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Hello everyone!

Get ready to face Nex, the Cursed, a formidable new hardmode boss designed to challenge even experienced players. Her drops unlock powerful new Prayers called Curses, offering stronger combat boosts. Additionally, combat damage calculations have been rebalanced to better account for accuracy and defence bonuses.

Nex, the Cursed
After killing Nex at least once you can now face her in the hardmode version. This fight offers additional rewards but requires high effort and a good team to survive. New mechanics are introduced that can oneshot you if not countered accordingly. It is highly recommended you don't try this out on your hcim! Nex and her hardmode version can now drop Ancient ore, which is much more common in the hardmode. When smelting the ore into an Ancient bar you can smith Ancient arrows, Ancient bolts, Ancient thread, Torva, Pernix and Virtus equipment. Crafting Necator armour now needs one Ancient thread each - that makes Nex an absolute kill requirement for Necator equipment.

Archdemons Kal'Ger, Har'Lakk and Yk'Lagor are the hardmode versions which will release in the next patch one by one each. Our plan is to release them in 2 week cycles. You can expect similar difficulty as with the Nex hardmode. We've decided that releasing a new boss every 1-2 weeks and finetuning them individually is better than releasing it all at once. Ancient thread will be needed to forge Archdemon weaponry, so feel free to already farm some Ancient ore.


Ancient Curses
The hardmode version of Nex doesn't only offer a new challenge but also new Prayers called Curses. These offer stronger unique combat boosts and require higher Prayer levels. You obtain Ancient curse pages frequently from Nex hardmode kills which gradually unlock more Curses. The last three Curses are going to be added to the Archdemon drop tables in future patches.


Combat Boosts Balance
The interaction between level boosts and prayers, void knight armour, and combat auras has changed from multiplicative to additive. These unlocks now grant a flat level bonus based on level 99 stats, instead of scaling with your current boosted level. This makes combat mechanics easier to understand and your damage output more predictable.

Skills below level 99 will receive stronger bonuses than before, while boosts above 99 are now effectively capped. Lower and mid-level players will find unlocks significantly more rewarding, while the strongest endgame setups will experience a slight reduction in damage. This prevents exponential scaling and creates room to balance future combat upgrades.

Combat potion formulas have also been reworked to ensure a fair progression ladder. The new linear percentage steps mean that potion tiers scale more consistently across all levels, keeping early game growth impactful while flattening late game stat inflation. The new underlying formulas are structured as follows:
  • Normal Potion:    1 + (level * 0.09) - previously: 1 + round(level * 0.08)
  • Super Potion:      3 + (level * 0.12) - previously: 2 + round(level * 0.17)
  • Extreme Potion:  5 + (level * 0.15) - previously: 3 + round(level * 0.20)
  • Overload Potion: 7 + (level * 0.15) - previously: 3 + round(level * 0.20)
Here are the changes for a level 99 stat boost:
  • Normal Potion: Boosts to 108 (same as before)
  • Super Potion: Boosts to 113 (previously 118)
  • Extreme Potion: Boosts to 118 (previously 122)
  • Overload Potion: Grants an extra +2 over Extremes, boosting cleanly to 120. The overload stat refresh tick is every 4 seconds for 25% of the total boost.
The idea here is once again to have a more reasonable and balanced stat boost throughout potion tiers. The boss Hiscores have also been reset with the rebalancing to offer fair competition once again.


Combat Accuracy Calculation
We're changing how accuracy works in combat to reduce unnecessary randomness and improve consistency. The aim is to keep your overall DPS (damage per second) the same but make it more predictable. Previously, attacks used two separate rolls:
  • A damage roll between 1 and your max hit.
  • An accuracy roll that negates damage entirely.
This meant low accuracy created extra randomness, since even a high damage roll could still miss completely. With this update, damage will now scale your accuracy instead of determining whether you hit or miss. Let's take the following example: Max hit of 50 with 80% accuracy:

Old system:
  • Damage roll between 1-50
  • 20% chance to miss entirely
New system:
  • Effective max hit becomes 40 (50 * 0.80)
  • Damage Roll between 1-40
  • Hits always deal damage
Accuracy bonuses from gear, potions, prayers, and other effects will be more valuable going forward. You feel their impact sooner with less randomness in the calculations. Moreover, the damage blocker mechanic (1% of your highest defence bonus) has been removed. The flat damage blocker of various items (e.g. Chrysos) have been reduced significantly. Damage blockers are applied after the accuracy damage reduction and the old bonuses were too strong in the new accuracy system. The splashing mechanic for spells has been reworked as well. The application of spell effects is still determined by an accuracy roll. When splashing you deal damage to your enemy but the spell effect is not applied. You gain half of the spell's cast experience when splashing, which allows you to immediately identify splashes before the projectile hits your enemy. Spells without any effects can no longer splash. We've also removed the PvP damage blockers with this patch and transformed them into PvP accuracy. Meaning a full set of Dharok no longer blocks 14% of damage but increases your accuracy by 14%. You can see the PvP accuracy modifiers in your equipment screen marked with a *.


Ranged Ammunition QoL
You no longer need to have a Ranged weapon equipped with a higher level requirement than your ammunition. The game now scales the ammunition down to your weapon's level. It's possible that not all combinations of weapons with ammunitions are perfectly scaled. The damage changes should all be within +/- one max hit. Ancient arrows and bolts have been made level 99 Ranged ammunition. Archdemon weaponry will be able to use more of their bonuses but the damage bonuses for Demon weaponry remain the same. Promethium arrows have been moved to level 85 Ranged to fill the gap between Barrow and Ancient arrows.


