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1
Update Notes / Updates August 18th - Summoning Skill Release & Coin Pouch
« Last post by Thomy on August 18, 2025, 09:41:49 am »
Hello everyone!

I'm thrilled to introduce Summoning, a brand-new combat skill that brings powerful familiars to your side in battle. You can choose from over 40 unique monsters to be your familiar! We are also releasing the coin pouch for infinite gold piece storage. There's also lots of bugfixes from the past month.


Summoning – Introduction

With Summoning, you can create magical pouches that call forth familiars - unique monsters that fight alongside you and provide helpful abilities.

Each familiar has its own combat level, which increases as it gains experience in fights. The stronger your familiar becomes, the more effective it is in combat. But Summoning isn't just about damage - familiars can also help with tasks like banking items, smelting ores, removing poison, and more. Some even offer extra inventory space for your items.

You'll unlock Summoning by completing the 'Druid Summoning' quest, a short introduction that walks you through creating your first familiar, using its ability, and learning the basics of pouch crafting. The sections below explain everything in detail, but feel free to skip ahead if you prefer learning as you go.




Summoning – Basics

To summon a familiar, you need to craft a familiar pouch using the following items:
  • Empty familiar pouch
  • Spirit shards
  • A charm (dropped by monsters)
  • An ingredient (varies depending on the familiar)
You can buy empty pouches and spirit shards from Pikkupstix in Taverley. Charms are dropped by monsters. Every kill has a 25% base chance to drop a charm (roughly one in four). There are four types of charms:
  • Gold
  • Green
  • Crimson
  • Blue
Each charm is tied to stronger familiars and drops from tougher monsters. Charm drop rate bonuses:
  • Charm collector increases the base drop chance to 50%
  • Being on a Slayer task doubles charm drop rate
  • Fighting in the Wilderness also doubles charm drop rate
  • All effects stack – so if you're on a Slayer task in the Wilderness, you'll get a 100% charm drop rate. Exceeding 100% of the drop rate can result in double charm drops!



Summoning – Training

The main way to train Summoning is by summoning familiars and using them in combat. Each familiar has its own combat level, which increases as they gain experience - just like your character. High-level familiars can become formidable allies in battle. Familiars gain combat experience whenever they deal damage:
  • 1 damage = 80 familiar XP
  • You gain 10 Summoning XP for every 1 damage your familiar deals
Familiar levels range from 1 to 250:
  • Levels 1–99 use the standard XP curve
  • After 99, XP scaling slows down
  • Level 250 is reached at 250 million XP

Summoning – Abilities

Every familiar has a unique ability it can use alongside its combat. To activate a familiar's ability, you'll need:
  • Summoning points
  • A scroll specific to that familiar
You can turn a familiar pouch into 15 ability scrolls. Details about each ability - including its effect and Summoning point cost - can be found in the Summoning interface under the “Scrolls” tab.
Use your familiar's ability wisely - they can give you the edge in battle or provide helpful utility outside of combat.



Summoning – FAQ
  • What happens to the Hiscores? The maximum total level is now 2475 and you can try to claim the #1 total level rank.
  • Does Summoning increase combat level to 138? No - this is not planned. You cannot go beyond the maximum combat level of 126. Summoning will affect your combat level the same way Magic or Ranged does.
  • What about PvP? Currently Summoning is enabled for single combat PvP. There is no automatic attacking of players when using abilities. You must specify what player your familiar should fight. If this becomes an issue we are definitely open to disable familiar combat in single combat PvP zones!
  • Where's the wiki? Here: https://emps-world.net/wiki/Summoning Our wiki editors have been working on it for some time already and the full page should be finished in the coming week(s).

Summoning – Impressions



Coin Pouch

You can now safely store an almost infinite amount of gold pieces in the Coin Pouch. It can be accessed from the rank icon orb on your minimap. This is the top-right orb. Hovering over it you see your current gold pieces, Emps Credits and PvP rank. Adding and withdrawing gold pieces can be done by right-clicking the orb or using the "Add-to pouch" item click option. Most in-game activities are now paid from coins in your pouch. That includes the following:
  • Shops
  • Travelling with ships
  • Buying beers
  • Tanning hides
  • Repairing items
  • Decanting
  • Grand Exchange
  • Death coffin
  • High / Low level alchemy spell
  • Construction rooms & styles
  • Daily task coimpletion
  • Thieving
  • Picking up coins
It's certainly possible that we forgot activities or interactions where the coin pouch doesn't work. Please report them and it'll get fixed right away.




