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Recent Posts

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1
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.
2
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.

3
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
4
Off-Topic / Re: Lets count to 10,000
« Last post by Bluestorm on February 23, 2024, 11:24:13 pm »
3720
5
Off-Topic / Re: Lets count to 10,000
« Last post by Thomy on February 22, 2024, 07:56:21 am »
3719
6
Off-Topic / Re: Lets count to 10,000
« Last post by Apoc on February 21, 2024, 07:09:14 pm »
 3718
7
Update Notes / Updates February 6th - Various Quality of Life Improvements
« Last post by Thomy on February 07, 2024, 08:39:15 am »
Hey guys,

In this update we're updating various things to improve gameplay. There's changes to the Giant Mole allowing you to bypass the dig mechanic and more items can be deconstructed. I've also added a dark cave in Shilo Village experimenting with lighting. There's also river flow mechanics through the village. Check it out and let me know what you think!

Game fixes / changes:
  • An issue was fixed that disconnects you when withdrawing larger amounts of items from looting chests.
  • Various fences and gates now allow arrows and spells to fly through them.
  • Chaos elemental's attacks that unequip items have been fixed.
  • Using a special attack no longer clears a full teleblock duration.
  • Promethium drops in the Rot Caves can now contain promethium boots and gloves.
  • Selling items to non-general stores no longer increases their amounts. This addresses an issue where it's possible to mule large quantities of runes from main to ironman accounts. This is heavily going against the principle of obtaining items on your own aka the ironman mode. With this change the restock speed of the runes shop has also been increased.
  • Ranger boots, obsidian cape and various christmas reward items can now be deconstructed.
  • Various issues with the giant mole have been fixed. Moreover, you can now skip the burrow mechanic by freezing or teleblocking the mole before she starts digging.
  • Promethium hatchet now only loses charges when logs are obtained instead of when a new chopping timer is calculated.
  • Dragon (g) and (sp) can now be deconstructed for treasure and dragon energy.
  • Amulet of fury and its ornament version can now be deconstructed.
  • Clue scrolls can now be purchased from the EP store.
  • Shilo village gem rocks can now be mined. There is also a hidden entrance to the gem caves somewhere in the village.
  • It's no longer possible to get the exact same clue step twice in a row. That fixes an issue where Uri would spawn twice.
  • Trapdoors can no longer be assigned as daily Construction task.

Engine fixes / changes:
  • Clickable areas for small items on the floor have been improved.
  • Special attack hover information for god blades has been added.
  • The visuals of triggered bird traps for the Hunter skill have been improved.
  • Various floor tiles inside buildings now support hard edges on highest floor quality setting.
  • An attempt of water moving away from a central point has been made in Shilo Village and Barbarian Village.

I'm not quite sure what the next big project will be. I currently have a few ideas in mind: Shilo Village & Jungle area configuration with various new monsters and a short quest. Other than that Summoning or another group dungeon where you'd face Nomad. That could potentially all be within or around the jungle area of Shilo Village. :D

All the best,
Thomy
8
General Discussion / Re: ---
« Last post by Tulrak on February 06, 2024, 10:44:50 am »
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General Discussion / ---
« Last post by Papa Troq on February 06, 2024, 01:43:50 am »
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10
Suggestions & Ideas / G.E
« Last post by Flames on February 01, 2024, 06:39:04 pm »
Maybe is it possible to add History button to grand exchange, would be really cool :o :o
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