The world is currently online!


Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Recent Posts

Pages: 1 2 3 4 5 6 ... 10
1
Off-Topic / Re: Lets count to 10,000
« Last post by Thomy on April 11, 2024, 04:57:29 pm »
3723
2
Off-Topic / Re: Lets count to 10,000
« Last post by Bluestorm on April 11, 2024, 02:57:56 pm »
3722
3
This update seems to be lovely, I wonder if I'll ever get that comp cape tho


Btw, I really hope this bank change system won't cause any issues :)
4
Hey guys,

In this update you can upgrade your completionist cape with your lava capes. This increases the cape's offensive stats and requires level 99 Invention. Your bank space was doubled and the bank interface has been updated. You can now swap, insert and merge entire bank tabs. Read the bank section below for all the details on these bank tab operations.

Completionist Cape Upgrade
It's now possible to use your Invention skill to combine fire/lava capes with the completionist cape. Doing so requires level 99 Invention and high level energies. The ice and range completionist cape invention also requires ava's accumulator to include the arrow preserving effect. The upgraded completionist capes cannot be recolored and provide slightly better bonuses than the completionist and lava capes combined. This is what the new capes look like:

With this update you are now also able to own multiple completionist capes. Visit the completionist cape rack upstairs of the Varrock museum with multiple max capes for the free exchange. You still have to pay ~5m for each max cape though.

Bank Interface Improvements
I've added new features to the bank interface to improve usability. The bank space for everyone has also been doubled.


Here's all the bank interface improvements:
  • Each bank tab can now hold 200 items instead of 100. This applies to both members and non-members.
  • All items in a bank tab can now be configured as placeholders when right-clicking the bank tab header.
  • Bank tabs can now be swapped, inserted and merged. You can drag bank tabs around the same way as other items. The insert and merge options are available when switching from swap to insert mode on the bottom left of the bank interface.
  • Empty rows are collapsed in the all items tab. You can scroll through all your items without having to go over lots of empty spots.
  • Bank loading speeds have been improved. The game will draw more item images per render cycle and switching between tabs no longer causes any flickering.

Game fixes & changes:
  • Items kept on death interface now shows the items you lose in the wilderness as cash drop. This is now also properly logged as a destroy item action. An issue with the scrollbar of the interface has also been fixed.
  • Various textures for GWD monsters have been updated.
  • The completionist and max cape received reflective textures for golden trim parts.
  • The particle system has been modernized and several particle emitters have been updated. Abyssal weaponry, elemental staff and incense burners received a smoother particle texture.
  • The offensive bonuses for Necator equipment have been increased.
  • The dagannoth area has been graphically updated with water and lighting. Drops for low-level dagannoths have also been configured.
  • Various water area borders have been improved.
  • Daily rewards now go straight into your bank.
  • The deconstruction speed of items has been increased by one tick.
  • The zoom in and out operation of the worldmap viewer have been improved. The absolute position on the map will no longer jump around.
  • The loading window in the top left corner of the game was removed. Instead you will see the loading text at the top of the screen that appears only when teleporting far away. The popup only occurs when a short loading screen is required.

I've made more progress on Karamja. Various npcs have been spawned and I started configuring a new solo dungeon. Feel free to check it out already, but it's still in an unfinished state and not everything may be accessible! :)

All the best,
Thomy
5
Off-Topic / Re: Lets count to 10,000
« Last post by Fund Kakare on March 31, 2024, 10:03:54 pm »
3721
6
Resolved Bug Reports / Re: Flood at catherby at fishing shop
« Last post by Thomy on March 25, 2024, 04:36:06 pm »
Hi!

Thank you. It will be fixed in a future patch.
7
Resolved Bug Reports / Flood at catherby at fishing shop
« Last post by Iron Cent on March 25, 2024, 12:54:27 pm »
Hello

noticed a flood at catherby, it dissapears only if u put on the lowest graphs for water.

8
Hello everybody!

Happy Easter! We're celebrating the festivities with a new quest this year. The Easter Event can be started by talking to the Easter Bunny south of the Grand Exchange. We also adjusted mechanics of group bosses to ensure a certain difficulty. On top of that we modernized parts of the homepage to simplify the process for newcomers to sign up.

Easter Event
Starting today you can participate in our Easter Event. The easter bunny can be found south of the Grand Exchange asking for help to find her little son Justin. He loves running away. Finding the little boy is rewarded with very special Easter eggs that can be eaten to receive loot. Strange, isn't it? Among the rewards you can find a Chocatrice pet and cape, sweets, playful marionettes and rares from the super rare item pool. This activity can be completed multiple times similar to the Christmas Event. On average you'll be asked to help the Easter Bunny once every 30-45 minutes of playtime. The event will be active starting today throughout Easter and ending April 15th. There will also be double drop chance enabled during the Easter weekend.