Changelog:
  • An issue has been fixed where you'd receive Magic experience twice when using a teleport spell. Experience gains are now also properly grouped together per game tick to prevent visual clutter when casting Barrage spells.
  • You can no longer accidentally get a skull from a player who attacks you first. An issue has been fixed where skull timers would not properly refresh after coming from a previous fight. The skull timer has also been increased from 10 to 30 minutes. The Emps Pker in Edgeville now also has an option for you to get a skull.
  • Overload potions now apply their effect once every 15 seconds instead of a lower stat restore every 5 seconds.
  • The upgraded elite void knight armour from Invention has been renamed to Superior void. The duplicate names for elite and now superior were confusing. The stat bonuses for void sets have also been adjusted. The void bonus is now a flat level boost instead of a multiplied level boost.
  • The internal system for prayers has been overhauled. You'll now also find all available Prayers in the skilling interface with their drain rates.
  • A bug was fixed where Vanstrom Klause could clip into walls under very rare conditions.
  • The Small obelisk in your house can now be used to restore Summoning points.
  • The click boxes for Shantay pass gate & rifts in abyss have been updated.
  • Double hits once again appear properly next to each other.
  • The buy-all option in minigame shops is now working correctly.
  • The camera movement keys can be used once again to move around on the worldmap viewer.
  • Slayer partners now both need to meet the Slayer master level requirement for new task assignments.
  • The drop rates for Necator hides have been adjusted. The hide drop on Slayer task now requires you to meet the Slayer level requirement of a monster's superior version. That check also requires the completion of the Superior Creatures quest (and enabled superior spawns) in order to receive any Necator hides drops.
  • Necator and Nightveil's defensive bonuses have been changed to match that of level 70 gear instead of level 80 gear. This change won't take away any power from the gear but matches the level 70 defence requirement better.
  • The model textures for Necator equipment have been modernized.
  • Chalkos, Sidero, Atsali and Chrysos equipment now have a negative PvP damage modifier. While you can't go below 0% it effectively renders all PvP damage modifiers useless. Tank armours were created for tanking PvM bosses and not becoming an invincible target in the wilderness.
  • The transition function for particles has been improved to get them a more natural trajectory.
  • Poison damage received from attacks (continuous poison damage tick excluded) now reduce your poison immunity timer. The idea behind this change is that mechanics shouldn't completely be bypassed by drinking a potion. Similar to how auras also lose charges by the amount of poison damage.
  • An issue was fixed where the protection prayer damage reduction for monsters wasn't correctly applied.
  • Protection prayers now block 75% of monster damage (down from 80%) and fully block monster damage blow 30 (down from 40). Prayer aura bonuses are now applied multiplicatively instead of additively. The Prayer aura IV now blocks 86% of monster damage instead of 95%. The +15% modifier from the Prayer aura IV is now also applied to the flat monster damage. That brings the full monster damage block up from 30 to 34. It shouldn't be possible to fully skip any current and future boss mechanics by just wearing a single item.
  • Various issues with the boss fight mechanics of Har'lakk have been fixed. The melee leap is now correctly stunning targets again for a short time when not protecting melee or running away. The poison arrow now correctly applies the poison dot on the coordinate where the poison smoke rises. Har'lakk now also announces some of his special attacks and his minions received proper animation sounds.
  • The sounds for damage spells and attacks in the fight against Yk'Lagor have been improved. The leap attack now always deals damage and can no longer be outrun.
  • Various boss mechanics that cannot be blocked by protection prayers no longer show a misleading damage type.
  • A bug in the camera rotation code was fixed which no longer makes it rotate faster than it should on very high fps rates. The camera rotation speed is now always the same.
  • Spirit weed seeds can now be stolen from Farmers.
  • The Smithing skilling interface now shows all bars and additional items required for smithing. Tank armour is now upgraded from Chalkos instead of smithed from scratch. That means in order to create a Chrysos cuirass you begin smithing a Chalkos cuirass. Then upgrade it to Sidero cuirass, Atsali cuirass and finally Chrysos cuirass. While I understand this may be a little bit annoying the creation path ensures lower level bars keep their value and tank armour is a gradual upgrade on your account. Tank equipment you already own is unaffected by this change and doesn't have to be re-created.
  • The armour repair stand in your house now offers the option to completely degrade an item.
  • The accuracy for light and particle emitters has been improved. The emitter location is now also considering animation interpolations.
  • Animations for Jad healers have been fixed.
  • Animation colors for hardmode Fight Caves have been fixed.
  • The Pyrefiend can now smelt Iron bars and won't tell you that you are missing coals.
  • The stair to exit Yk'lagor cave no longer requires level 90 Agility. Switching instances won't require you to walk there again.
  • Deflected hits received their own hit splat icon. That includes new deflect damage from shields, ring of recoil, taste vengeance, etc.
  • Certain bleeds no longer have a fixed combat type attached to them. Bleed damage is now always considered neutral damage and can no longer be reduced by protection prayers. Damage blockers now also reduce individual bleed damage ticks.
  • The entrance areas of Har'Lakk and Yk'Lagor now contain bank chests.
  • The default attack speed of Yk'Lagor has been decreased from 5 to 6. That makes the fight a bit easier but fixes a problem where position gets out of sync when too many combat animations block the demon from walking. All demon bosses (including their hardmodes) now share the same attack speed of 6 ticks.
  • More items from holiday events and minigames can now be deconstructed with Invention.

I'm now finetuning the three demon boss hardmodes and will release them shortly. You can expect a new demon boss release roughly every 2 weeks starting today! They will drop materials to upgrade your Demon weaponry (level 85) to Archdemon weaponry (level 92). The weapon upgrades come with a metallic look and a glow effect. Check our Discord for screenshots! :)

All the best,
Thomy




Patch notes July 4th:
  • Nex ice shield scaling has been reduced by 25% for groups. It's now using the same scaling as the solo version for group size.
  • Har'Lakk and Yk'Lagor melee attacks no longer hit the entire group. The hits still deal splash damage 1 tile around the attacked target though.
  • The instant revival Guardian Angel no longer interrupts combat and revives quicker.
  • Some missing collection log items from the Magic chest have returned.
  • Comp cape requirement for all hardmode boss kills has been reduced from 100 to 50.

Patch notes July 7th:
  • Nex ice shield maximum health now scales with the amount of participants. That means it grows at the same speed in all group sizes with the same amount of damage being required from every participant.
  • An issue with the Crafting skill interface was fixed where text would overlap.
  • Ancient curse pages are now broadcasted.
  • GA tickets can no longer override an existing GA of the same type.
  • Tormented demons and Nex normal mode now properly deflect damage again from their shields.
  • Familiars now display curse head icons too.
  • Barrow brother tunnel for sarcophagus is now remembered when relogging.
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Update Notes / Updates May 11th - Invention Expansion for More Auras
« Last post by Thomy on May 11, 2026, 07:44:48 am »
Hello everyone!

Invention has received new Auras beyond level 99. This allows you to deconstruct end-game gear for new energies. The drop rates for Necator hides have been increased as well. The early-game combat experience curve has been flattened to have a smoother progression.

Invention Expansion - Aura Tier IV
The Invention skill is now an elite skill. That means you can level it above 99 and also unlock new auras along the way to 150. A fourth aura tier has been added with even higher bonuses than the auras before. These require 4 new Energies:
  • Rot energy: deconstruct Promethium armour
  • Necator energy: deconstruct Necator hides
  • Chrysos energy: deconstruct Chrysos armour
  • Night energy: deconstruct Nightveil robe and staff

In order to not devalue any progress or lower tier auras, you now need to upgrade auras instead of just creating them. The upgrade process is very straight-forward. Creating a Lifesteal aura III requires you to create a Lifesteal aura I, upgrade it to II and then to III. This mechanism has been added to all auras that have upgraded variants. You can only upgrade an aura if it has at least 90% of its charges left. The energy upgrade requirements for auras has been unified. You now always need the same amount of basic energies to upgrade or create an aura from the same tier. Torave, Pernix and Virtus equipment now deconstructs into more Ancient energy. It follows the same pattern as other craftable gear. For example, a Torva helm gives 1 Ancient energy, platebody 2-3 and platelegs 1-2.

At level 130 Invention you can craft the Overlord aura consisting of the following:
  • Melee aura IV
  • Ranged aura IV
  • Magic aura IV
  • Tank aura IV
  • Prayer aura IV
  • Lifesteal aura IV
This upgraded combines all aura effects into a single effect. These are boosts truly for an Overlord!