Game fixes / changes:
  • You'll now always get a big warning and an animation on the floor when an item is dropped and there is no space in your inventory.
  • An issue with Tormented demons has been fixed where they doubled the reflected damage.
  • Tool Leprechaun in Catherby has been moved outside his house to make clicking and using his storage easier.
  • A warning for using wilderness teleports has been added to POH portals.
  • Daily rewards that cannot be added to your bank nor inventory are now dropped to the floor.
  • The check for an enemy already being under attack now happens when you are within attack range instead of when clicking on an enemy.
  • Colored promethium axes & pickaxes now also show their colored version during skilling animations.
  • Other players can no longer be seen and interacted with during their logout process. Prior to this update you'd get warnings that this has already logged out, etc. Now they just aren't rendered anymore.
  • Monster aggression no longer works on other monsters through walls.
  • Withdrawing all items from the death coffin now automatically equips wearable items.
  • Lighting now uses a combination of front and back-face shading. Parts of objects that are not lit by the sun become a little darker resulting in more depth of scenery.
  • Underwater color is no longer blue on lower floor quality settings.
  • Item bonuses are no longer downloaded on-demand but as a full package. That means there is no longer a short delay when hovering items before seeing their bonuses.

Many thanks to everyone testing the Summoning skill thoroughly in the test world. I'm sure we'll discover new things soon enough but overall I am very pleased with the current release. The wiki team has already started working on various articles for the Summoning skill: https://emps-world.net/wiki/Summoning

Have fun with thew new Summoning skill!

All the best,
Thomy




Changes August 19th:
  • Familiars can no longer attack other player familiars outside the wilderness.
  • Spirit weed herb and seeds have been added to the herb drop lists.
  • Familiars now copy their owner's protection prayers. This also increases the prayer drain rate.
  • You can now correctly withdraw coins from the Coin pouch.
  • Exp. bonuses now work with familiars including member and double xp.
  • Training dummies no longer grant any Summoning exp.
  • Summoning charms can no longer be traded.
  • Summoning point requirements are now shown in Summoning levels instead of points (divided by 10) for better clarity.
  • Friends and ignore list can be clicked again when a familiar is active.
  • Summoning bag no longer allows to go over its maximum capacity
  • Toolbelt can now hold Spirit shards and Summoning pouches in its on category.
  • You are now notified when coins are put into your Coin pouch for the first time.


Changes August 23rd:
  • Following support spells can now also be used on familiars: Any cure poison, stat spy, any heal, vengeance other and any potion share. Familiars get potion boosts inherited from their owners. Any familiar boosts and effects are not kept upon logout! Unicorn stallion heal can now also be used on itself or other familiars.
  • Your following action is no longer reset after successfully casting a magic spell. You'll now stay within follow distance. This ensures smooth gameplay when casting multiple spells on moving targets.
  • Coin pouch actions are now grouped together each tick before displayed. You'll no longer see 10x gold withdrawn when purchasing 10 items but rather a single popup with all the amounts added together.
  • We've implemented a freeze tracking mechanism in PvP zones - inspired from OSRS. When a target that you froze is further away than 10 tiles, they automatically get unfrozen immediately.
  • Withdrawing coins from your Coin Pouch now requires you to enter your bank pin.
  • The Coin Pouch can no longer be used to store coins in the wilderness. You can freely use it to pay for various activities but adding coins can only happen outside the wilderness.
  • An issue was fixed with PvP icons which would turn exp. gains and other icons invisible.
  • There is now a toggle in the familiar interface for automatically retaliating during combat.
2
Update Notes / Updates June 28th - Summoning Beta & Graphical Optimizations
« Last post by Thomy on June 28, 2025, 08:42:03 am »
Hello everyone!

Today's update is the final preparation for the Summoning skill which is set to release in August. Testing is available in our dev world for everyone. I've also prepared plenty of rendering engine improvements and various bugfixes. Most of these have already been rolled out over the past weeks but here's the official patch notes!

