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21
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.
22
Buy & Sell / Selling in grand exchange
« Last post by Ruunipiff on October 07, 2024, 04:23:58 am »
Hello!

Message me also in game :)
23
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. :)
24
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
25
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
26
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 :)
27
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
28
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.
29
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.

30
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
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