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11
Well done, waiting for 2025 updates already :P
unless you're adding bosses as complicated as Nomad, then i'll pass haha
12
Hello everybody!

We're improving the Toolbelt even further with more items and utility added! The audio system received a massive overhaul with spatial information. Last but not least the Grand Exchange received an insight option allowing you to browse or look for specific transactions.

Grand Exchange Insight
The Grand Exchange clerks now allow you more insight into their daily business! You can view newest transactions to find offers that you find interesting:
You can browse a maximum of 9 pages with 25 results per page. Please bear in mind that these transactions are updated every minute. So it is possible that a transaction is no longer available when you view it. The same pagination logic has also been applied to your Transaction History. You can also search for transactions for specific items. Items that are being sold have a right-click buy option to instantly go the the Grand Exchange interface to place an offer. The game doesn't guarantee you get that specific offer when trying to buy an item!

Further Toolbelt Tweaks
Items created that can be put in the Toolbelt are now automatically placed there. The condition for this to happen is that you have at least one item in your Toolbelt available. You will receive a chat message when this happens. You can now go to any fountain and start filling empty vials which will be used from and put into your Toolbelt. A "Dig-here" option has been added to the Toolbelt's right-click menu. You no longer need to bring a Spade with you for clue scrolls or the Barrows. More items can now be added to the Toolbelt:
  • Balls of wool. Unstrung amulets received a "String" option.
  • Glassblowing pipe. Molten glass received a "Craft" option. While Molten glass cannot be obtained yet, this is a preparation for a future update for a fast way to obtain vials.
  • Bowstrings and Crossbow strings. All fletching items including ammunition have received a "Fletch" option.
OpenAL Sounds
The game now plays sounds through the graphics driver. That's a lot faster and gives sounds coming from entities spatial information. You'll hear sounds coming more from the left or the right depending on where they are played in the game. In the future this system can also be used to have different sounds in caves than on surface. You can still use the old sound system by disabling "OpenAL sounds" from the Game Settings.

Game fixes / changes:
  • The accuracy of hovering over ground items has been improved. There was a discrepancy between the rendered and clickable model for steep terrains.
  • Ghostly robes and most rewards from Christmas crackers can now be deconstructed.
  • The algorithm for text upscaling in the UI has been improved. Letters will be sharper and thus easier to read. You can adjust the Text Readability setting in your Interface Settings.
  • Dragging interfaces now has the same delay as dragging items. This will prevent scenarios where you click quickly and accidentally drag interfaces around. An interface's background will now also be semi-transparent to indicate a dragging action.

This is the last update for 2024. We'll still be having a few bugfixes every now and then, but other than that we'll see each other with tons of new content in 2025! Merry Christmas and Happy New Year in advance from my side. :) Have fun playing!

All the best,
Thomy
13
Update Notes / Updates November 29th - Toolbelt & December Events
« Last post by Thomy on November 29, 2024, 01:57:58 pm »
Hello everybody!

Your skilling experience improves with the introduction of the Toolbelt. Our annual Christmas event returns with exciting new rewards and deliveries. Plus, enjoy free member, free deaths, double drop chance and double experience rates later this month.

Toolbelt
Many items required for skilling can now be stored inside your Toolbelt. You no longer need to carry around pickaxes, hatchets, hammers, etc. The Toolbelt is locked behind a quest and can be upgraded multiple times to increase storage capacities. Here's what it looks like:

Items placed inside the Toolbelt are always available for skilling and are not lost upon death. You can upgrade your Toolbelt multiple times to increase its storage capacity. You'll be guided through the process after completing the Dwarven Invention quest. Toolbelt upgrades beyond level 4 are only available to members. You can always withdraw items from your Toolbelt when not being a member, but upgrading and inserting items requires an active membership. Similar to how additional bank slots work.