Summoning Beta Test - FINISHED
I'm excited to show you progress on the Summoning skill! The aim of this test is to get a look and feel of Summoning and obtain feedback from it. I'm sure you have ideas or concerns - please share them with us! The Summoning skill summons familiars that aid you in various ways. A familiar is a monster that fights alongside you. There's various different familiars to choose from. They all come with their individual level and a unique ability. Using your familiar's ability costs Summoning points - every Summoning level gives 10 Summoning points. Your familiars keep their individual level progress when re-summoned but do not transfer it over to different familiars.

I'd like to keep this really simple and just offer some assistance to get you started. The Summoning test is available in world 3 - our test realm. You can log into the world with your normal username and password. Your progress is not saved and you have plenty of developer commands available! Feel free to roam around the test world and fight monsters with familiars. You can withdraw any familiar from your Summoning bag - accessible from the minimap icon after levelling the Summoning skill. You can also craft pouches (not necessary when using commands!) at the Grand Exchange or Taverley.


How to get started:
  • Log into world 3 with your username and password.
  • Type into chat: ::summoning start
  • Open Summoning bag by clicking on Summoning orb on your minimap
  • Withdraw pouches (scrolls can be used from the bag) and have fun!
Here's a few useful commands:
Code: [Select]
::setlevel summoning 99 - set summoning skill level
::summoning familiars max/min/99 - set familiar levels
::summoning pouches - spawn all pouches and scrolls into summoning bag
::summoning pots - spawn 4 summoning potions to heal your familiars and restore summoning points
::setlevel hitpoints 10000 - become unkillable
::commands xxx - search for commands
For the final release I still got an introduction quest planned as well as charm drops for monsters. And, of course, your feedback! Take your time, test it and let me know if it's something fun or boring. Are familiars too strong? What are your concerns for the game's balancing?

Summoning FAQ:
  • When is the release? August.
  • Does Summoning increase combat level to 138? No - this is not planned. You cannot go beyond the maximum combat level of 126. Summoning will affect your combat level the same way how Magic or Ranged does.
  • What about PvP? Currently Summoning is disable for single combat PvP. You can use your familiars in multi combat zones though. There is no automatic attacking of players when using abilities. You must specify what player your familiar should fight.
  • How do familiars level? By combat. Your familiars gain combat experience when fighting monsters. Every damage dealt gives a familiar 80 experience - same as your combat experience.
  • What is the maximum level for familiars? Currently 250 - which is reached at 250M experience. The experience formula for familiars is the same as the skill formula from levels 1 to 99. Afterwards the formula flattens and new levels require a little more than 1M experience.
Known Issues / Under Construction
  • Introduction quest
  • Sounds for every familiar & ability
  • Scroll creation
  • Charm drops
  • Toolbelt integration
  • Balancing

Game fixes / changes:
  • You can no longer logout during the cast animation of the telegrab spell. This fixes an issue where you could lose the item you were trying to grab.
  • Har'Lakk and Yk'Lagor no longer spawn minions inside walls.
  • A bug was fixed where the Kalphite Queen head would not drop.
  • You can now shoot projectiles over Lumbridge and Barbarian village bridges.
  • It's no longer possible to attack wyrm moulds at the same time to bug their combat.
  • Melee experience gains from secondary targets (demon halberd) no longer grant the full combat exp. Hits on additional targets now grant half the exp - just like barrage spells or chin chompas.
  • Fremennik rings (i) now degrade to their uncharged version.
  • The damage type calculation for non-autocast spells has been fixed. Your damage type is still overwritten when a weapon provides a damage type, such as elemental staves, bows, whips, etc.
  • An issue was fixed where the general store prices for various Emps Credits store items was wrong.
  • You can obtain the shield in the Warrior's Guild minigame again.
  • Various NPCs had their secondary dialogue option fixed.
  • An issue was fixed where Lady table would still say she collected your items in a PvP death.

