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1
Off-Topic / Re: Lets count to 10,000
« Last post by Nocturnal on Today at 08:21:55 am »
3726
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Hello everybody!

Today's a bad day for monsters. Most enemies have received a weakness against specific damage types. We're re-introducing stab, slash and crush as well as arrow, bolt and thrown damage types. There have also been changes to the pathfinding system for combat and various engine parts have been optimized. Such as the option to change your anti-aliasing quality or to scale down the game's internal resolution for increased performance.

Weakness System
Due to recent discussions on OSRS I've decided to also implement a weakness system for Emps-World. Different damage types for melee and ranged are being reintroduced. Depending on your attack style and weapon you can now deal stab, slash or crush damage with melee weapons. For ranged weapons you can deal arrow, bolt or thrown damage. These don't affect your maxhit. Your damage type is shown in your equipment screen. Weapons with a dedicated damage type remain unchanged. That includes broad weapons, elemental weaponry, spells, etc. A weakness means that your accuracy is increased when dealing damage with a matching damage type. This bonus is multiplied with your base accuracy similarly to the slayer helm. If you wish to check a monster's weakness for yourself you can use the monster examine spell from the Lunar spell book. Alternatively you can find out a monster's weakness by examining them. I also expect the weakness system to be listed on the Wiki in the near future.



Following monsters have a weakness:
  • Wildy wyrm: water & slash
  • Ice strykewyrm: fire & crush
  • Glacor: fire & crush
  • Skeletal Wyvern: fire & crush
  • Tormented demon: water & stab
  • Frost dragon: fire & stab
  • Metal dagons: earth & crush
  • Dragons: water & stab
  • Fire giant: water & bolt
  • Ice giant: fire & bolt
  • Gulega: stab
  • Dark and light beast: slash
  • Turoths: crush
  • Aquanite: earth
  • Magmanite: water
  • Aviansies: air & stab
  • Bloodveld: slash
  • Jelly: crush
  • Cockatrice: stab
  • Smoke & dust devil: air
  • Gargoyle: crush
  • Nechryaels: earth & stab
  • Tzhaar excluding hardmode fight caves: water & crush
  • Vampires: silver & fire
  • Undeads: air & thrown
  • Demons & hellhounds: water
  • Spiders: fire & crush
  • Kal'Ger: water
  • Yk'Lagor: arrow
  • Har'Lakk: slash
  • Nex: bolt
  • Vanstrom Klause, Ranis & Vanescula: silver and fire
  • Lucien van Rot & followers: crush
  • K'ril Tsutsaroth: water & arrow
  • Kree'Arra: air & stab
  • General Graardor: fire & thrown
  • Commander Zilyana: earth & crush
  • Giant mole: slash & fire
  • King black dragon: water & stab
  • Corporeal beast 1st form: stab & slash
  • Corporeal beast 2nd form: air & thrown
  • Kalphite queen 1st form: stab & crush
  • Kalphite queen 2nd form: fire & thrown
  • Smoke demon champion: water & arrow
  • Chaos elemental: earth & bolt
  • Kolodion: crush & fire
  • Dagannoth supreme: stab
  • Dagannoth prime: arrow
  • Dagannoth rex: fire
  • Barrow brothers: air & thrown
These changes will bring more weapon variety to the game and give me more freedom for future content. Instead of having the best weapon or spell you now have the best weapon or spell per damage type.

Human Verification on Homepage
We've added a human verification process called Turnstile to various pages. This aims at resolving an issue with spam landing on the forums. If you are having troubles logging in please don't hesitate to post in the Helpdesk. There shouldn't be any issues with the mechanism in modern browsers. Afterall almost the entire web uses such a verification mechanism.