In order for the Toolbelt to properly function, various objects in the game have received additional menu actions:
  • Herbs & unfinished potions: Mix action to make potions
  • Logs: Fletch & light action
  • Pestle and mortar: Grind action added to items that can be used with pestle and mortar
  • Gems: Cut action to make bolt tips
  • Hides: Craft action to create equipment
  • Farming plantation: Plantation has a right-click option for removal
  • Construction mode: Furniture has a right-click option for removal
  • Fountains: left-click option to fill vials, buckets, etc.
I'm certain this list will be expanded in the future. Have we forgotten something that could receive an additional right or left-click option? Please tell us by commeting below or post in the idea section on Discord. :)


December Events
This is probably what you're most excited for! We have plenty of events planned throughout December. Moreover, the annual present delivery for Santa returns. Check the list below to see when events take place.
  • Christmas Event
    Get ready for another year of present deliveries from December 1st to January 5th. That's more than a full month to get your hands on unique and rare items. With the rare item pool getting bigger again, the chance to receive any rare item has been increased from 1 in 1000 to 1 in 500. The new items you can obtain this year are the Meat tenderizer and Pet rock.

  • Free Member
    All accounts receive free membership from December 6th to 13th. The best time to check out and upgrade the Toolbelt and enjoy additional bank space.

  • Free PvE Deaths
    Dare to face any monster without fear of losing your items from December 13th to 20th. No charges and no items are lost in any PvE death. This does not apply to the wilderness and HCIM accounts!

  • Double Drop Chance
    Experience the thrill of double loot from December 20th to 27th. Meaning every drop table roll yields two chances to acquire the rarer item, significantly boosting your odds of obtaining precious rewards. This time clue scroll rewards also have double drop chance!

  • Double Experience
    Celebrate the end of the year with a grand finale from December 27th to January 3rd. You'll enjoy double experience rates (including minigame rewards) throughout this period.




Changelog:
  • Nomad's drop table has been overhauled. More resource items have been added and adamant/rune drops have been removed. Have a look at the wiki for the new droptable: https://emps-world.net/wiki/Nomad
  • The area of desert strykewyrm is no longer a safe PvP zone.
  • You can now use secondary inventories when casting spells.
  • An issue was fixed where too much combat time was removed from your equipment when hit from ranged npc combat.
  • Completionist cape requirements have been updated. You now require 25% of the Collection log and 25 Evil tree kills. Minigame completions (Emps-Wars & Pest Control) have been reduced from 100 to 50. The 5 Jad kill requirement has been removed since Fight Caves completion is already required.
  • The random daily activity task is now the same for everyone.
  • You can now select more than 5 options for Spirit tree teleport locations.
  • The superheat item spell now correctly checks for Smithing level to smelt bars.
  • Krystilia's Black knights task has been renamed to Elite black knights to prevent confusion since there are no Black knights in the wilderness.
  • All spined items now give tailor energy when deconstructing.
  • An issue with the game failing to load specific map chunks was fixed. This resulted in high CPU usage or your character going under the visible map. Leaving such a client open for a longer time eventually resulted in a crash.
  • Poisoning promethium items will no longer make them lose all their charges.
  • Holiday events are no longer shown when inactive during the year. The quest names Jack Frost I/II and have been renamed to Snowman Secret and Parcel Prank to have a better title for the actual story. The initial Present Delivery miniquest has also received a separate quest interface. The Christmas event consists of a total of 3 quests that can be completed.
  • The lighting in Pest Control and Emps-Wars has been improved.
  • The void knight in Pest Control is once again targeted by monsters.

I hope you enjoy our events and the Toolbelt! December is always the busiest time of the year. I'm not sure if some of you noticed, but I've recently had a lot more time to work on emps. I've quit my job in October and start my career as freelancer next year. Emps-World will be a part of that! I've already got some exciting changes and updates planned for January / February. Stay tuned! ;)

All the best,
Thomy
14
Update Notes / Re: Updates October 14th - Karamja Expansion with Nomad Solo Dungeon
« Last post by Soulcist on October 22, 2024, 04:01:52 am »
Always doing wonderful work! Thank you.
15
Update Notes / Re: Updates October 14th - Karamja Expansion with Nomad Solo Dungeon
« Last post by Thomy on October 14, 2024, 12:06:32 pm »
Very nice update indeed. Btw you are missing a picture with bloom lightning toggled on or off :)