Engine fixes / changes:
  • Optimizations have been made to the core rendering code. The way how CPU and GPU communicate has been modernized which results in increased performance. This is also a direct preparation for future updates which will support higher graphics driver versions for additional features.
  • A bug was fixed for Intel HD graphics chips where the shadow calculation would always be executed. Sadly Intel HD graphics chips are really bad with deciding what part of the shader code to run and what not. They ignore basic logic and execute what they like no matter what. I've prepared a special shader that is only used on Intel HD graphics chips which all the fancy graphics disabled. That means you'll get maximum performance on your laptops, but cannot enable shadows or fancy lighting in return. It wouldn't run well on weaker graphics processors.
  • The texture UV calculation code has been improved to produce less visual edges around objects.
  • Shadow calculation code has been optimized. It took lots of power out of weaker GPUs to properly render shadows and the calculation relied on hardware operations that aren't always well implemented. The calculation is now done in a custom shader which gives full control over quality and performance.
  • An issue was fixed where the water flow direction between Barbarian village and Lumbridge would sometimes bug out.
  • The bounding box calculation for lights has been improved. This results in much better performance with many lights rendered in the game. The way light interacts with water has been overhauled. It'll be a little less shiny but light sources are now properly reflected on the water surface. The radius of lava lights was also increased to make areas around lava appear brighter.
  • The game settings has been re-structured. There's now also a setting that sends anonymous system information: RAM, CPU, GPU, OS and Java version. We use that data to determine which devices are most used and optimize the game for that. If don't want your anonymous computer data to be submitted, you can disable it from the settings.
  • Opening a door no longer makes the lights of upper floors flicker shortly. The priority for loading animated objects has been changed. You'll now see static scenery first before animated objects load. Players and NPCs are still highest priority.
  • Clicking a dye preview a second time in equipment screen interface removes the preview.
  • An issue was fixed where your face in the make-over mage interface would not properly update.
  • More rivers around the map have received water flow configurations.
  • The worldmap viewer now preloads more map chunks. Once it's loaded you'll see less black map pieces.
  • The animation smoothing code has been improved. The game tries to find better key frames to interpolate with and caches the result for better performance. There's now also fadeout effects for entity and stationary graphic animations.

I hope you're enjoying the Summoning beta! Please leave feedback on Discord or here on the forums. I'll be gone for the whole of July because I'm travelling through Japan. The release for Summoning is scheduled for August. Depending on the feedback and how well the test goes that will either be in early or late August. :)

All the best,
Thomy
3
Always top-notch!
4
Hi everyone!

The game has received a visible sun in the background and you can preview item dyes in the Equipment Screen. Improvements have been made to rendering the game on Apple Silicon devices and our homepage and game launcher have received a style overhaul. Over the past weeks I've prepared the core game logic to support monster vs. monster combat. This patch is preparation for the Summoning release in late August.

Sun in Background

We now have a sun in the background! The sun is shining by default and can be disabled from the game settings. With this update the graphic quality presets have also been adjusted. The lower settings now include shadows and lighting.

Recolourable Item Preview

You can now see a preview of recolourable items in the Equipment Screen. Right-click any item that has a recolour option and select its recoloured versions. That includes dyes, abyssal whips, bows, staves, and other recolourable purchases from Bolkoy. Only you see this preview and it resets once you close the Equipment Screen interface.

Apple Silicon Compatibility
I've optimized the render engine to better support MacBooks. You're now able to select all graphic settings for better visuals. I've also fixed plenty of crashes on apple hardware. I've bought myself a MacBook which makes this a lot easier to work on. The game runs quite well on later models. I can run medium-high settings with stable 60fps on a MacBook Air M4.

Style Overhaul
Various buttons on the homepage and game client have been overhauled. Buttons that call to or continue an action are now orange-red and on the left side. These changes have also been applied to the game client. The top bar showing online player count has been moved. You can view online player count here: https://emps-world.net/stat#statplot,30

Game Launcher Improvements
The game loader now shows details of the past 50 patch notes including a short description. Clicking on the image still brings you to the patch notes post on the forum. Multiple fonts in the loader received shadows and were scaled up to improve readability.