Necator Hides
The overall drop rates for Necator hides have been buffed. The hides were a little too rare as drops and thus the armour was barely used. In order to change this you can now receive Necator hides from non-superior variants during a Slayer task. Here's the new drop chances:
  • Frigid mage: 4.0%, Infernal mage: 0.1%
  • Superior basilisk: 4.0%, Basilisk: 0.1%
  • Superior turoth: 4.5%, Turoth: 0.1%
  • Superior jelly: 4.5%, Jelly: 0.1%
  • Toxic spectre: 4.5%, Aberrant spectre: 0.1%
  • Darkatrice: 5.0%, Cockatrice: 0.1%
  • Banshee noble: 5.0%, Banshee: 0.1%
  • Elder kurask: 5.0%, Kurask: 0.1%
  • Vyreveld: 5.0%, Bloodveld: 0.1%
  • Frozen wyvern: 6.0%, Skeletal wyvern: 0.2%
  • Nuclear devil: 6.0%, Dustdevil: 0.1%
  • Electryael: 6.0%, Nechryael: 0.2%
  • Magmanite: 6.0%, Aquanite: 0.3%
  • Light beast: 6.5%, Dark beast: 0.3%
  • Abyssal champion: 7.0%, Abyssal demon: 0.1%
The drop rates now better reflect the difficulty to kill a monster and how easy this can be done in multi combat zones. This is roughly a 2-3% drop rate buff for superiors.


Early Game Combat XP Adjustments
High combat experience rates have been disrupting early-game progression. For example, a new account can gain 800 XP from a single Barbarian kill, effectively skipping levels 1-8 and making those early levels feel irrelevant. To address this, the experience curve for the following combat skills has been flattened:
  • Attack
  • Defence
  • Strength
  • Hitpoints
  • Ranged
  • Prayer
  • Magic
  • Summoning (including familiars)
The total experience required to reach level 99 remains unchanged. However, more experience is now required at lower levels, making early progression more gradual and meaningful. The game will automatically adjust your minimum Hitpoints and Summoning experience (once unlocked) to match the new curve. I understand this may affect certain specialized account builds, particularly those relying on precise experience thresholds for equipment. However, this change is necessary to ensure a smoother and more consistent early-game experience.


Changelog:
  • The mobile app now handles its inactive state better - minimizing or tapping out. Audio is immediately stopped and the request to logout is sent after 15 seconds of being inactive. Once you open the app again you'll either be reconnected to the game or be on the login screen. This fixes a problem where audio could stack and play multiple songs at the same time.
  • An issue was fixed where a Familiar's ability could not be cast on items under certain conditions.
  • Further tweaks for gpu uploads have been made to the mobile apps. It slows down the burst uploads and puts them more into background to prevent stutters in the game when new things are loading.
  • Each Invention aura had its corner stones recolored with their unique light color. That makes it easier to distinguish auras and their tier without having to check the item name.
  • The lighting system has been optimized to support up to 256 active lights instead only 50. Only the highest lighting effects setting will render that many lights. Lower settings are caped at 1, 16 and 32 lights.
  • Promethium no longer gives any Ancient energy when deconstructed. It has been replaced by Rot energy.
  • All small (2x2) Farming tree patches have been transformed into large (3x3) tree patches. This fixes a problem where trees would not be properly aligned on the Farming patch. The dig-out and inspect object options for trees are also working again.
  • An issue was fixed where a Strykewyrm would also damage you when hitting your familiar.
  • The removal process for POH interior has been improved. You no longer remove 2 furnishings at once that are close to each other.
  • You no longer see the dye preview in other question dialogues.
  • Various inventory is full checks have been fixed. You no longer need an extra free slot when creating pies, molten glass, etc.
  • The Completionist cape inventory icon without dye now reflects the current recoloring.
  • The item icon for dyed Completionist capes has been updated. The top part of the item icon remains in its original color, so you can distinguish different capes without having to check their name.
  • The game's default brightness and and saturation settings have been moved from 70% to 80%. The sky and sun color have also been updated to give a warmer look to match these settings. The backface light calculation has also been improved giving models a slight shadow when facing opposite light direction.
  • The herblore skilling aura now also works for weapon poisons.
  • The outline and shadowing calculation for large item sprites has been improved.
  • Further improvements have been made to the game client's memory usage for mobile devices. This aims at improving short fps drops when garbage collection is running. On the desktop client you can expect slightly reduced RAM usage.
  • An issue was fixed with a Glacor safespot that did not allow them to attack back. You can now also shoot over the ice rocks in their cave.
  • Farming patches that you are harvesting are no longer fully emptied when the map starts to load. You still need to harvest an entire patch before logging out but they remember their harvest state as long as you stay logged in.
  • The "Spellbook Swap" spell no longer resets your spellbook on auto-casted spells.

I'm happy with how the new auras turned out and hope you find them useful too. It might take some time to unlock the last aura but I'm certain the power is worth your time. :D

All the best,
Thomy
3
Hello everyone!

You're now able to mark and outline various entities in the game. The Farming skill has been expanded with a compost system and many new plantations. The Thieving skill has been made more convenient requiring less clicking. Last but not least the Lighting System has been expanded with spell and effect lights.


Farming - Expansion & Compost
The amount of crops you can plant has been doubled! You can obtain the new seeds by stealing them from Farmers or as new drops from monsters. Following seeds have been added:
  • Marigold
  • Rosemary
  • Nasturtiums
  • Woad leaf
  • Red berries: used in pie baking
  • White berries: Herblore ingredient
  • Oranges: can be used as combo food
  • Dwell berries
  • Curry leaves
  • Papaya fruits: can be used as combo food
  • Cadava berries
  • Poisonivy berries: new weapon poison ingredient
  • Coconut: can be turned into Coconut oil
  • Pineapple
  • Calquat fruit: creats Calquat keg
  • Potato cactus: Herblore ingredient
  • Janger berries: Herblore ingredient
Not all of these new plantations have a direct use already but they'll be implemented into other skills in the coming patches. It's now also possible to turn your crops into Compost. Using a compost on your patches these makes them immune to needs for a given set of growth cycles. A super compost counts for 12 growth cycles and a normal compost for 5. Your character automatically uses Compost on a patch when there is one in your inventory or Toolbelt. When a patch is in its "composted state" it cannot become diseased nor dead. Compost can be created by putting Farming items into a compost bin. These will rot into compost or super compost within 10 minutes of playtime after closing the bin. You can also use the Lunar spell "Fertile Soil" to add Super compost to your patches after planting.



Marker & Tagging System
Your actions on entities are now highlighted by outlining your click and hover (PC only) events. This includes showing the tile your mouse cursor is on and where you're pathing to. Valuable items on the ground received a text box too. Moreover, you can toggle the tagging system from your settings which allows you to mark and outline various entities in the game. If you dislike any of these visual hints, you can disable them from your Game Settings under the Miscellaneous tab.