It was released roughly 5 weeks ago already. All screenshots above were taken with bloom enabled. ;)
16
Update Notes / Re: Updates October 14th - Karamja Expansion with Nomad Solo Dungeon
« Last post by Ruunipiff on October 14, 2024, 09:29:19 am »
Very nice update indeed. Btw you are missing a picture with bloom lightning toggled on or off :)
17
Update Notes / Updates October 14th - Karamja Expansion with Nomad Solo Dungeon
« Last post by Thomy on October 14, 2024, 08:51:43 am »
Hey guys,

It's finally time! Karamja has opened with many new things for you to do. There's a new quest Karamja Journey introducing various locations around the island and a dangerous dungeon inhabited by the fearsome Nomad on Cairn Isle. We've also added new monsters to battle across Karamja with new and unique drops. Have a look at the sections below to see what you can find. If you don't want to spoil yourself, freel free to just explore Karamja on your own.

Nomad - Solo and Duo Dungeon
You can either challenge Nomad alone or together with a friend. The challenge comes in similar (if not higher) difficulty than Vanstrom Klause and the Rot Cave. So come prepared and investigate the dungeon's soul mechanic for increased loot and damage mitigation. Every new boss comes with new gear. Nomad himself uses all three combat styles but has always had an interest in unique magic. He himself couldn't quite figure out how to weave the Nightveil into equipment but an experienced adventurer with proficient skill in Invention can make use of that. You can weave Nightveil cloths into Nightveil robes and the Nightveil staff. Making the robes is easy with high Crafting levels by sewing them together. The Nightveil staff, however, requires some skill in Invention. Take a look at the skill interface for more details on how to create it.

Tai Bwo Wannai
The very first settlement on Karamja you'll find when exploring. Timfraku, the chief, is in dire need of your help because his elemental keys have been stolen. Rumors say that he shall reward you with his old gloves for completing the quest. According to an ancient legend his Karamja gloves allow you to freely teleport to various locations on Karamja. The village also requires daily help repairing their fence and have a tree plantation that they might share with worthy adventurers.

Shilo Village
While tribesmen from Tai Bwo Wannai might disagree, Shilo village is definitely the capital settlement of Karamja. You can find the gemstone cave and a gem store (for tourists) to mine or buy yourself some more gems. There's also Kuradal, a slayer master offering tasks in the Jungle. Might not be a bad idea to get yourself that Nomad slayer tasks for that additional damage and accuracy. Restless creatures can be found in various dungeons around Karamja that give you Restless energy which is required to create new items.

Strykewyrm
There's now three different types: Ice, Desert and Jungle strykewyrms. Ragefire, steadfast and glaiven boot drops have been split across the three. You can find their locations on the minimap, but I'm certain their name makes it an easy guess where to find them. Have a look at the collection log to see who drops what.

Flame lions

Deep down a cave in the southern jungle you can find Flame lions. They attack with heat and thus require you to cool down. You can either buy ice coolers from slayer masters or think of items that might help you cool down? The only way to reliably damage flame lions is water or ice spells. It's highly recommended to use those or you'll find yourself in quite the difficult spot. A new, quite rare and unique drop is the Flame gloves. They themselves don't offer much but Professor Manglethorp (Invention tutor) has developed a way to turn them into Burning claws. The special attack is as hot as dragonfire and uses the attack speed of dragon claws. Have a look at the Invention skill guide on how to create those.

Rot Mosquitos

As their name states they carry a disease called rot. They carry morchella mushrooms and spores and thus offer a great additional way of collecting ingredients to create antirot potions.

New Client Launcher V1.2
A fix was deployed that prevents the game from updating when other game instances are running. Already running client instances crashed when their binary was updated. You need to install the new game version for the fix: https://emps-world.net/play
This only applies to the windows 64-bit client. Other installers will also be updated in the near future.

