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81
Update Notes / Re: Updates September 16th - Skilling Pets & Many Minor Overhauls
« Last post by Lv Persavoz on September 19, 2021, 04:47:48 am »
The skilling pets are dope!
82
Update Notes / Updates September 16th - Skilling Pets & Many Minor Overhauls
« Last post by Thomy on September 16, 2021, 08:35:09 am »
Hey guys,

In today's update I have a lot of smaller reworks and improvements that I've seen as problematic over the past months. One of the major aims was to improve the game on slower devices because it just was not performing as well as it actually could. Most of these smaller updates already went live a while ago as incremental client patches. The largest part of this update is Skilling Pets, which can now be obtained randomly while training skills.

Skilling Pets
You can now find Skilling pets while skilling. The chances of obtaining those are quite rare but do scale linearly with the amount of experience gained. Additional modifiers are included when being a member and also the amount of total experience points in a specific skill. The modifier for receiving a combat pet are halved because experience gains are generally higher than those of non-combat skills. You can receive pets multiple times and having a full inventory will just drop the pet item on the floor. You can find a list of all skilling pets in your collection log.

Below's a screenshot of all pets:


I'm sure you'll find your favorite pets. Good luck hunting for those! :)

Invention
I've added many more items that can be deconstructed. That filled up the skilling interface quite a lot and I decided to group certain items together. There's no longer every bronze item listed with every energy you get but instead a group of bronze items. You can still find the list with all details on the wiki though.


Item Sprites
The way item sprites were calculated was a bit questionable and also very outdated. In order to fix some bugs in the old system I decided to rewrite it. Item icons are now rendered as 64x64 pixel sprites and downscaled instead of 32x32 pixels. This results in much better visual clarity of items and fixes visual problems that existed previously.

Shadows
I've identified a few issues with shadows regarding their performance and the way they looked unless being on the highest setting. I've reworked the shadow filtering technique from a simple anti-aliasing window to a poisson filter. This results in sharper shadows with increased performance. This gives us higher quality shadows for a bit less of GPU power required than before. It improves gameplay with shadows on lower-end devices and increases visual quality on high-end machines. I basically modernized the way shadows are smoothed out. I have also implemented cascading shadow maps. That is a technique which renders the shadows of distant objects in lower quality. This allowed me to put shadows on basically every model on higher graphic settings. We now have nicer shadows that render performant. Let me know what you think!

Sprite Positions & Minimap
I have reworked the internal Sprite positioning system which now supports comma values. That results in much smoother minimap transitions, experience drops, hit splats, etc. Any kind of moving text or image is affected by this. This change allowed me to create a zoom option for the minimap. You can use your mouse wheel while on top of the minimap to zoom in and out. There's a limit of how far you can zoom out because you might hit too much of unloaded terrain. Clicking the compass sets the minimap zoom back to its original value.

Camera
I have rewritten the camera system. It was tedious to use for mathematical calculations and also being juddery. You could feel this especially when moving around or zooming in/out. Moreover, the game was doing the same calculation many times per rendered frame. The new system brings better performance for slower systems and a smoother experience when using camera controls.

Boss Drops
It has recently been pointed out that there is no real advantage trying to solo a boss. I'm introducing a minimum and maximum drops system for bosses. You will get at least two drops for killing a group or hardmode boss. That means a solo attempt will result in 2 rolls on the drop table rewarding the much more difficult fight. I understand that this increases the amount of drops for solo kills. However, bear in mind that duo or trio kills are much quicker and result in way more drops than soloing! This is a small QoL improvement for trying to solo group content. The resource drop amounts for hardmode bosses are now also scaled by 120%. If the boss drops 100k in normal mode, it will drop 120k in hardmode.

Login & Reconnecting
I've reworked the way you login or reconnect to the game. The process was sped up by a lot and will now transfer all data required immediately when logging in. This results in a much faster initial load as well as smoother reconnects should your internet connection get interrupted. Online timers such as being in combat or in the wilderness are unaffected by this change. The rework is about quicker and smoother logins.

