Emps-World Forum

Emps-World => Update Notes => Topic started by: Thomy on October 03, 2018, 07:45:16 am

Title: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Thomy on October 03, 2018, 07:45:16 am
Hey guys,

I'm very happy with how the past 2 updates turned out and improved our overall activity; wilderness especially. I'd like to continue improving the wilderness because I think it's a place that ensures the overall game economy stays healthy by creating demand for equipment and resources. I'm also introducing weaknesses to make PvMing more interesting and to give elemental weapons places where they out-scale demon weapons. The aim is trying to create a system where every high level weapon can be useful at some point. As always there's also a ton of bugfixes and balancing updates. Many thanks for your reporting and feedback!

Vyrewatch - New Necklace
Vampires or also called Vyrewatch have been added to the Wilderness. They range levels between 110 to 140 and are all weak to fire attacks. The strong versions (130 & 140) can be found at the Bone Yard whereas the weaker versions can be found at the Graveyard of Shadows. In general Vyrewatch are not aggressive except for them seeing an opportunity to kill you. I recommend not getting too low health else you may trigger their blood rush and find yourself out numbered in seconds. You are able to collect Vampire blood from every kill which can be used to upgrade the Vyrewatch necklace. The new necklace can also be received as a rare drop from Vyrewatch. The upgraded version degrades after inflicting 15,000 hits and requires 1,000 Vampire blood to be upgraded. Their flying form is also immune against melee attacks. They can be reached with spears and halberds though. The upgraded Vyrewatch necklace has bonuses equal to the best range, magic and melee amulet combined. It also has a passive effect allowing you to deal 5% more damage while also taking 5% more damage.
(https://emps-world.net/img/updates/vyrewatch.21381.jpg)

Weakness System
I've wanted to implement this for quite a while already and am now doing it in a very basic way. Certain monsters now heave weaknesses: Your weapons and spells now have a damage type which is shown in the equipment interface. When hitting an npc with its weak damage type your damage is increased by 25%, accuracy however remains the same. This additional bonus doesn't affect experience gains but let's you kill opponents quicker. Not many monsters have a weakness yet, because I'd like to see the system in action first and gather feedback. If you guys like it I'll continue developing the weakness system. So please let me know!

Cooking Skill
With recent changes to Fishing the experience gains for Cooking are just wrong right now. I've tripled the experience rates and changed the code that decides when to burn food. By default you now require a 25% higher level of the food's requirement to no longer burn it at all. That means if Sharks require level 70 Cooking you need level 88 (87.5) Cooking to stop burning them. Cooking gauntlets reduce 10% of that requirement. With the shark example it'd mean that you need a Cooking level of 79 (78.75) to no longer burn Sharks when wearing Cooking gauntlets. There's one exception: You can't burn anything at level 99 Cooking. Burning food now also gives 25% of the original experience.

GWD Changes
I am really happy with how the drops for top 3 damage dealers turned out, but I think it backfired a little bit in the God Wars Dungeon. I've halved the drop rates of rare and unique items from bosses. Don't worry, the drop rates are still better than before the top 3 damage dealer update if you go in with 2 friends! I've also done some changes to boss combat: The changes listed above are to ensure that bosses are still fun and somewhat difficult if fought in groups and not impossible to kill for people with the best equipment.

Game fixes / changes:
Engine fixes / changes:
Map & Tile System Rewritten
I've completely rewritten the client's internal management of tiles. This goes hand in hand with the map loader and its underlying system managing the area you see. This improves the memory management of the map and loading times. It also sets the first step for supporting gigantic rendering distances without the map being cut off at some point. I've been messing around with rendering distances of 200 and got good 50-60 fps without any optimizations yet! In the end this should also completely remove small loading times and never show map edges anymore. However this is the final version and I'm still pretty far way from that, but the changes in the tile system now allow me to do that. For those of you who are interested in the technical changes: The map has been represented in a 3d array consisting of 4 104x104 arrays representing a plane each. When loading a new map this would have to be fully reloaded with new objects. The new system now consists of a hash table of tiles allowing to add and delete tiles easily.


