethan

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16
Goals & Achievements / Re: 5,000 Nex kills
« on: March 27, 2020, 10:23:29 am »
Atleast u got something, my killcount is 106 and nothing...
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17
Goals & Achievements / 5,000 Nex kills
« on: March 26, 2020, 09:36:03 pm »
Loot from 5,000 Nex Kills


Chrysos bars didn't make it into the loot picture since I started the grind prior to its release. And yes.. still missing these god-damn Torva Platelegs .
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18
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
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19
Clans / Re: Bigdicks - Ironman clan
« on: January 19, 2020, 07:41:55 pm »
Daddy big dick says hi to all my big dick homies
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20
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.
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21
Clans / Re: Bigdicks - Ironman clan
« on: December 24, 2019, 04:12:25 pm »
Wishing all my Bigdick friends a very Merry Christmas, give your loved ones the gift of a Bigdick presence this Christmas :)
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22
Off-Topic / Re: Osrs question
« on: December 15, 2019, 10:55:39 pm »
what a shit fuckin question, how about you play osrs without being a scamming nerd?
Found the one that got scammed
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23
Screenshots / Re: Emps-World Meme Center
« on: October 16, 2019, 07:25:33 pm »

credit:  dokas5000
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24
Screenshots / Re: Emps-World Meme Center
« on: October 16, 2019, 05:52:03 am »
6/5 GIF editing skills  8)

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25
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
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26
Screenshots / Re: Emps-World Meme Center
« on: September 26, 2019, 03:55:29 pm »
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27
Suggestions & Ideas / Farming
« on: September 25, 2019, 11:14:49 am »
I suggest that the ghostspeak ammy tp's u to the frankensteins castle, near the morytania patch.
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28
Screenshots / Re: Emps-World Meme Center
« on: September 25, 2019, 02:33:53 am »
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29
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.
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30
General Discussion / Re: Truth - mainly for thomy to read.
« on: September 23, 2019, 08:22:54 am »
What a horrible read, feels like reading Charr's Nex guide. You should try to split it into paragraphs and space it out a bit. Right now it's just one long and boring ramble. One thing you could do is try to list the important points briefly and then expand on those points in longer paragraphs.
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