Game fixes / changes:
  • The amount for alch warnings can now be configured by right-clicking either low or high level alchemy spells.
  • Combat power of Demon wand has been increased. It is the most expensive weapon to use and should also reflect its high cost by providing more damage. I've increased Magic accuracy by 15 and strength by 4.
  • The Chaos elemental's combat was visually updated. Attack animations no longer walking resulting in weird positions. Its attack speed was also nerfed and combat power slightly buffed to remain equally strong.
  • Item bonuses for dragon full helm (sp) and dragon platebody sp) have been fixed. There was also an issue with poisoned dragon spear bonuses that got fixed.
  • K'ril now counts as demon when using Demon aura.
  • King Black Dragon collection log now contains the construction heads item as well.
  • Collection fairies can be bought for having 25%, 50%, 75% and 100% completion of the Collection log from the Event Point store.
  • Mining rune essences is back to its old speed.
  • Nex is now considered a demon.
  • The bonuses from Demon slayer aura have been increased from 15% to 20%.

Engine fixes / changes:
  • In-game time is now properly synced with server time again.
  • Water configuration for areas above water (Pest Control boat) has been fixed.
  • Orb timers are now displayed in minutes to cause even less visual clutter. They will show seconds once reaching values < 1 minute. So you definitely know when exactly an effect expires.
  • Fairy wings wield model has been fixed.
  • Items kept on death interface now shows up to 9 items instead of up to 6.
  • A bug was found and fixed in the client's asset updater which could cause certain models not to be downloaded and displayed properly. I've also put a limit on parallel asset downloads to avoid overloading network traffic. Loading times are unaffected by this change.
  • The color picker for completionist cape is now updating the interface's model colors immediately after selecting a color. You no longer need to hit the Confirm button to have a preview. The right-section hue image for color selection is now also constant. This makes it easier to select a specific color or when changing color tones.
  • There was a problem with faulty sprite data that needed to be refreshed. The game now automatically detects faulty images on startup and rebuilds the image cache when necessary. Prior to this fix the game would always re-download images and store them on the disk. Images aren't too big but the game would continously store unnecessary data. A few megabytes will be freed up for some computers. ;)
  • The cursor code has been overhauled and performance was improved. In some cases (magic spells) the cursors would keep reloading putting some unnecessary stress on the GPU.

I hope you'll be enjoying this update. It took a while to put everything together and get it to a release. What would you think of letting your pets drink dye bottles to change their appearance in a future update?

All the best,
Thomy
83
Hello very nice I love fishing rock tail!!  :-*
84
Update Notes / Updates April 29th - Living Rock Caverns, QoL and Engine Improvements!
« Last post by Thomy on April 29, 2021, 07:09:21 am »
Hey guys,

A new part of the Dwarven mines can be accessed: The Living Rock Caverns. You will find new creatures and resources. It's a dangerous place, so don't come unprepared! I've also worked on several Quality of Life improvements such as the coal bag automatically filling itself or the Giant Mole no longer digging away frequently. There's also been minor changes and improvements to the rendering engine. You can read the full details below.

Living Rock Caverns
The deeper parts of the Dwarven mines can now be accessed. You will find Living rock creatures, ore deposits and new fishes. The cave is designed for higher level players requiring at least level 75 Mining or 80 Fishing to participate. It's also a dangerous area with aggressive rock creatures. Their aggression radius is rather small but you should not underestimate them.


The caverns contain following activities:
  • Cavefish & Rocktails: level 80 and 90 Fishing required. When cooked these fishes allow you to overheal. Meaning that you can get a higher maximum HP value. This effect is temporary and fades away similar to brews.
  • Mineral deposits: level 75 and 80 Mining required. Deposits contain about 50 ores before they collapse.
  • Living rock creatures: drop a random amount of Living Minerals which can be used for Cavefish and Rocktails.
I've also rewritten a few parts of the Fishing and Mining skill to have more flexibility for future skilling resources. That means choosing more flexible respawn timers for rocks, fishing spots, etc. will be possible. The respawn timers for skilling resources in the caverns are longer than usual. You will need to walk around the caves for a bit for min-maxing.