All the best,
Thomy
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Dokas5000 on October 03, 2018, 08:02:50 am
I like what are you doing for this server. Those Vyrewatches look cool. Nicely done! :P
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Aussie Lad on October 03, 2018, 08:09:14 am
Hit effects (vengeance, recoil, spirit shields, etc.) are now always applied. Also when applying a lethal hit!

thankyou!!!! best update
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Yazan159 on October 03, 2018, 09:30:10 am
Well done!
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Martin on October 03, 2018, 09:44:50 am
Nice
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Archer on October 03, 2018, 09:56:45 am
I am really happy to see what you're doing for this server. All these changes and new content are just improving everything in general. You know what you are doing. Thank you Thomy and keep up the great work as always <3
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Drugs on October 03, 2018, 11:59:59 am
Good job Thomanuel
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Vindicate on October 03, 2018, 12:31:34 pm
hashtables +1
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Sam on October 03, 2018, 02:04:47 pm
Nicely done, Thomy!
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Tgod Bro on October 03, 2018, 02:39:36 pm
Sick! Good job Thomy.  ;)
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Slimshadyy on October 03, 2018, 04:25:21 pm
Those Vyrewatches look great! Also thanks for fixing the list of bugs and the additional improvements.
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Rotanas on October 05, 2018, 06:05:51 am
thats just great. fishing 2x times easer, cooking become 3x easer when i will get 250m thieving you will make it 4 times easer ?
what im going to do now with those 170k raw mantas left over in my bank ?
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Possessed on October 05, 2018, 11:59:37 am
Awesome , can't wait to check it out.
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Someone12116 on October 05, 2018, 01:39:42 pm
KQ officially dead content yeee boiiii

thats just great. fishing 2x times easer, cooking become 3x easer when i will get 250m thieving you will make it 4 times easer ?
what im going to do now with those 170k raw mantas left over in my bank ?

There is way too much food in the game to the point it has become worthless and has absolutely no demand. Increasing the xp rates means that less food items will enter the game and thus improve the market in the long run.
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Rotanas on October 05, 2018, 06:45:04 pm
KQ officially dead content yeee boiiii

thats just great. fishing 2x times easer, cooking become 3x easer when i will get 250m thieving you will make it 4 times easer ?
what im going to do now with those 170k raw mantas left over in my bank ?

There is way too much food in the game to the point it has become worthless and has absolutely no demand. Increasing the xp rates means that less food items will enter the game and thus improve the market in the long run.
i understand that but so many hours i wasted. feels bad.
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Il Skill L on October 05, 2018, 06:52:11 pm
KQ officially dead content yeee boiiii

thats just great. fishing 2x times easer, cooking become 3x easer when i will get 250m thieving you will make it 4 times easer ?
what im going to do now with those 170k raw mantas left over in my bank ?

There is way too much food in the game to the point it has become worthless and has absolutely no demand. Increasing the xp rates means that less food items will enter the game and thus improve the market in the long run.
i understand that but so many hours i wasted. feels bad.
Don't worry. I'm sure this is only a small part of all the time you've wasted in this game.
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Soulcist on October 07, 2018, 03:34:52 am
It's been such a long time since I've been on this community and it's nice to still see that it's online. Looks like the work you've done with the server has come a long way. These updates are coming along nicely and look amazing - awesome work!
Title: Re: Updates October 3rd - Vyrewatch, Weakness System and Engine Improvements
Post by: Someone12116 on October 19, 2018, 03:02:28 pm
KQ officially dead content yeee boiiii

thats just great. fishing 2x times easer, cooking become 3x easer when i will get 250m thieving you will make it 4 times easer ?
what im going to do now with those 170k raw mantas left over in my bank ?

There is way too much food in the game to the point it has become worthless and has absolutely no demand. Increasing the xp rates means that less food items will enter the game and thus improve the market in the long run.
i understand that but so many hours i wasted. feels bad.

It was wasted time anyway with if you bothered with fishing past 99.