Game fixes / changes:
  • Disconnecting from the game now keeps your character online for 20 seconds. This allows you to reconnect to the game without any in-game actions resetting, such as dungeons, minigames, etc. Closing the game is handled as disconnecting from the game. If you wish to truly logout, use the logout button. The reconnect code has also been optimized to speed up the login.
  • The support for graphics drivers lower than OpenGL 2.0 has been dropped. This means you now need graphics drivers that are from 2004 or newer to run the game through hardware renderer. I doubt we find a computer that doesn't meet those requirements by now. The fallback for such a case is now the software renderer.
  • The rich presence feature for Discord has been enhanced. It now works on computers other than Windows as well. The old library we used was deprecated so we had to find a replacement.
  • Many older dialogue select options have been reworked to use the newer select options system. This fixes issues where you could overlap multiple actions.
  • An issue was fixed where exiting the Fight Caves would count as multiple completions.
  • You can no longer get stuck on the Kal'Ger bridge when spam clicking it.
  • Adding multiple tools to the Toolbelt in one go no longer deletes the surplus from your inventory.
  • A bug was fixed where your character would spawn at a wrong initial position. This was only a client-sided position desync, you didn't actually spawn in the wilderness!
  • Scrollbars in interfaces now retain their scroll position when resizing the game.
  • Shadows have been added to various texts to improve readability with bright backgrounds. This improves the readability of the classic chatbox especially.
  • Having the game closing dialog open for a few seconds no longer crashes the game client.
  • The "New User" button now brings up a screen where you can click useful links. Your browser no longer automatically opens the registration page.

Some of you may or may not have seen me wandering around with various summons in the game. The Summoning skill is progressing nicely! The game supports full npc vs. npc combat with this patch and I'm continuing to configure more summons. You can already click on the Summoning skill icon to see what monsters will be available on release. :)

All the best,
Thomy
5
Hello everyone!

Hope you are doing well and have already obtained your rare item during the Easter Event. We'd like to celebrate the upcoming Easter weekend with Free PvM Deaths and Double Monster Drops. The event begins April 18th and ends April 22nd. Have fun and get some good drops during the weekend!



Here's how it works:
  • Free PvE Deaths: You do not lose any items nor charges for deaths outside the wilderness. HCIM accounts are excluded event!
  • Double Monster Drops: You get two drop table rolls and receive the rarer item. Double drop rolls are applied to all monster drops, Barrows minigame and Clue scroll caskets. Item drops from easter eggs or other caskets are not affected by this!

Instagram Giveaway
We're giving away one of the unique rare items from the Easter Event:
  • Bunny ears
  • Bow-sword
  • Bug lantern
  • Candy cane
  • Salty claws hat
  • Dagon'hai robe top, bottom & hat
  • Gorilla mask
  • Gilded scarf
  • Meat tenderizer
  • Pet rock
  • Sandbag (new)
Comment on Instagram which rare you'd like the most and your in-game username. With a little luck you'll receive your rare! We'll draw one lucky winner on April 21st. Good luck everyone!


Summoning is looking quite good already. I've started with a solid base that allows you to level and control your familiars. I'm continuing with unique abilities and special attacks. Stay tuned! I'm posting updates on our Discord every week.

All the best,
Thomy
6
Resolved Bug Reports / Re: Forum Profile Picture
« Last post by Thomy on April 14, 2025, 01:04:46 pm »
Issue fixed, thank you!
7
Resolved Bug Reports / Forum Profile Picture
« Last post by Jhonson on April 11, 2025, 05:14:33 am »
I think the forum was updated and my profile pic is no longer supported. I've tried changing it but I can't find the option in my account settings. I've tried 3 different browsers and still unable to change it.

Feel free to move this to help desk... I've been up all night and just noticed I posted this under bug reports lol
8
Hello everyone!

It's time for our annual Easter Event. This is your chance to get your hands on old and new rare items. You no longer lose your items for deaths outside the wilderness. There's also been a generalization to interface colors and we've improved our bot detection system. Have a look at various sections below for more details on specific changes.

Easter Event - Bunny Hunt
Our annual Easter event returns! The Easter bunny calls for help in order to find her little boy Justin who runs away every now and then. Finding him rewards you with easter eggs that can be eaten for unique rewards.