Deposit Box
With this update various deposit boxes can now be used. The deposit box in your house still acts as a bank chest, so no worries there! You can use these boxes without having to enter your bank pin. You can only deposit items and not withdraw any. Here's what it looks like:



Game fixes / changes:
  • Construction daily tasks can no longer be any expensive furniture containing either one of a marble block, gold leaf or magic stone.
  • Crumble undead spell damage bonus is now shown in equipment screen when autocasting it.
  • The repair costs of dyed items have been adjusted. They now require the same amount of gold as their uncolored counterparts.
  • An issue was fixed where question dialogues could overwrite each other.
  • The south-eastern wall of Varrock can now be climbed with level 43 Agility.
  • A problem with monsters losing aggro when being attacked from afar has been fixed.
  • Right-clicking stairs to climb up/down is working again.
  • Spinolyps in the Dagannoth boss fight have been fixed. They now also spawn in instances and had their aggression radius increased.
  • The double experience timer is now a timer orb instead of being rendered on top of the inventory as text.
  • Coal bags will now fill themselves automatically when mining coal.
  • An additional small multi area zone has been added east of the Chaos elemental. This was done to avoid single-combat scenarios when fighting the Chaos elemental or Kolodion.
  • Potion share spells can no longer be used inside of the Duel Arena.
  • Bandos, Armadyl and Zaros books can now be obtained from the Magic chest. Their pages are rewards from clue scrolls. All clue scroll pages have also been added to the collection log.
  • Magic chest in Dark Knight Fortress has been added to the collection log.
  • The hardmode version of Giant mole is digging away less often.

Engine fixes / changes:
  • An issue where you could click through a highlighted menu in tab area was fixed.
  • Black overland areas are now turned to water by default. You can see these changes in certain parts of the desert or at Poison Waste area. This was added in order to avoid seeing just blank and black area when standing next to a region that doesn't exist.
  • Skilling and timer orbs have been updated. Their font size was reduced to support larger numbers.
  • A fadeout effect has been added to ending projectiles.
  • A display issue with players standing in shallow water has been fixed. This also fixes a problems where items would not be properly aligned to the floor when standing on those exact spots.
  • The music and sound buttons can now be clicked to quickly enable or disable sound and music effects.
  • A rounding issue for numbers when selecting UI size has been fixed.
  • Missing images of various menu styles have been fixed and re-added.
  • An issue with a water area inside the Fight Caves was fixed. In rare occasions the lava could turn into swamp water.

I couldn't quite finish Invention improvements which contain additional deconstruction of various items. I'll try to get it done next update and also look into creating new hardmodes for existing content. :)

All the best,
Thomy
85
Hay Thomy,

I found a bug that seems to have  originated from this updated. When I am in a multi-combat area such as the Abyssal demons area in ancient caves and I use a magic spell that hits multiple monster the game lags and consciously disconnects. I was specifically using my Zuriel's staff on the Abyssal Demons when this occurred. Furthermore, I also noticed that the monster models in the area were jittery. When I changed my graphics setting this problem went away but I just wanted to mention it as something I have noticed. Lastly, I talked to some other players in the clan chat about this issue and they were also having the same problem.

Thanks for taking the time to read this and I hope I explained the problem accurately.

Sincerely,
Killerman123     

Thanks a lot! The issue has been reported a few times already and is fixed by the time I am writing this post. :) It had to do with a check failing for magic multi hitting spells.
86
Hay Thomy,

I found a bug that seems to have  originated from this updated. When I am in a multi-combat area such as the Abyssal demons area in ancient caves and I use a magic spell that hits multiple monster the game lags and consciously disconnects. I was specifically using my Zuriel's staff on the Abyssal Demons when this occurred. Furthermore, I also noticed that the monster models in the area were jittery. When I changed my graphics setting this problem went away but I just wanted to mention it as something I have noticed. Lastly, I talked to some other players in the clan chat about this issue and they were also having the same problem.

Thanks for taking the time to read this and I hope I explained the problem accurately.

Sincerely,
Killerman123     
87
Hey guys,

Today's update is a collection of many smaller changes and adjustments. I've focused on adding more content to existing areas and making those feel more alive. There's also improvements for Agility and new food to be fished and consumed. The main focus of those changes was the wilderness.