Group Boss Balancing
Certain group boss mechanics can just be bypassed by having a certain amount of dps. That goes directly against the intention of boss fight mechanics. Thus various bosses have had their unique fight mechanics buffed but their defence reduced:
  • Har'Lakk: Defence reduced by 10%. Minions now enrage after a certain amount of time. When enraged, minions will deal increased damage and reduce prayer points. Minion defence level has been reduced and HP scales with group size.
  • Kal'Ger: Defence reduced by 10%. Meteors now have a single hit application and apply a burn (bleed) effect when damaged. The area in which they fall down was also increased and their spawn density was reduced. The maximum amount of damage dealt by a meteor was reduced from 60 to 40 (plus 40 bleed). That increases the damage you take when hit but makes dodging easier. The HP of Kal'Ger has been increased from 2400 to 3000 to bring him towards similar difficulty of other demon bosses that spawn minions. That is an additional 100 HP per phase.
  • Yk'Lagor: Defence reduced by 10%. The Necroarcher's darkbow and poison arrow special attack have been made stronger. Lethal thunder attack now strikes in a 3x3 area and deals a maximum of 100 damage instead of 120. The amount of minions spawned depend on the group size. For groups of 4 players the total amount of minions spawned remain the same. Minion defence has been lowered and their special attack occurs every 5 attacks instead of every 4.
  • Nex: Defence reduced by 10%. Shadow, Blood and Ice area of effect special attacks are now neutral damage which cannot be protected. Continuing phases is no longer possible without minion kills. The melee attack range of Nex has been increased by 1 tile. Damage and HP of minions has been lowered and scale with the group size. As long as minions are active the normal attack of Nex's phase deals additional damage.
  • Vanstrom Klause: Blood siphon mechanic can no longer be dodged by standing near a wall or by being too far away. Attack animations no longer lack behind when vampires are moving.
  • Rot Caves: The rot attack from Lucien now scales harder with rot concentration. Additional loot can now be received by killing more monsters before facing Lucien.
With these changes we don't want to make fights more difficult but keep them future-proof. It shouldn't be possible to skip unique boss mechanics by having one item or high dps.

Homepage & Advertisements
The frontpage of our website now supports up-scaling. This change was made to have more space for the video and image gallery. I have also added an additional video to the slideshow. All account pages have been modernized with simplified templates for login, account creation, recovery, etc.
I was able to purchase an ad banner for 2 months on a popular RSPS list site called Runelocus. You can observe how well it works here: https://emps-world.net/stat#statplot,90
Page visit is counted for every click on the advertisment. Conversion means that a page visit also resulted in a login to the game.

List of changes:
  • Poison heal, deflect and purge auras no longer use a single charge when their effect is applied. Charges lost now depend on the amount of poison damage negated. The poison purge aura is now correctly classified as a tier 1 aura and has 1000 charges instead of 2000.
  • Teleblock is now correctly calculated on players.
  • The client's login logo is scaled up on bigger screens.
  • Animation calculations have received performance improvements. The game no longer renders animations for entities or objects that are not visible on your screen.
  • Rod of ivandis now has an aura model.
  • Various rivers have received water flow control mechanisms. Water will be flowing towards a given direction.
  • The mime event has been reworked to support multiple players at the same time. You'll also get a random amount of emotes (4-8) instead of a fixed amount of 8 now.
  • The drunken dwarf event has been re-enabled. He'll start hitting you if you fail to talk to him in time.
  • Aura lights have been adjusted to have their center on your right glove.
  • Lights in darker areas automatically gain intensity. This is a preparation patch for areas that are too dark to explore without proper light sources.
  • Iironman, moderator and wiki editor chat icons have been upscaled and sharpened with AI.
  • Lumberjack set effect now counts towards Firemaking daily task completion.
  • Defeating evil trees now yields additional rewards: Pile of evil leaves. These can be exchanged by Evil Dave for Lumberjack items. Moreover, the amount of logs you can receive from an evil tree has been capped at 1000.

Various parts of Karamja including Shilo Village have been configured. There will be new activities and dungeons for you to explore in the jungle in a future update. I'll keep you guys updated on the progress. :)

All the best,
Thomy
9
Off-Topic / Re: Lets count to 10,000
« Last post by Bluestorm on February 23, 2024, 11:24:13 pm »
3720
10
Off-Topic / Re: Lets count to 10,000
« Last post by Thomy on February 22, 2024, 07:56:21 am »
3719
Pages: 1 2 3 4 5 6 ... 10