Attack Ranges
I've overhauled the weapon and entity attack range system. Your character now walks up as close as required by the attack range in order to attack. Before the update your character would walk up 1-2 tiles more than your attack range required. The default attack range of magic spells when using wands or no staves was reduced to 6. Staves still have their attack range of 8. In case you didn't know this, but an ancient staff has an attack range of 10 when using ancient spells. The new nightveil staff has an attack range of 10 that counts for its built-in spell and all other spells used. The default attack range of npcs has been reduced from 9 to 8. It is now possible to actually out-range some npcs when using bows with the longrange option or the nightveil staff. An npc that is outranged and was unable to attack for a while will start moving backwards until you get into its visible range again. The aim of this change is to give weapons with large attack ranges unique use-cases as best in slot options.

Other changes:
  • An issue with the mime event was fixed where you were unable to use emotes.
  • Trees now respawn by their correct timer again.
  • Various utility spells (superheat, enchant, etc.) no longer delete your item when it's an invalid operation.
  • The pathing for Nex has been improved.
  • Degradable items that aren't used for combat now show their total charges instead of combat time.
  • You can no longer duplicate your house's pets by toggling construction mode.
  • It is no longer possible to get a Slayer task that rewards 0 Slayer points.
  • Ring of life equipment is now properly deleted when used. The phoenix necklace (created from diamond necklace) is now available as well. It heals 30% of your max health when falling below 20% of max health. These effects are disabled in the Duel Arena when the no food option is enabled.
  • You can no longer teleport to spirit trees that have been dug out already.
  • Various low level invention requirements have been fixed.
  • The normal slayer helmet now shows killcount when operating.
  • Protection prayer application for Tormented demons have been fixed. Before the update they'd always have all protection prayers enabled.
  • Sceptre of light and its colored versions are now tradeable.
  • The experience gained for smithing various items has been adjusted. There was an issue where non-standard metals would only ever consider a single metal bar for the experience gained.
  • The reward chest for Rot Cave and Nomad dungeon now offer a deposit option.
  • The clipping code for projectiles has been refactored and unified. There were like 4-5 different calculations within the code giving different results depending where they were applied. It's now going through a single check that is the same for everyone, npcs and players. If something feels off or weird somewhere with mage or range, please let me know and I'll have a look!
  • Rod of Ivandis degradation code has been overhauled. It now has a single degraded, destroyed and repaired step. Older staff versions will degrade the way they used to until fully destroyed.
  • Demon saber and crossbow have received special attacks. The demon saber special attack hits your enemy with additional damage and the demon crossbow special attack guarantees bolt effects to apply.
  • The part of the map loader that loads map files and validates them has been rewritten. There was an isssue where the map loader would time out on slower machines resulting in the map loading multiple times. This also fixes a problem where ground heights appeared too low. The overall process of loading maps that are far away has also been smoothed out to prevent the game from flickering and showing an empty screen for a few milliseconds.
  • An issue was fixed where your ground items would duplicate when teleporting between locations.
  • The amount of loading threads have been increased to speed up loading times.
  • An issue was fixed where using numbers 1-5 when entering an amount wouldn't work.
  • The golden equipment parts for upgraded Invention items have been updated. They now use the lighting system's golden color with a metallic look.
  • The fog calculation has been overhauled. For those interested in the maths: The fog density is now calculated exponentially with a density for model distance and models closer to the floor.
  • Hovering over items now shows their equipment bonuses. There is an option to toggle the hovers in the game settings.
  • Health bars are now dynamically resized for all entities depending on maximum health up to a maximum. Prior to this update only large npcs would have large health bars. A quick and smooth transition between health states has also been added.

Lighting - Bloom
Bloom is when bright objects cast a glowing halo around them. This effect usually happens around lights or when object is very bright. It looks good with higher lighting qualities and the default setting is your current lighting quality setting. Some people may not like this effect and thus it received a separate quality setting. This calculation is solely done on your GPU and won't affect performance at all on modern graphics cards. On lower end devices, however, this will tank your fps a lot. Here's an example with bloom toggled on and off:

As you've probably all noticed, this update took quite a while to create and finalize. Have fun on Karamja! Many thanks to the wiki and staff team for testing the update prior to its release. It's been a great help for balancing, finetuning and fixing bugs. It's no guarantee that everything is bugfree though, so please let us know immediately if you encounter any problems and we'll have a look.