Wilderness Changes
I've changed the target switching delay for PvP zones from 5 seconds to 8 seconds plus your weapon's current attack speed. It shouldn't be possible for multiple people to take turns on attacking you in single combat zones. This timer is immediately reduced to 2.5 seconds whenever the player you are fighting can no longer be seen. This includes death, teleports, running too far away, etc. The rendering distance for NPCs inside the wilderness has also been changed to be the same as everywhere else. You can still only see players a maximum of 20 tiles away though.


Several areas have been improved:
  • Lava Maze: new monsters, Agility shortcuts and an underground area was added.
  • Lava Maze Underground: greater demons and black dragons can be found here.
  • Rogue's Castle: a farmer and a master farmer have been added to the first floor.
  • Bandit Camp: bandit spawns have been added
  • Dark Knight Fortress: Npc spawns have been added to the castle. There's also elite dark warrior versions that are much stronger and drop better items.
  • Chaos Altar & Chaos Temple: You can now offer bones to all altars. However the two altars in wilderness are giving additional experience rates. The Chaos altar gives 400% xp per offered bone and the Chaos temple altar gives 250%
  • Northern wilderness underground: monsters have been added and 4 fishing spots for lava eels.
  • Lost Spirits: a new area has been named and added. For now there's Spirit scorpions and fishing spots for Fury sharks. See the Fishing section below for more details.
  • Pirate's hideout: few pirates have joined the hideout.

Disconnect Handling
The way the game handles disconnects has been changed. Closing the game client and actually disconnecting now result in roughly the same time required before your character fully logs out. Before this change closing the game would slightly be faster because the game could detect an immediate interruption sooner than a timeout. The game marks a player as disconnected when not receiving at least one response in 10 seconds. Don't worry, the game client automatically says hi to the game server every 2.5 seconds, this system does not require any user input! When detecting such a disconnect the game subtracts 10 seconds from the in combat timer (should you be in combat) and tries to log you out. The subtraction takes place because we already know at this point that a player couldn't respond for 10 seconds! This subtraction is a change to the system that was used before. When outside of the wilderness you shouldn't be online for longer than 10 seconds when losing connection to the game or closing the game client. Inside the wilderness it's a maximum of 20 seconds when being in combat. Any disconnects that happen outside of being in combat are instant. This wait timer exists to avoid people from trying to escape deaths while also making sure that actually disconnecting from the game isn't punished too hard.

Yk'Lagor
I've talked to various players and identified a few issues with the boss. One of them being that you can just have lucky RNG when a mage freezes you and the boss hits his special attack on you. I've given the minions, Necro archer and Necrolord fixed attack rotations. Every fourth attack will be a "special attack". This should remove some of the randomness of the fight and also give you enough time to properly taunt or kill spawns. I've also decreased his leap damage a bit and added some delay so that receiving combos after failing a mechanic isn't that punishing.

NPC Aggression Code
I've changed the aggression code for non-boss npcs. Their aggression range has slightly been reduced and they also stop following you once a certain amount of distance is between you and the npc. The target switching delay for npcs has been reduced to 1 second plus its attack timer. That means if you are running away from an npc and it cannot attack you, another npc can attack you quicker than before. This change was made that npcs aren't idle for too long when you're passing by or running away. Bear in mind that this doesn't affect bossing at all! It makes target switches initiated by npc aggression likelier and gives you less aggression immunity from npcs.

Agility Shortcuts
I've reworked the Agility skill interface and added reasonable level requirements for Agility arenas. There's now also a Shortcuts section that shows you all shortcuts available with their respective level requirement. All shortcuts can also be found on the worldmap with their respective level requirement.


Fishing & Cooking
I've added some new fishes that can also be cooked on higher levels:
  • Karambwanji: can be fished in Brimhaven and stack in your inventory.
  • Karambwan: can also be fished in Brimhaven and requires a Karambwan vessel with loaded Karambwanji. The vessel is dropped by pirates or can be found somewhere in Brimhaven. Karambwan can be cooked in two different styles: Fully cooked and poisonous. Eating a fully cooked Karambwan has a shorter delay for your next attack and can be eaten directly after other food. It is possible to combo heal more than 50 in a single tick. Following example heals for 54 in one tick: eat a Shark, Karambwan and drink zip of Saradomin brew.
  • Lava eel: can be fished at several areas in the wilderness and stack in your inventory. You need an oily fishing rod and fishing bait to catch them. An oily fishing rod can be made by applying blamish oil onto it. You can create this oil by using snail carcasses with a pestle and mortar while having an empty vial in your inventory.
  • Fury shark: can be fished in the north-eastern part of the wilderness and require Lava eels. The healing has also been increased from 25 to 28.
In the next update I will further expand on fishing and cooking variations with Cavefish and Rocktails. They will allow you to "overheal" and give you a new maximum HP stat. Rocktails have also already been added to a few droptables so you can already try it out. ;)




