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Ryan

[June 11th, 2019] Summer Event 2019, Combat improvements, QoLs, and MUCH more!

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Content updates:

  • Summer Event 2019
    • We're excited to introduce this year's Summer event which will be active until August 3rd, 2019
    • There are a variety of different activities to participate in, all of which earn you Summer gems that can be spent at the event chest
       
    • Cycled activities
      • Every few hours an activity will be under the "spotlight"
      • The following content that can be under the cycle is:
        • Edgeville PKing (50-100 gems per kill)
        • Pure zone PKing (50-100 gems per kill)
        • Rogue's chest (5 gems per steal, 50-100 gems per kill)

           
    • Summer dragons
      • Summer dragons can be found roaming in random areas of the deep wilderness
      • They are a little hard to find, but they have a chance to drop some extra rewards and currency amounts!

         
    • Summer comets
      • Every hour, a Summer comet will fall from the sky and land in the Catherby summer beach. It can be mined by the entire server for a consistent amount of summer gems until the comet is fully depleted
      • This is probably the most relaxed activity in the event, and is great to enjoy while chatting with friends!

         
    • Solarkath (World boss)
      • Every four hours, Solarkath will rise in his lair (non-wilderness), and the entire server can participate in defeating him!
      • Any player who deals at least some damage will receive a drop!
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    • For more information on the event, speak with the Nature spirit at home!
    • TIP: You can type the ::event command to view the status on all dynamic activities!

       
  • Enchanted god capes
    • You can now attempt to enchant an imbued god cape (of any type) for a 10% chance to receive an enchanted god cape!
      • These capes give you the ability to swap your spell books (even in the wilderness) 20 times every 24 hours
      • Enchanted god capes allow you to freely swap the god type, so if you manage to enchant one you will have unlocked all of the others too!

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  • Game ticks
    • Prior to this update, we had mentioned on our official discord that there were issues that had been discovered with our server engine.
    • These issues caused "game ticks" to be improperly timed at random moments, which would often leave to some severe issues!
      • Such as attack speeds being faster than intended, for example
    • We conducted a test on May 29th, 2019 with an attempt to fix this, but unfortunately we did not achieve the intended results
      • Since then we've formed a system that allows us to keep the old tick system (for those of you who like SpawnPK's fast-pace feeling) while still fixing the aforementioned issues
         
  • Cosmetic equipment slot
    • We've added a brand new "cosmetic" equipment slot entirely separate from your original 12 equipment items.
    • Cosmetic equipment items do not provide any bonuses, and can therefore be worn virtually anywhere!
    • This new feature has been added in light of the Summer Event, with the Summer parrot debuting as the first item equippable in this slot!
      • The parrot from the Well of Goodwill is also eligible for this slot
    • If favored, we may be adding more of these items in the future, so stay tuned!

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  • Untradeable items (repairs)
    • As some of you may already know, our administrator @Phenomenon put together a forum topic for the community to openly discuss the idea of raising repair costs for a range of different untradeable items.
       
    • The ideal result of this is to add a greater element of risk & reward to the wilderness, as there are certain autokeep items that have little to no penalty yet rank at (or close to) best-in-slot.
       
    • Repair cost changes and additions
      • NOTE: This does NOT include costs after the repair bench discount. If you have a Gilded repair bench in your player-owned house, all of the costs listed below will be 25% less
      • Cursed void
        • The killer will now receive 125M per piece and the player must pay 250M per piece to repair it
      • Cursed obsidian
        • The killer will now receive 125M per piece and the player must pay 250M per piece to repair it
      • Enchanted gloves and boots
        • The killer will now receive 250M per piece and the player must pay 500M per piece to repair it
      • Ornament necklaces
        • The killer will now receive 100M per piece and the player must pay 200M per piece to repair it
      • Ring of vigour (i)
        • The killer will now receive 50M and the player must pay 100M to repair it
      • Avernic defender
        • The killer will now receive 50M and the player must pay a 50M fee to repair it
      • Infernal cape now breaks on death
        • The killer will receive 50M and the player must pay a 100M fee to repair it
      • Bound rune pouch now breaks on death
        • The killer will receive 25M and the player must pay a 50M fee to repair it
      • Ferocious gloves now break on death
        • The killer will receive 50M and the player must pay a 100M fee to repair it


Combat improvements:

  • Game tick fixes
    • As mentioned earlier in this thread, game ticks should now be fixed, and will therefore lead to far more consistent actions and scenarios
    • This has been re-iterated because of how much of an essential foundation it is for combat
  • Pathing improvements
    • Fixed issues where players will attack far earlier than intended
    • Fixed issues where players move through too "direct" of a path than intended
    • Fixed issues where players wouldn't "turn" as intended
    • You can now right-click "Walk here" on a player to actually move to their position
    • You can now right-click "Walk here" on a tile, and it will remember the originally selected tile (even if you moved your camera, etc.)
    • Your character will now prioritize moving to the tile North/South of your target if the Eastern/Western tile is the same distance (consistent and proper pathing behaviors)
  • Damage frequency
    • Fixed a flaw in our damage cap formula that caused players with certain max hits to hit high (often at cap) far more than intended
  • Weapon improvements and fixes
    • Improved granite maul (or) special attack accuracy
    • Raised Wicked blade attack speed by one tick, therefore matching the speed of a whip
    • Slightly increased the accuracy of Dharok's set when below 10 hitpoints
    • Fixed a bug with Karil's and the AoTD effect giving more than the intended bonus
    • Fixed the attack speed of heavy ballista after special attack
  • Magic improvements
    • Fixed issues with accuracy for bind and teleblock
    • Magic hits should feel more punishing against melee tank gear in EdgePvP and NH Tournament combat
    • Fixed an issue where ice barrage and other freeze spells applied their freezes one tick too early
  • Protection prayers
    • Fixed issues with the registration and damage frequency when hitting against protection prayers
  • Miscellaneous fixes
    • Unequipping items will now disengage you from combat
    • Added the obsidian armor set bonuses to all obsidian weapons
    • Added the obsidian & berserker necklace bonus to all obsidian melee weapons
    • Mythic obsidian now gives obsidian armor set boosts as intended