Lighting System - Spells
Various spells and effects have received a light attached to their animation. This renders significantly more light sources and is only available on High and Ultra setting for Lighting effects. The projectile for some bows and their special attacks also received a light source. While this is technically also supported on mobile I only recommend enabling it on high-end phones.



Thieving - QoL
You now automatically thieve entities. You click once and attempt to steal loot until you are caught or have stolen all the items. Npcs now have a similar resource system as stalls. Once you emptied their pockets it takes some time until they restock their items. Various Thieving stalls across the world have had their models and click options fixed. A stall now also has significantly more resources before depleting. The detection range of guards for Thieving stalls has been reduced significantly. They can no longer spot you if you're more than 4 tiles away.


Software & OpenGL Renderers Removed
The OpenGL Renderer (including its software renderer) is now officially removed. It is surpassed by the Mobile Renderer (also uses OpenGL) which can run on computers and phones. While the naming might suggest differently it is technically just the next version of the OpenGL renderer. This means the game now requires a working graphics driver installation on all devices with a minimum version of OpenGL ES 3.0. That runs on pretty much all mobile devices and computers that are not older than 14 years.


Changelog:
  • The settings tab has been re-organized. Less used options such as chat effects or split private chat were moved into the Miscellaneous Game Settings. The tagging system toggle and a drop option first option have been added. When enabled the game always prioritizes the Drop option in your inventory. It's the same as holding down CTRL on PC clients.
  • The text of toggle settings is now included in their click area. This means you can also also click the text of a checkbox to toggle it.
  • Inactive chatbox categories are now highlighted in blue when new messages are available.
  • Tradeable Easter eggs can now be found in the Grand Exchange search.
  • You can no longer get Ranging pedestals as daily task.
  • The whiteberry bushes in Barbarian village have been removed. You can now plant and farm White berries in much greater quantities yourself!
  • You can now put Pie shell into your Toolbelt. An error was fixed where clearing a burnt cake would return a pie shell instead of a pie dish. The same issue was present in your POH where you'd receive Pie shells instead of Pie dishes. The larder contains Bucket of water & Pot of flour that need to be mixed into dough for a Pie shell.
  • Steel key ring which is required to access the Smoke Demon Champion can now be added to the Toolbelt.
  • Agility skill interface now shows Shortcuts first.
  • Herblore skill interface now shows Potions first.
  • The three orc generals in Nomad's dungeon are now aggressive during the Nomad boss fight.
  • An issue was fixed where dyes for projectiles or arrow drawbacks would not update when changing them during combat.
  • Dyed Nightveil staff & Zaryte bow now apply their dye to projectiles as well.
  • Particle effects for various elemental bows and the burning claws have been added back.
  • The special attack for staff and sceptre of light has been re-added.
  • Interface models (chat heads, equipment screen, etc.) are now using the lighting system when enabled.
  • The Healer at the Grand Exchange now also wears her Party hat when talking to her.
  • Entities you hover over now have priority render mode. When hovering over a player or npc that is under another one, it'll pop up with its appropriate outline.
  • The current game version is no shown in the bottom-right corner when on login screen.
  • The chat history has been reduced from 1000 messages to 500 for PC and 150 for mobile client. With that change the chat rendering code has also been optimized when lots of messages are in the history.
  • Various internal calculations for maths & map loading have been overhauled to work better on mobile devices. They now allocate memory once and not continuously every frame when needed. The aim of these changes is to reduce the amount of micro stutters on older devices.
  • An issue has been fixed where the Superheat spell would not correctly check for the Smithing level requirement to smelt a bar.
  • The game client's way of requesting memory has been improved. It's pre-allocating most objects instead of dynamically requesting them. This improves performance on mobile clients a lot while also decreasing overall memory usage. Ironic, I know. On desktop clients this doesn't have that much of an impact, but also makes frame times stabler and thus improves performance.

I'm happy with how the mobile client has turned out. Thanks for all your feedback over the past months! Its current version has become a stable release candidate. I think that a release into official app stores of apple and android is not needed. I'll now be focusing on planning the next bigger update - a map expansion and/or new dungeons. I've recently been exploring options to export and import standard 3d model formats... So stay tuned! :D

All the best,
Thomy
4
Update Notes / Updates March 23rd - Easter Event with New Rares & Map Enrichment
« Last post by Thomy on March 23, 2026, 08:43:51 am »
Hello everyone!

It's finally time for the Easter Bunny to return with new rewards and rare items! You can obtain two new rares - Squirrel Ears and Basket of Eggs. You find the Easter Bunny south of the Grand Exchange. There's also map changes around Barbarian Village offering you new mini dungeons with monsters and additional shortcuts.

Easter Event
The Easter Bunny is once again asking for help. Her little boy, Justin, keeps running away and you are needed to find the little slacker. You're rewarded with Easter Eggs that can contain a rare item when eaten. The Easter Bunny can be found south of the Grand Exchange until April 19th. Here's the list of items you can obtain:
  • Squirrel Ears
  • Basket of Eggs
  • Bunny Ears
  • Bow-Sword
  • Lantern
  • Meat Tenderizer
  • Pet Rock
  • Sandbag
  • Dragon santa hat
  • Dagon'Hai Robes
The Easter Egg has also been added to your collection log - does not count towards total completion. You can review the drop chances for rare item drops there too. If you unlock a rare item through the Easter Egg it counts for any collection log containing that rare item. That includes rare items chest, Christmas cracker, etc.



Map Enrichment
The area around Barbarian Village felt a little outdated. I've added various new places of interest. The aim is to make the world feel more alive and allow you to find something new through exploration. This includes Agility shortcuts, dungeons, monster spawns and a few dialogues. Feel free to go look for them! These points of interest are meant for low and medium level players, so don't expect to discover new bosses.

Hundig did an impressive job smashing a hole into Falador's eastern wall!