Game fixes / changes:
  • Ice shield has been reworked to only work on magical spells instead of every freeze. It's supposed to be a direct counter to the ice crown and it interfered with a few mechanics that applied minor freezes from non-magical sources.
  • Higher tier logs can now be crafted into more arrow shards.
  • A few issues with slayer task names have been fixed.
  • Runecrafting pouches will now automatically be used when crafting runes. You no longer need to empty them.
  • Saradomin strike now correctly drains prayer points again.
  • The shop value of God swords has been decreased to 1,830k so that they are no longer protected over Demon weaponry
  • Grand Exchange messages now only appear when there's items or coins available to be collected.
  • Brutal green dragons can no longer be assigned as a Slayer task. You are free to kill them when being on a Green dragon task though.
  • The animations of Kolodion have been updated. They have been slowed down a lot to properly make him act like a large and not a small spider.
  • A banker has been added to the northern part of Brimhaven.
  • Fury sharks have been removed from all drop tables and were replaced by other items of similar value.
  • The cooking guild just north-west of the Grand Exchange how has a working bank booth including a banker.
  • Aubury now recharges all Glories in your inventory.
  • The target dummy that can be built in the games room in POH can now be activated and attacked. It yields no exp. but shows dps and max hits.
  • Warrior, beserker, seer and archer ring can now be noted.
  • Check-charges and Clean options have been added to dyed items.
  • The prayer altar in Rimmington is working again.
  • The Monster Kill Logs for Bosses and Slayer are now exhaustive, meaning that all monsters are shown no matter the amount of kills you have.

Engine fixes / changes:
  • The color picker interface has received a few fixes and a little rework. Your current color selection is now immediately shown on the comp cape model inside the interface. There was also a bug where some overlay of the color picker wasn't shown correctly.
  • There is now a boss respawn timer for instances. There were also changes to the kill score calculation which is now started once one NPC out of the instance is attacked or becoming aggressive towards a player. Moreover, an instance is only eligible for a Hiscores entry if the player group doesn't change during the fight and doesn't exceed a maximum of 4 participants. If you don't get a kill score message your kill won't count for Hiscores.
  • The amount of pieces worn of an item set is now shown when hovering over items in the equipment interface. This makes it easier to see if a set effect is currently active or not. For now this works with all Barrow sets, PvP sets and Void equipment.

I hope you're enjoying this update. Please let me know what you think of new target switching (pj) delay. Also, what do you think of the improvements that happened to wildy areas and Brimhaven? Would you like to see more of those?

All the best,
Thomy
88
Resolved Bug Reports / Re: Farming
« Last post by Thomy on January 04, 2021, 05:10:48 pm »
Reinstalling the game probably won't change anything. The patch looks like it's occupied and getting it into the "plantable" state should work by just walking on top of it and dig.

What happens when you dig on top of it? What chat message do you get? Have you tried digging from a few angles?
89
Resolved Bug Reports / Re: Farming
« Last post by Lv Persavoz on January 04, 2021, 02:24:15 pm »
Can you show your game settings? Lowering rendering distance might help fix your loading issue. You could try to use a spade next to the empty herb patch should reset them. You can also always try ::reloadmap and see if that helps.
I'm using all on the lowest - oldschool. ::reloadmap doesnt work, this patch is buged to me since last farming fix i think. Would clear catche and install the client would help ?
90
Resolved Bug Reports / Re: Farming
« Last post by Thomy on January 02, 2021, 08:23:13 am »
Can you show your game settings? Lowering rendering distance might help fix your loading issue. You could try to use a spade next to the empty herb patch should reset them. You can also always try ::reloadmap and see if that helps.
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