Game fixes / changes:
  • The combat skill advancements interface has been cleaned up. Additional categories Hitpoints & Other have been added and the Special & Milestones categories were removed. Requirements for Defenders and Culinaromancer's gloves (barrow gloves, dragon gloves, etc.) have been fixed. The other category now also includes items such as the fire cape, completionist cape, etc.
  • It is no longer possible to hit a 0 when passing the hit chance roll. Your lowest hit will be 1 and your maxhit remains unchanged.
  • The prayer drain rate for lower level prayers has been reduced by roughtly 30%. It should be possible to keep the beginner prayers active for quite some time before running out of prayer points. Their impact isn't too big and prayer points on lower levels aren't high either.
  • The internal calculations for pathfinding have been updated. It applies to PvP and some PvM content. Nex for example uses pathfinding to walk towards her target. The code has been optimized to quicker find a path towards the target. This improves situations where you are too slow when following an enemy during PvP.
  • Nex has received fixed attack patterns: 2 distant attacks, phase special attack, 2 distant attacks, melee attack, 2 distant attacks, phase special attack, etc. If a phase has no special attack it is replaced by a melee attack. If she is unable to do a melee attack she'll attack with the phase special attack or a distant attack. Phase changes reset the attack pattern and she'll begin with 2 distant attacks. The HP of her followers were reduced by a small amount and their attack speed was lowered. Moreover, there's a delay of 5 seconds before a follower starts attacking, giving you time to taunt or kill quickly.
  • An issue was fixed where Kal'Ger wouldn't spawn meteors anymore after a person left the boss instance.
  • Future double drop chance events will now also work for Barrows and Clue scrolls.
  • The accuracy bonus of promethium daggers and spears has been lowered. This brings them more in line with other promethium items in terms of dps.
  • The Ranged strength bonus of bolts has been increased by 10%. They were lacking in damage and accuracy in comparison with longbows. That gives the demon crossbow slightly more dps than the demon longbow but with less accuracy.
  • Various old npcs have had their bonuses and levels updated. The current system, which the majority of npcs already use, calculates npc combat power through their combat level. Boss monsters are excluded from these calculations and have not been changed.
  • Dragons now belong to the neutral combat class. Their defence bonuses are the same against every combat style.
  • Barbarian villagers have received additional dialogue to help newcomers.

Engine fixes / changes:
  • The visuals of doors, ores, trees, etc. while the map is loading has been improved. You can now interact with these objects while the map is still loading instead of having to wait. This is a big improvement for game settings with large render distances or on slower machines.
  • Obsidian caves visuals have been improved. This also includes Obsidian dragons and Tzhaar spawns. It's now also possible to shoot over the lava to use safespots.
  • The loot beam for rare item drops has been updated. It now has a lighting effect and displays longer making sure you definitely realize when a valuable item was dropped.
  • You can now change the anti-aliasing quality to get even smoother edges.
  • The high and very high shadow settings now also work with large rendering distances. They give the entire map shadows instead of fading out at some point. The quality of closer shadows remain unchanged.
  • The game render resolution can now be changed. This improves performance a lot on slower machines. I could get 35-40% fps boost on my laptop using this technique. You'll find this especially useful on large screens with high pixel densities. It reduces the internal resolution at which the game is rendered and scales it up before sending it to your monitor.
  • The resolution at which water reflections are rendered has been changed. Lower water qualities now require significantly less GPU power to render reflections. This change is an overall improvement for water reflection performance with little to no loss in quality.
  • More progress has been made towards the first person mode. You can toggle the camera mode by typing ::firstperson. The camera now shakes with your character's movement and animations. Is this mode something you'd like to see fully released in the future?
  • Healthbars now fade out during a death animation.
  • The height calculation for overhead prayers and healthbars has been improved. The healthbar now tries to better follow an entity's head position.

Here's what my Yk'Lagor looked like in first person: :P


I hope you're liking these changes. Please give feedback on the weakness system. It might still require some finetuning for special cases. I am still working on the Karamja expansion. I think a quest would be nice and possibly the introduction of Ape Atoll where you can find a new solo dungeon.

All the best,
Thomy
3
Off-Topic / Re: Lets count to 10,000
« Last post by Bluestorm on April 30, 2024, 06:28:06 am »
3725
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Off-Topic / Re: Lets count to 10,000
« Last post by Chris on April 26, 2024, 08:00:07 pm »
3724
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Off-Topic / Re: Lets count to 10,000
« Last post by Thomy on April 11, 2024, 04:57:29 pm »
3723
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Off-Topic / Re: Lets count to 10,000
« Last post by Bluestorm on April 11, 2024, 02:57:56 pm »
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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 :)
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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
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Off-Topic / Re: Lets count to 10,000
« Last post by Fund Kakare on March 31, 2024, 10:03:54 pm »
3721
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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.
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