All the best,
Thomy





Changes October 16th - 20th:
  • Flame lions now appear in the collection log.
  • It is no longer possible to skull when being outside of dangerous wilderness. We aren't aware what caused this for a single user, but additional checks have been added to prevent it from happening again.
  • Extending a slayer task from Kuradal no longer costs 0 SP.
  • An issue with monsters walking backwards before attacking you was fixed.
  • Nomad no longer randomly heals for 200 health without any orc general being around.
  • The 2 player instance for Nomad has been made more difficult. All monsters received 20% more health. This is necessary in order to have solo and duo clears roughly be at the same difficulty and speed.
  • In order to fix an issue with doors being open but not clippable or random pumpkins blocking your path, the object overlay spawn code has been rewritten.
  • You now require 50 kills for bosses from dungeon clears for the completionist cape: rot caves, vampire catacombs and nomad
  • The 0 kill count entry for Nomad in the Monster Kill Log has been fixed. You'll see correct kill counts now. This also fixes an issue where the completionist cape requirement for boss kills wouldn't go up for Nomad.
  • All unique and rare drops from Nomad are now broadcasted.
  • An issue with the tutorial not progressing from Barbarian Village to the Grand Exchange with 180+ render distance was fixed.
  • Promethium, Nightveil and Necator no longer degrade to their creation material when lost upon death. You'll receive the item with no combat time left that cannot be worn until repaired. This does not apply when you are killed in a PvP fight!
  • An issue with non-walkable spots was fixed, e.g. Vanstrom Klause reward chest.
  • Noted nightveil robes can no longer be traded.
18
Buy & Sell / Selling in grand exchange
« Last post by Ruunipiff on October 07, 2024, 04:23:58 am »
Hello!

Message me also in game :)
19
Update Notes / Summer Events 2024 - Get Ready for an Epic August!
« Last post by Thomy on July 23, 2024, 05:47:49 am »
Hello everyone!

August is shaping up to be a busy month in-game! We've got a series of week-long events lined up for you. Expect plenty of opportunities to level up, loot rare items, and enjoy special bonuses. It's now also possible to view your trade history on the Grand Exchange. Here's what you can look forward to:

Free Membership & Double Minigame Tokens (August 2nd - 9th): Experience the benefits of membership for free and earn double tokens while playing minigames!

Free PvE Death (August 9th - 16th): Take on any monster without the worry of losing your items! This event is perfect for testing your skills and gathering resources (except for Hardcore Ironman accounts).

Double Drop Week (August 16th - 23rd): Get ready for double the loot! Every enemy you defeat will have a double chance of dropping rare items. This is your chance to fill your inventory with precious rewards!

Grand Finale: All Events & Double XP (August 23rd - September 1st): We're ending the month with a bang! All previous events will be reactivated for one epic week, and you'll earn double experience points on everything you do. Don't miss this chance to supercharge your character's progress!




Changelog:
  • Various monsters no longer have a secondary weakness.
  • NPCs no longer have a minimum successful hit of one but zero. This created a scenario where barbarians were quite difficult for newcomers to beat.
  • You can now ask the Grand Exchange Clerks for your transaction history. You'll see your last 38 trades on the Grand Exchange.
  • If you have a full list of daily tasks you can now get new ones as soon as you complete your current ones instead of having to wait a full day.
  • Text placeholders for input fields on the main page no longer disappear when entering something. This was confusing for new users when registering an account.
  • The minimap and worldmap viewer have been overhauled. You'll now see the current ground level highlights (stairs, doors, walls, etc.) on the minimap. The worldmap viewer gives a top to bottom view including interactive objects from all heights. Non-interactive walls are still white and doors are now marked red on the map.

