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 DungeonYou 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 WannaiThe 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 VillageWhile 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.
StrykewyrmThere'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 lionsDeep 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 MosquitosAs 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 V1.2A 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 RangesI'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 - BloomBloom 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.