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Emps-World => Update Notes => Topic started by: Thomy on February 20, 2021, 08:10:52 am

Title: Updates February 20th - Wildy Areas, New Food, Skilling Improvements and More!
Post by: Thomy on February 20, 2021, 08:10:52 am
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.
(https://emps-world.net/img/updates/wildy-areas.22169.jpg)

Several areas have been improved:
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.
(https://emps-world.net/img/updates_no_preview/agility-shortcuts.jpg)

Fishing & Cooking
I've added some new fishes that can also be cooked on higher levels: 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. ;)
(https://emps-world.net/img/updates_no_preview/karambwan-fishing.jpg)



Game fixes / changes:
Engine fixes / changes:
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
Title: Re: Updates February 20th - Wildy Areas, New Food, Skilling Improvements and More!
Post by: Killerman123 on February 21, 2021, 05:14:01 am
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     
Title: Re: Updates February 20th - Wildy Areas, New Food, Skilling Improvements and More!
Post by: Thomy on February 21, 2021, 08:02:11 am
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.