Changelog:
  • An issue was fixed where your character would not properly update its model mesh when woodcutting. That also fixes a problem with invisible players or animation flickering on mobile devices. The game now also tries to display the last known visible model when a new animation or weapon is loading. That prevents an issue where character models would shortly be invisible.
  • Healing potions (zamorak & saradomin brew) no longer delay attacks. These are now categorized as potions rather than food for timer delays.
  • The falloff function for volumes of 3d sounds has been adjusted. Sounds that are further away are now quieter than before.
  • Two new Agility shortcuts to the Black Knights' Fortress have been added.
  • Goldsmith gauntlets now work with Familiars and Superheat item spell.
  • The Barbarians have broken a hole into the Falador city wall allowing you to enter the city from the east side. This gives quicker access to the Dwarven Mines.
  • A new cave containing Hobgoblins has been added north of the Falador city wall.
  • The bonuses comparison for items now only shows the difference to your current equipment when hovering it inside your inventory. Other than that it will just show flat stats - bank, skilling interface, shops, etc.
  • The center point of the player camera has been moved up a little. It's now the in the center of your character's body rather feet.
  • It's now possible to also login using your display name rather than just user name.
  • Humidify spell now works on Vials in your Toolbelt when no water vessels are found in your inventory.
  • The barrage spell's range calculation has been adjusted to hit adjacent enemies. That means that hitting 2x2 monsters is now more reliably hitting adjacent enemies. Any monster that has a size of 3x3 or bigger cannot be multi hit - this remains unchanged. The Demon Halberd now also uses the same multi hit calculation as barrage spells. Moreover, a bug has been fixed where you could multi hit enemies that your familiar was attacking.
  • An issue with flickering character models was fixed in the character design screen.
  • The minimap flag where you're currently pathing to has its precision improved. The flag's bottom rather than its center is now placed at the position where you're walking to.
  • The textures for character hair have been improved.
  • More random dialogues have been added to default men/women in the game.
  • Akrisae equipment can now be deconstructed.
  • An issue was fixed where melee multi attacks from bosses wouldn't properly work.
  • The entity hover code has been overhauled. It's now more precise and takes model rotations and animations into consideration. If you want to to see how the system decides hover candidates, you can type ::hoverboxes - that's going to show hover event overlays.
  • The bank withdraw last option now supports values larger than 65000.
  • A bug was fixed where the KBD's white dragonfire breath would sometimes display as a normal dragonfire attack.
  • The Easter Event quest gets a * marker to show when another rescue mission for Justin is required.

I'm very happy with the mobile clients. They are smooth and run fine on most phones now. There's still an official release planned for the Apple App Store but we're in no rush for that because the test app works just fine at the moment. After that I'd like to pick up a new bigger project again. I'm not too sure what it will be but I've got a few ideas already!

All the best,
Thomy
5
Update Notes / Re: Updates February 26th - Mobile Clients & New Branding
« Last post by Joshiee on February 26, 2026, 04:21:27 pm »
This is amazing?!!
6
Update Notes / Updates February 26th - Mobile Clients & New Branding
« Last post by Thomy on February 26, 2026, 12:27:28 pm »
Hello everyone!

Emps-World is coming to mobile phones! The apps are still in testing phase but are fully playable already. Moreover, the homepage has been overhauled with a modern style, reworked logo and new brand icon. Head over to https://emps-world.net/play to check out the android / iOS client.


Mobile Apps

You can now download and test our beta mobile app for iOS and android. Head over to: https://emps-world.net/play for the download links. In order to properly support touch events, many in-game interfaces and menus have been enlarged. You will find the minimap on the left as well - that creates more space for your inventory on the right. Have a look at what it looks like:

Have fun playing on your phone! If you are running into issues or want to give feedback feel free to post in the Helpdesk or head over to Discord!

Mobile clients start in low to medium graphic settings with limited render distance and capped fps. You are free to change those settings but bear in mind your phone can become hot when it has more calculations to do. You can run any graphical improvements that the desktop client has too: Shadows, water reflections, lighting, etc.

Almost all settings from the apps can also be toggled in the desktop client when using the Mobile Renderer. At the moment we support three different rendering engines: Legacy Renderer, OpenGL Renderer and Mobile Renderer. You can switch between them from the desktop client's launcher settings - bottom right icon. Later this year the support for Legacy Renderer and OpenGL Renderer will be dropped. You've been switched to the modern Mobile Renderer automatically with this patch. That's an optimized client which runs faster and smoother on all platforms. You can read more about that in the Render Engine Rewrite section below.


Branding & Homepage

With the upcoming release of mobile apps the homepage needed a bit of a rework. It should be easier to use and not fill half your screen with a huge logo. Inspiration was taken from other gaming sites which all have a top navigation bar with their logo. Smaller sections including preview videos / images and news posts follow. That gives first time visitors a smoother experience to find what they need - see the game, register an account & download the game. I've also updated logos and icons. You'll see the new seasonal logos throughout the year. These images have been created and enhanced by AI.

I've also added some of the new homepage styles to the Mobile Renderer. The login screen has been modernized & the game can remember up to 5 logins. You no longer need to enter your password on every login.


Render Engine Rewrite

In order to properly support mobile devices I've completely rewritten the render engine from its core. This is a rather technical section - feel free to skip this if you aren't interested. Sooo you've been warned!

The game client now uses a library called libgx. That allows me to use the same core code for different devices. Android and iOS specific code is less than 1% of the entire code base. Libgdx is written in Java, the language emps is written in! So the work for creating mobile clients transformed from rewriting everything into using libgdx. That was still roughly 3 months of work compared to an estimate of at least 1 year of work for creating completely new and native apps.

The initial mobile renderer performance was too poor to smoothly run on phones. Especially the original animation system was way too slow. In order to solve that, the game pre-renders animation frames and stores them on your graphics unit. That calculation can be off-loaded from the render section and ensures your fps don't dip much. With this change the game became a lot smoother and caused way less fps drops when new animations loaded in. And that made the mobile client fast enough to run 60 fps on modern phones!

The objective of the Mobile Renderer is to keep your fps stable and prevent hefty fps drops. Mobile phones don't have cooling fans nor high CPU clocks. So I had to ensure loading happens in parallel and smoothly over time rather than immediately. You'll find that these improvements work quite well on your computers as well. On some slower laptops I could see fps increases of up to 30% without fps drops when rendering lots of animations. Performance on high-end machines is slightly better. The biggest visual improvement is rendering smooth animations everywhere instead of scaling them down for distant models.

On top of the new mobile renderer, all config and asset files have been transformed. The new assets can be read directly by the game engine and no longer need to be decoded. That means that all loading times including map, start up, models, textures, etc. have been significantly reduced. The only downside is that the game files have roughly tripled in size. All data that was previously calculated during runtime is now calculated once and stored in the files. This sounds a lot worse than it actually is though... the game files went from about 200MB to roughly 600MB. That is no problem for any computer or mobile phone. The new asset system also has support for higher quality audio and textures - that's going to be a future update though.


Changelog:
  • Skeletal horror can now be killed for the Skeleton slayer task.
  • The EP shop prices for Darkbows have been fixed.
  • Mystery box now correctly fills up your collection log.
  • You can now continue dialogues without your active interface closing. This fixes a problem where a dialogue would block checking item prices in shops.
  • Dagon'hai robes no longer require level 42 Slayer to be worn.
  • The event tickets you receive from mail are now correctly added with a x10 modifier.
  • Jade bolt tips no longer sell for 0 coins.
  • Shop interfaces now have a Buy/Sell All and Buy/Sell Last Amount option.
  • Taking and placing Grand Exchange items is now logged. We were already logging transactions but not when you take or place items. Over the past weeks a few people reported that their transactions went missing. With these logs we can find out what happens and also just return items when something goes wrong.
  • It is no longer possible for ironmen to sell any items on the Grand Exchange.
  • Staff members can now mail and trade Event tickets with any player.
  • The friend list requirement for staff members to send in-game mails has been disabled.
  • Items can now be dragged between inventory and bank interface. If you find this feature useful I'll also add id to the rest of interfaces. By default a drag operation moves an entire item stack or a single item if it cannot be stacked. Bank placeholders and existing items in your bank are preserved.
  • PvP kill counts now reset 20 seconds after player combat rather than 7-10 seconds.
  • Player / monster attack priority options now prioritize your last attacked target above others.
  • PvP combat now shares under attack timers. Once a fight starts you can no longer interrupt it with another account.
  • Some EC packages have been adjusted. You get more bonus EC for the 80€ and 35€ package now.