Gameplay changes and fixes:

  • Superior bosses
    • Increased the spawn rate for Superior wilderness bosses from 1/350 to 1/250
    • Superior bosses in Single zone combat only will now only attack players who've attacked it first
      • The attacks dealt to players in single zone will also no longer "PJ" players from PvP combat
  • The following items can now be noted:
    • Zuriel's equipment
    • Vesta's equipment
    • Statius equipment
    • Morrigan's equipment
    • Dragonfire wards
    • Ancient wyvern shields
    • Occult necklaces
    • Spirit shields
    • Third-age longswords
    • Third-age bows
    • Zaryte bows
  • Added "EdgePvP" teleport to the royal seed pod configuration options
  • Increased the chance of Mystical Tekton Pet's insta-kill PvM effect
  • Infernal cape will now have a darker tint when the "Player lighting" option is disabled
  • Fixed a few issues that were sometimes causing server-wide lag spikes
  • Added a Level 75 attack requirement to the Toxic staff of the dead
  • You can now exchange coins for 100M bags in the wilderness
  • Super restore potions should now restore other skills such as Agility (recover from karil's effect drain)
  • Your looting bag will now instantly open/close from the right-click option, rather than prompting you with a dialogue
  • Fixed sanfew serum decanting in your bank
  • Fixed issues with the Well of Goodwill not cycling as intended
  • Fixed blood slayer accumulator's ammunition mechanic
  • Fixed dragon crossbow on new school graphics
  • Fixed guthan's chainskirt on female characters
  • Fixed protection values for superior boss items
  • Fixed yell filter display for non-donator yells
  • Restricted grand treasures (ancient crossbow, balmung, etc.) from EdgePvP

Post-update patches (6/12/2019):

  • Solarkath drops will now go straight to your inventory, fixing some issues players have had with picking up their loot
  • Fixed issue with freeze spells applying their freeze too early
  • Fixed issue with players "running backwards" when attacking shortly after clicking to walk elsewhere
  • Added a "wait timer" for Solarkath spawning during the Summer comet, just like it does for world tournaments.
  • Increase variety and randomness of summer dragon spawn positions
  • Increased the interaction distance when attempting to talk to the summer spirit at home
  • Added a hover description to the summer elixir, describing its effects
  • Removed choccy tokens from the donation promo packages

Check out the update analysis video by @Phenomenon

 

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Do the new god capes have any better stats, or does it only include the aformentioned new changes? Other than that, great update

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Long awaited update, finally here and it's god damn sick. Hats off to ryan for all the hardwork!

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@Ryan Theres a reason 07 only allows Magic Cape to be used 5 times per day (and other 07 servers make it even less 3-4 I believe), idk why you chose 20 l00l. Other than that great update!

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Good shit. Also happy my 250m per piece (repair) was implemented!

Edited by Lammie

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tbh i love the update but that part of the infernal cape is kinda dissapointing i would rather have that black shine dripping of the infernal cape like before.. :/

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Solid update, great to see the godcape idea coming through. Shoutout to Ryan for listening to community suggestions! 

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Very nice update.

One clarification would be great though - do autokept Ethereal items require a fee to repair? I think they probably should, and that it should be in line with how OP each item is.

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i decline the broke gear tho its not even worth to use it in deepwilderniss like it breaks repair everthing -2b x) i paid for enchanted stuff like 2t+

 

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21 hours ago, Kellatha said:

rip to all the autokeep nerds

Does not apply to 'all' aka Ethereal items...

And we all know the reason why ;)

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1 hour ago, Anthem said:

Does not apply to 'all' aka Ethereal items...

And we all know the reason why ;)

Whoever suggested this was probably entirely removed from bias and subsequently is equally affected by this update, so we shouldn't worry about it...

Seriously though - why tax the 'poor' and not the rich?!

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2 hours ago, Jimm0 said:

Whoever suggested this was probably entirely removed from bias and subsequently is equally affected by this update, so we shouldn't worry about it...

Seriously though - why tax the 'poor' and not the rich?!

There's always method in the madness... They are taxing the poor so they don't become rich!

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Great update to the cost of repairs but i think for rings and necklaces 200m is a little steep.. I think 100m for necklaces and rings is fair and keep the armour the same. its costing nearly 1b to fix obsidan with a torture... when the spawnables are risking nothing. :S price

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