There's been further progress on Karamja. More dungeons have opened with new monsters. I'll now start working on the solo dungeon featuring Nomad. I expect there to be the release sometime in late August or early September. :)
20
Hello everybody!

Today we are overhauling the item charges system, added new recolorable items and expanded the keybinding system. You can now configure various actions in the game to any key on your keyboard. Map loading times for high quality floor and water have been optimized as well.


Degrade System Overhaul
The game will now degrade your equipped items during combat instead of per hit. You no longer use one charge per damage instance. This check happens periodically until you stop fighting. Most weapon and armour charges have been streamlined. Standard degradeable items now have 20.000 combat charges which equals to at least 16:40:00 of combat duration. You lose one charge every 3 seconds. Tank armour (including necator) lasts for 25:00:00 in combat which equals to 30.000 charges. It is possible that some items now have over 100% charges - this isn't a problem and fixes itself once you start using them! Checking charges no longer displays the amount of charges but the amount of combat time left. The message also includes the left amount of charges in percentage. Once an item falls below 1.000 charges you'll receive a chat notification about its current charges. Barrows equipment only throws the warning in its final stage.



Key Bindings
I've completely overhauled the key binding system giving you more freedom to choose your playstyle. On top of menu key bindings you now also have action key bindings which simulate clicking a selected set of buttons. You can also remap buttons used for selecting dialogue options, camera movement, responding to private messages, etc. Check the screenshot below for an example:

You can also map prayers and magic spells to 12 different action keys. You can select the key binding and the action - a spell or a prayer - that you want to activate or cast. There is already an example layout offering a few prayers and spells but feel free to remap them to your needs.


Dye Item Expansion
You can now use dyes on vanguard, trickster and templar equipment. You can also use dyes on any wing but kbd, crystal and ancient wings. The reason for these wings not being recolorable is that their color palette is too monotone and thus the recolor was washed out. These new recolored items are also tradeable in their dyed form. Check the screenshot below for a few examples:



Game fixes / changes:
  • The path calculation for hunting tracks has been optimized. It's now using the same algorithm as player/npc following with a noise factor applied.
  • Trickster set effect no longer grants any freeze immunity. It will freeze the enemy for 6 seconds and give freeze immunity afterwards.
  • The boost modifiers for templar, vanguard and trickster equipment have been adjusted.
  • Nex now always stays in melee distance during combat.
  • You can now low / high alch ammunition for a quantity of 45 per spell cast instead of one by one.
  • Items sold to shops in quantities larger than 1000 now reduce a lot quicker. Restock timers and their amounts are unaffected by this change.
  • You can now configure additional teleport locations in your house's portal room. This includes various boss teleports.
  • Rest in Pieces quest items can now be re-obtained until the quest is completed. There has been an issue where people got stuck during the quest and couldn't progress anymore. I am not quite sure what the exact issue was, but the game is now more lenient towards when body parts can be obtained during the quest.
  • Kree'arra minions and Abyssal champion now have a weakness.
  • The speed for harvesting your Farming patches has significantly been increased. You'll get your harvest twice as fast as before.
  • You can no longer cast a spell without being in its original spellbook. Autocast spells are excluded from this restriction while being in the Lunar spellbook. The game needed a stricter spell origin system for the keybinding system. This prevents spells from being casted through keybindings when not having the correct spellbook active.
  • The combat skilling interface has received a separate section of all spells including their level and rune requirements.
  • The Swap Spellbook spell now supports directly swapping to Normals and Ancients. This action can also be used for a keybinding.

Engine fixes / changes:
  • A ground alignment issue with large and rotated objects has been fixed.
  • Floor blending and calculating water areas is now done with multiple cpu cores. That greatly improves loading times on high ground quality settings. With this change the map loader now also prioritizes floor and buildings over floor decorations. This results in the important map parts loading much quicker.
  • Mud patches for Farming are now easier to spot.

I've made more progress on Karamja and its dungeons. You should find a few native animals roaming around the area already. :D

All the best,
Thomy
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