So what's next? The app project started with an experiment back in late November to see if it was technically possible. That turned out to the push for mobile clients and also to modernize the online presence. Including the homepage, logos, icons, etc. In the coming days, hopefully not weeks, I will monitor android / iOS apps and improve them where necessary. After that I want to announce an official release and place ads to regain old players but also attract new ones. I'm sure mobile apps will be a good selling point... :D

All the best,
Thomy
7
Hello everybody!

As the year comes to a close, I'm happy to announce the final update of 2025. The Christmas event has arrived, bringing two new rare items: Walking stick & Dragon Santa hat. Three new dyes are now available in the Emps Credits store and item hover bonuses have been improved. Eating delays have been adjusted (+1 tick) and combat in the wilderness now always prioritizes PvP over PvE.

🎄December Events – Starting Today!
Another year has flown by, and we’re excited to kick off our December event weeks! Each event runs for about a week, packed with fun activities and special bonuses. Plus, Santa’s annual present delivery is back! Check out the schedule below:
  • 🎁 Christmas Event
    Starting today get ready for a festive season of present deliveries! The rare item pool has been updated to provide fair chances for new rares. Please note, Candy Cane, Salty Claws Hat, and Bunny Ears have been removed from the Christmas Cracker drop table. During events from now on, the rare item pool will feature approximately 10–12 items. This year you can obtain two new items: Dragon Santa Hat and Walking stick. The Dragon Santa Hat has been reworked and received the flowing lava effect. Both new rares can be recolored with dyes.

  • ⚔️ Free PvE Deaths
    From December 10th to 17th, face any monster without worrying about losing your items! PvE deaths come free of charge - no items lost, no penalties. Note: This does not apply in the Wilderness or for HCIM accounts.

  • 💰 Double Drop Chance
    From December 17th to 24th, double your loot! Every drop table roll will give you two chances to snag rare items, significantly increasing your odds of scoring coveted rewards. Clue scroll rewards also benefit from this double drop chance.

  • ✨ Double Experience
    Ring in the New Year with a bang! From December 24th to January 5th, enjoy double experience across all activities, including minigame rewards. It’s the perfect time to level up and finish the year strong!


Proseveil, Proselyte & Umbral Dyes
Three new dyes have been added to the Emps Credits store, giving you more ways to customize your character's appearance. The new options are Proseveil (gold & black), Proselyte (gold & white), and Umbral (purple & blue). These dyes can also be used to recolor rares obtained from Christmas Crackers. Each dye offers a distinct color theme to help your gear stand out even more. This is what they look like:



Item Hover Bonuses
Item tooltips now display a direct comparison to your currently equipped gear, letting you quickly see whether an item is stronger or weaker. The tooltip layout has also been overhauled for better readability. Additionally, hovering over items in the equipment screen now shows all absolute bonus values.


Item Drop Chances
You can now check drop chances from the Collection Log. That includes the Christmas cracker, Rares chest and Mystery box. These entries don't count towards your completion count.



Eating Delays & PvP Combat Priority
The speed in which you can consume potions and food is too fast. You become unkillable in many scenarios by just spam-clicking food, brews and Karambwans. While I don't think this is bad it makes balancing a little bit difficult. Thus eating delays have all been increased by 1 tick each. Default food can now be eaten in 3 tick intervals and potions in 2 tick intervals. Combo eating with potions and Karambwans remains untouched. Furthermore, the wilderness now emphasizes player combat over monster encounters, allowing players to be attacked at any time. Hiding behind monster combat no longer offers any safety.


Changelog:
  • An issue has been fixed where you could bank your equipment into members-only bank tabs.
  • The Dragon pickaxe mining animation has been sped up
  • You can no longer buy Mod or Admin capes from the Skillcape shop.
  • Casting spells manually is no longer slower than auto-casting.
  • Max hits from your familiars now also show the critical hit splat.
  • The quest interface no longer closes when you move or are in combat.
  • You can now use the symbols , and = for key bindings. They'd previously break the key binding parser and wouldn't work after restarting the game.
  • Faulty activity scores (00:00 taken) are no longer broadcasted.
  • Various rares from Christmas Crackers can now be recolored with dyes.
  • A bug was fixed where you'd stop fishing before exhausting the Fishing spot completely.
  • The Mining animation for Dragon pickaxe has been fixed.
  • Familiars now have an ability cooldown of 10 seconds. I understand this may be annoying, but the Steel titan is not supposed to be the main source of damage.
  • Various signposts on the map have received direction information.

Hope you've enjoyed the updates of 2025. I for enjoyed working on the Summoning skill the most. For 2026 I'd like to release a new group dungeon and have a look at power creep being future proof. Maybe a system to upgrade older gear or introduce high-level enemies that block damage.

All the best,
Thomy
8
Hello everyone!

This update introduces bank placeholder markers and familiar inventory banking, along with a new in-game mailbox for items, messages, and Emps credits. The level cap has been raised to 150, but the total XP required to reach the new maximum remains unchanged. Summoning familiars in PvP have been adjusted for damage balance, and various bug fixes and interface improvements have been applied.


In-Game Mailbox

Players now have access to an in-game mailbox. The mailbox is used for item deliveries from purchases, events, referrals, and more. You will receive a notification when new mail arrives and can claim attachments at your convenience. Accessing the mailbox requires entering your bank pin. A welcome message, previous Emps Credits purchases, and confirmed referrals have been added to your mailbox. You can open your mailbox by clicking on the mail button in your quest tab or by talking Bankers / Grand Exchange clerks.





Mail Features:
  • Players with an active membership can send mails to other players.
  • Mails can only be delivered if the recipient has you on their friends list.
  • Only one pending message per friend is allowed, and messages can be sent at most once every 30 seconds.
  • Staff members can bypass these restrictions.

Bank Interface Improvements

You can now enable placeholders in your bank interface to keep your item layout organized even after withdrawing items. A new button has been added to quickly deposit your familiar's inventory into the bank, and the unequip inventory option has been updated to bank inventory for clarity. Additionally, the 'withdraw as note' setting will no longer reset when attempting to withdraw an item that can't be noted.




Max Level Increase & Experience Curve Overhaul

The maximum level has been increased from 128 to 150. This change is not only about higher numbers, it is designed to make levelling feel smoother from start to finish. With the new system, experience curves have been adjusted so that progression between levels is more balanced, giving each level a more meaningful sense of advancement. If you no longer meet the level requirement of equipment it'll be unequipped and placed in your inventory or bank and you will be notified about this.