These include items from the super rare item pool that can include one of the following items:
  • Bunny ears
  • Bow-sword
  • Bug lantern
  • Candy cane
  • Salty claws hat
  • Dagon'hai robe top, bottom & hat
  • Gorilla mask
  • Gilded scarf
  • Meat tenderizer
  • Pet rock
  • Sandbag (new)
The event is starting today, April 4th and goes until May 4th. Good luck on your rare item hunt and May the 4th be with you! ::)

Death Rework - Loot Coffin
I've reworked the way death works outside the wilderness. Your items no longer drop on the ground but are placed inside a Loot Coffin in Lumbridge. It works the same way as getting drops in dungeons. Your items are placed inside the coffin and you decide when to withdraw them. That persists through updates but not through multiple deaths. The items you don't take out will be deleted on your next death! Lady table is managing the coffin and requires you to pay a fee of 5% of the item value in order to retrieve it. Any item that's worth less than 100k can be withdrawn for free. The fee cannot exceed a maximum of 500k per item. You are no longer teleported to your home location upon death but to the Lumbridge graveyard.


Interface Color Code
The colors of various interfaces have been unified. The aim of this change is to have a re-usable color palette for all interfaces in the game. That means that similar text types such as descriptions, headers, buttons, etc. have the same color in all interfaces. Prior to this update most interface text colors have been rather random.

Bot Detection
We're starting to take more serious action against the use of scripts and bots in the game. It used to be a little bit difficult to detect non-user input. There's now an automated bot detection system that will report and log suspicious user actions. The game analyses your playing behaviour and reports anything that is non-human. We've already had great success in finding bots over the past few weeks with this and will now start using the detection as proof for issuing bans.

Game fixes / changes:
  • The trade screen has been modernized. Warnings that items have been changed is now shown in the header and the total value of traded items is displayed. Text colors have been updated to match those of other interfaces.
  • The superheat spell now considers Coals in the Coal bag.
  • When disconnecting in the wilderness during a PvP fight your account will now always stay online for 20 seconds before logging out. There used to be cases where you could logout a lot quicker. You shouldn't be able to escape a fight by just closing your game. We'll have a look at this and further increase the timer if necessary.
  • You can now right-click a Grand Exchange transaction and abort it.
  • An issue was fixed where the amount of Warrior Guild tokens wouldn't increase with membership or double exp. active.
  • The price of Guardian Angel was reduced from 1,000EC to 100EC. The risk of losing items was greatly reduced and thus the cost of fully protecting your items was also greatly reduced.
  • The game now supports IPv6 connections. This fixes a problem with the ISP Bezeq from Israel where players used to get constant connection interruptions. The reason for this came from Bezeq constantly changing IPv4 addresses. They are shuffling your IPv4 connection information at random intervals. It took a while to find out what was going on but we were finally able to create a workaround.
  • The code to reconnect to the game has been optimized. Losing your connection for a small amount of time now let's you reconnect faster when your account is still online.

I'll now start working on the basics of the Summoning skill. Stay tuned for more info on that! :D

All the best,
Thomy



Changelog April 7th:
  • UIM can no longer bank their items from the loot coffin.
  • The chances to obtain a rare item from Easter eggs have been adjusted to match the rarity during the Christmas event. Eating an easter egg now has a 1 in 333 chance for a rare item. Opening a rares chest now has a 1 in 500 chance for a rare item.
  • An issue with the Easter event was fixed where you wouldn't get any hints about Justin hiding on Karamja.
9
Update Notes / Updates March 11th - Potion Flasks, Burning Logs and Daily Minigame
« Last post by Thomy on March 11, 2025, 01:16:32 pm »
Hello everybody!

In today's update we are adding potion flasks to the Herblore skill that unlock beyond level 99. Burning logs now gives you a Hitpoints boost and minigame rewards for dailies have been improved. Your activated double exp. no longer runs when logged out. Our Wiki has also been updated to run on the latest Mediawiki version.

Daily Minigame & Daily Boss
You are now assigned a specific daily minigame task and random daily boss task. The daily minigame task is the same for everyone. While on this task you get 50% extra rewards. That includes Blood Coins, Emps-Wars tickets, Pest Control tokens and Warrior Guild tokens. Completing more of the daily featured minigame gives you 25% extra rewards. These bonuses stack with membership and double exp tickets.

Herblore - Potion Flasks
You can now create various potions beyond level 99. They are mixed in Potion flasks and have a total of 6 doses. You can create potion flasks by blowing molten glass with the glassblowing pipe with at least level 88 Crafting. The new potions are all untradeable and can be decanted by Bob Barter.