The new maximum also affects elite skill bonuses, which extend beyond level 99 in the following skills: Slayer, Cooking, Fishing, Mining, Smithing, Woodcutting, Hunter, Agility, Thieving, Firemaking, Farming, Runecrafting, and Herblore. Players now begin receiving additional skilling pet drop chances starting at level 130, with the bonus gradually increasing to a maximum of +200% at level 150. In addition, skilling star icons are now awarded at following levels: bronze at 130, silver at 140, and gold at 150.

If you are interested in some numbers here's the experience comparison:




Summoning Familiars in the Wilderness

It's been some time since the Summoning update, and many players have now maxed out their familiars. We've noticed that Steel Titans, in particular, are currently too powerful in PvP combat. Their Steel of Legends ability combined with their special attack results in excessive damage output.

To address this, familiar damage will now be reduced by your PvP block damage modifier. Additionally, we're introducing a diminishing returns system based on a familiar's combat level. Each combat level now increases the amount of blocked damage by 0.1%, up to a maximum of 25%.

For example:
  • A level 250 familiar will deal 25% less damage.
  • A level 150 familiar will deal 15% less damage.
  • A level 100 familiar will deal 10% less damage.
This change keeps high-level familiars strong, but prevents them from dealing overwhelming, one-shot levels of damage. Accuracy and Defence remains untouched!


Changelog:
  • The text for the reset xp lamp has been updated.
  • Using deflect spells, items, etc. now correctly add killer points for your enemy. Before the update the killer point mechanic was wrongly reversed for deflect mechanisms.
  • The lava maze shortcut (level 64 wildy) can now be used both directions.
  • PvP daily task received a different skull icon.
  • You no longer get "Your clue scroll box is full" messages when adding clue scrolls when the box is not full.
  • You can now also get Halloween skull drops from monsters that only have a fixed drop table. An example for this is Yaks on Neitiznot island.
  • Clue scroll drops are now determined by monster combat level instead of maximum monster skill level.
  • The Summoning skill can now be reset to level 1 with reset lamps. The Summoning level requirement for creating Dreadfowl pouches was changed to 1. You can only create Summoning pouches after completing Druidic Summoning.
  • The XP Lock now also prevents you from gaining any Summoning experience.
  • An issue was fixed that made the Demon horn necklace tradeable.
  • Familiars no longer randomly change attacking targets in their vicinity.
  • The number of Barrows Slayer tasks has been adjusted to appear in multiples of 7 rather than 6.
  • You can no longer use a spade when under attack or frozen. With this change the Spectral spawn mechanic in the wilderness has also been overhauled. They reset combat quicker when you run away and can be stolen by other players. You can still only spawn one Spectral.
  • Various in-game save handlers have been modernized. These changes have been tested thoroughly but there's always the possibility for something to be missed. If one of the following components it not saving correctly please let us know: Hiscores, Construction rooms, Clue scrolls, Wilderness rating, Familiars, Friends list, Item charges, Item dyes, Kill logs, Farming patches, Skills, Daily tasks and Quests.
  • Clan chat status (on, friends, off) is now saved.
  • An issue has been fixed where the Lunar dream spell would also restore special attack energy.
  • Rapid heal prayer, resting state & dream spell now prevent the reduction of your maximum hp.
  • A bug was fixed where wearing the Family gauntlets would still remove Thread from your Toolbelt.
  • Skilling pets are now added to your bank when your inventory is full. If that's not possible they are still dropped to the floor.
  • Event tickets have received a distinct color.
  • A new item, Event points, has been added to the game. They can be be redeemed for Event points with a conversion rate of 1:1. Future event rewards will no longer be Event tickets but Event points.
  • Summoning daily tasks are now considered combat tasks and reward you with a Combat experience lamp. You can use Combat experience lamps to get Summoning experience.
  • It is now possible to change your Guardian Angel at any time. The ticket will still be consumed when changing! A third Guardian Angel has been added that is hardcore ironman friendly: low hp heal. This works the same way as a phoenix necklace and heals you for 30% of your hp when falling below 20%. Please note that this is not guaranteed to trigger or save you in an emergency! Moreover, the login message with your active Guardian Angel has been removed. You can now find your active Guardian Angel in the equipment screen at the Health section.
  • You can now press CTRL + S (or print screen button) to take a screenshot. This saves a png file with full quality to the emps-world data directory.
  • The Duel Arena interface has received toggle options for wings and auras. Prior to this update wings and auras were always disabled by default.

Our Halloween event is ending November 16h. Don't be sad, Thanksgiving and Christmas are just around the corner. We've got events planned for both! Stay tuned for more details in the coming weeks. :D

All the best,
Thomy
9
Hello everyone!

Our annual Halloween Event, Skull Collection, begins today, featuring the exclusive Pumpkin dye available only during the event. The Barrow Brothers gain a new sibling, Akrisae, with fresh equipment to acquire. Later this month, we'll host a Double Experience weekend, and the Game Settings interface has been fully overhauled for a smoother experience.


Halloween Event

It’s Halloween again! Complete the Halloween quest in Draynor Manor (if you haven't already) to unlock skull-collecting pets. The event starts today and stays until November 16th.
When one of the these pets is following you, you will be eligible for skull drops:
  • Muncher - can also be harmlessly stored in Toolbelt!
  • Mini Kolodion
  • Any Raven
Skulls can be exchanged for rewards with the Grim Reaper, found upstairs in Draynor Manor.  This year, a new item has been added: the Pumpkin dye. It works like other dyes and gives your equipment a seasonal look in purple and orange.



You earn skulls based on how much max health the monster has. Sometimes you might get an extra skull by chance. You can get up to 10 skulls per kill, and bonuses apply if the monster is part of your Slayer task, if you’re in the Wilderness, or if it’s Kolodion. Membership and events can also increase your rewards. Skulls can now also be traded with or looted from other players.

Use the Skull Drop Calculator for exact numbers. Here's the Pumpkin dye in action:




Barrow Brothers - Akrisae the Doomed

You can now face a new challenge at the Barrows: Akrisae the Doomed, the seventh Barrows brother. Defeating him offers the chance to obtain the powerful Akrisae set, which has a unique effect that restores Prayer points when dealing damage. The set can also be dyed for customization, and a new Akrisae pet is available as a rare drop for those who conquer him.

To accompany this addition, the Barrows minigame now features a miniquest that introduces the mechanics behind the crypts, helping players understand how the activity works.

A new Barrows necklace can be created through the Invention skill by combing an Amulet of fury with 15 Barrow energies. The necklace increases the strength and activation chance of all Barrows set effects by 15%. It can be traded with other players as well and does not degrade.


Double Experience Weekend - October 31st through November 3rd

It’s time for another Double XP Weekend! Level up faster than ever as you earn double XP across all activities. Plus, skull collection is doubled during the event. Make the most of it and get yourselves some seasonal Pumpkin dyes.


Interface Improvements & Game Settings Overhaul

The settings menu tab, including the game settings interface, has been completely reworked. There is now an 'All Game Settings' interface with separate sections for all available settings. You can also search for settings within each section. Additionally, most buttons now feature transition animations and sound effects, which can be turned off from the Miscellaneous settings tab if preferred.




Changelog:
  • The database structure for a few variables has been updated to stay future-proof. That includes the following: barrows progress, freeze timer and teleblock timer. Those variables will be reset to their default value the next time you login.
  • You can now only get one barrows equipment piece from the brother you've killed instead of having a roll per kill on the entire barrow equipment drop table.
  • A bug was fixed where the animations for various agility actions wouldn't work.
  • Saradomin katana has had its animations updated & it can be dyed. Its attack range has also been increased to the same as spears and halberds.
  • Flashing arrow no longer disappears when getting close to ticket dispenser in Karamja agility course or clue scrolls.
  • The Barrows collection log entry has properly been sorted. Akrisae equipment has been added as well.
  • The game's internal handling for fonts and rendering text has been modernized. Text can now be properly upscaled without loss of sharpness. This is achieved by transforming glyphs into a 3-dimensional Signed Distance Field. I've read that's how modern game engines do it and the result was quite pleasing.
  • Playing with music on no longer prevents the afk kick from happening. The music player has also been optimized to react faster to song changes. The "LOOP" button was removed since it had no functionality.
  • Bloom exposure has been toned down a little bit. The quality and blur has been improved to get a more natural effect for bright parts bleeding into surroundings.
  • Familiars now prioritize ranged attacks (if available) on flying enemies.
  • Pack-yak ability 'Winter storage' is now disabled in the wilderness. It's too easy to just bank your entire gear during a fight and that goes against the concept of danger inside the wilderness.
  • The Slayer task 'skeletons' now counts for the 'Skeletal horror' too.
  • Harvesting Farming patches now puts herbs into the Herb sack first before inventory.
  • It is no longer possible for a death in the wilderness to count as a PvM death when a monster dealt more damage than a player to you. Monster damage is now excluded from determining the killer. The drop is still given to the player that dealt the most damage to you.
  • You now get a warning when trying to redeem any experience from combat lamps or Pest Control when XP lock is on. Previously you'd just waste your lamp / pest tokens without anything happening.
  • The game settings interface has been re-organized for easier navigation. Various interface state transitions received a fade animation.
  • An issue was fixed where the initial attack animation wouldn't play properly.
  • The game engine has been prepared for higher fps rates. Animations, movement, etc. won't bug out with even 1000 fps. The fps setting steps have been adjusted and the new maximum to select from is 360.
  • An issue has been fixed where the Granite / Dragon maul wouldn't attack instantly when used after a ranged or magic attack.
  • An issue was fixed where the attack timer for magic spells wouldn't increase when eating food. Strangely the same bug also made it possible to attack enemies with a magic spell while teleporting - also fixed. Eating food or being stunned (e.g. thieving) now always correctly puts a delay on your combat timers. This doesn't affect combo eating.
  • It is now possible to zoom out even further in the map viewer. Area names and map icons will change the further you zoom out.

I'm excited to see how boosted drops in the wilderness work for a seasonal event. Our annual Christmas event is starting shortly after the Halloween event - scheduled for December 5th. If you've got reward ideas including special rares, please share your ideas on Discord. Oh and how's the Pumpkin dye? Is it a good seasonal reward or would you rather have dyes available at all times? Let me know! :D

All the best,
Thomy
10
Update Notes / Updates September 23rd - Dye System Overhaul & Electro Dye
« Last post by Thomy on September 23, 2025, 08:08:46 am »
Hello everyone!

Equipment dyes are now account-wide. Freely apply, remove, and preview anytime. The new Electro Dye has arrived, plus loads of newly dyeable items. These include Completionist Capes, Godblades, Barrows, Upgraded invention equipment and more. Your existing equipment was automatically transformed into the new dye system.

Dye System Overhaul
You no longer receive a separate item when applying a dye to equipment. Instead, all dyes are now stored account-wide and can be freely selected or removed at any time. Dyes can no longer be lost. All previously dyed items have been reverted to their original appearance, while the dyes used on them have been unlocked for your account and their equipment charges fully restored. You can view and manage your dyes through the Collection Log interface, where you can also preview new dyes. The same functionality is available in the Equipment Screen, allowing you to apply, remove, or preview dyes with ease.



Moreover, a brand-new recolor option is here: Electro Dye! You can purchase it from Bolkoy for 800EC per bottle. Even better, many more additional items are now dyeable. On top of that, the special attack of dyed weapons will now match the dye color as well. Here's the new dyeable items:
  • Completionist capes
  • Vanstrom necklaces
  • Upgraded Bandos, Armadyl & Battlerobe
  • Upgraded void knight armour.
  • Godblades
  • Statius, Vesta, Morrigan & Zuriel
  • Barrows equipment
  • Dark bow


Here's a few examples:

Changelog:
  • The dig mechanic of Ice strykewyrm can now properly hit your familiar.
  • Bake bie spell is now correctly checking for your Cooking level.
  • The amount of summoning points a super restore potion restores has been reduced to 20%. That means a summoning potion is 5x more effective than a super restore potion.
  • Buying 10,000 or more of an item from any shop now shows a warning popup.
  • The wield animation for Nightveil staff has been adjusted. It's now facing upwards instead of slightly tilted towards the side.
  • The maximum individual item value familiars can hold was increased from 50k to 250k.
  • Turael and various other npcs can no longer be killed by magic spells or familiars.
  • Familiars no longer despawn when changing construction mode.
  • The dialogues for Bolkoy have been updated. That includes an introduction to the dye system.
  • The calculation for Void Knight set bonuses has been reworked. You can now freely combine normal, elite, and upgraded pieces while still receiving the set bonus. The elite bonus is applied when at least two elite pieces are worn, while the upgraded bonus requires a full set of four upgraded pieces. In addition, upgraded Void helms now count as two set pieces, allowing players to leave out Void Knight gloves without losing the full bonus.

I'm very happy with the new dye system and excited to see where it goes. If you've got new items in mind that you'd like to dye feel free to suggest them! The new dye system makes it very easy to add dyeable items to the pool and to create new dyes as well. I'll be focusing on the Halloween Event now. It should arrive sometime mid October and lasts a month! :)

All the best,
Thomy




Patch notes September 26th:
  • Action queuing for Lunar spells has been improved. Your player now waits for the next attack tick before casting various Lunar spells. This fixes a problem where you couldn't cast some Lunar spells during combat. Spellbook swap, Taste Vengeance and NPC contact can always be cast instantly.
  • Dyed familiars now have their ability animations dyed too - just like weapon special attacks.
  • Deflecting effects such as vengeance, ring of recoil, spiked shields, etc. now count towards killer points for monster drops.
  • Monster aggression is now resetting after 10 minutes of being in the same area. Minigames are excluded from this mechanic. To get a better idea of how exactly that works, have a look here: https://oldschool.runescape.wiki/w/Tolerance
  • Ring of recoil how has an option to check charges and break it apart to reset charges.
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