Firemaking - Extend Fires
It's now possible to place more logs into a single fire to refresh its duration. This makes training the skill less click intense. After placing more than 5 logs in a fire you'll get a maximum Hitpoints boost. This effect stacks with consumable Hitpoints boost (brews, rocktails, etc.) and is impacted by your maximum Hitpoints level. The duration of the boost increases with log quality.


Wiki Updates
I've updated our wiki skin to its newer version. That gives us an improved mobile layout, visually improved searches and better image preview for social sharing. I've also enabled a few options to improve the wiki's performance when many users are visiting. There's also a theoretical support for dark mode, but it doesn't always look too good with older images.
Have a look for yourself: https://emps-world.net/wiki/Main_Page

Emps Credits Shop
This is an unpopular but sadly necessary adjustment. Due to increased operational cost and global inflation I'm increasing the Emps Credits (EC) prices for following consumable items:
  • Member ring: 700EC --> 750EC
  • Double exp. scroll: 200EC --> 250EC
All other items remain unchanged. I've also removed the offline timer for Double exp. scrolls. You can logout whenever you want and the timer will pause.


Game fixes / changes:
  • Living minerals can now be added to the Toolbelt.
  • There is now a brighter, more saturated hit splat when you hit your max hit on an enemy.
  • Tree spirit collection log entry has been removed.
  • Fletching skill interface now shows gem-tipped bolts along with their level requirement.
  • Crafting skill interface now shows all bolt tips that can be created in the Jewelry category.
  • Hitting a 0 is no longer shown as max hit damage splat.
  • Skill interfaces no longer have duplicated text in their descriptions. There was an issue with the text expansion system that kept adding information indefinitely.
  • Mime and Chicken sets can now be deconstructed into Treasure energy.
  • Prayer renewal effect now lasts 6 minutes instead of 5. This also increases the total amount of prayer points restored.
  • Multiple descriptions for prayers have been overhauled to make their bonuses clearer.
  • The clickable link system in-game has been overhauled. You'll now have hovered links underlined and they are displayed in a light blue. The links for purchasing EC and wiki now also require the additional click before opening the browser.
  • New users now get a welcome email with links to Discord, Wiki, Forums and Game Download. The same welcome text is also shown directly after registering an account.
  • The process for registering /removing e-mail addresses and account recoveries is now behind spam and abuse protection from Cloudflare.
  • Dungeon instances that have not yet been completed (no boss killed) now have a timeout of 60 seconds. An instance will be fully reset when no player is present for that time.
  • The walking zone size for monsters in instanced dungeons has been increased from 8 to 12 tiles. This should prevent an issue where they reset too quickly during combat.
  • You no longer need to unequip your weapon when attempting bare-handed hunting.
  • Disconnecting in a bossing instance will now correctly remove you from the instance. There was an issue where you could still see the instance's players and boss but wouldn't get any drops.
  • The maximum amount of extra exp. for Farming has been increased from 50k to 100k.
  • The limit of buying a maximum of one item in the Slayer and Emps Credits shop has been removed. You'll now get a warning if you really wish to buy more than one item.

Engine fixes / changes:
  • Textures for rune / dragon armour have been adjusted. They were too reflective and details weren't properly shown.
  • Your bank interface no longer randomly flickers when hovering items. There was an issue that loaded too many items at once when it wasn't needed.
  • There is now server ping information below your FPS counter. The texts of both have also been adjusted slightly. Good values will be in green and bad values will go from yellow to red.
  • An issue was fixed where doors would incorrectly spawn on elevated terrain, e.g. Canifis village and Camelot court house.
  • The snow textures inside the Nex bossing room have been improved.
  • Various item icons have been resized to remove buggy outlines.
  • The FPS counter now also shows your ping to the server.

In the past months we've had plenty of smaller patches and lots of server architecture modernization. I'm very pleased with the outcome. It's become a lot easier and also faster to update the game. I've changed lots of web-related code to harden our server against attacks. That includes lots of request caching and using Cloudflare to filter web traffic before it even reaches us. At some point I was observing over 100k requests a day from Chinese and Russian servers with large bursts. Those two countries are generally blocked from reaching our site due to this kind of malicious traffic.

I'll now start planning and working on our next big update: Summoning. The current idea is that you collect old and new pets that level up during combat. There'll also be plenty of utility pets that increase your run speed, inventory space, etc. Stay tuned for more updates on this! ;)

All the best,
Thomy
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