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Kris

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Kris last won the day on January 5

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About Kris

  • Birthday 12/26/1997

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  1. To add to this, treasure trails will be coming out with puro-puro/worldwide implings together. It is our current main objective to get this out ASAP and finally start providing some updates for our ironmen.
  2. Treasure Trails As many of you have been asking me repeatedly about clues, and why they've taken so long, I've decided to write up a short blog. I worked on clues up until the end of November, after which I took about a week long break and barely did anything overall. That was followed by us starting the work on the Christmas event, which literally took us up until Christmas to finish. After that, I was asked to help with Inferno and ended up carrying out the update altogether. Now here we are, with clues right behind the corner. However I'll let you guys know in advance - On the 9th of January I will be going to Egypt for a week; clue scrolls development will be halted completely at that time if I don't finish them before that. Progress > Development Initial testing Post-testing patches Final testing Release So, let's go over the progress on what is done, and what still needs to be done in a little bit more detail: Anagram clues: 101/101 anagrams implemented. Every implemented anagram functions and all the NPCs behind them can be spoken to around the world. Some anagrams come with an additional challenge, such as answering a question, completing a puzzle or completing a light box. Cipher clues: All 13/13 cipher clues implemented. Cipher clues all require you to either answer a question, or complete a puzzle. Coordinate clues: 136/136 coordinate clues implemented. The elite coordinate clues will require the player to kill either a Bandosian or and Armadylean guardian before progressing. The master coordinate clues will require the player to kill three Ancient wizards if they're in multi, or a Brassican mage. Cryptic clues: 265/265 cryptic clues implemented. Cryptic clues will require the player to search an object, to talk to a specific NPC, to kill a monster, complete some sort of a challenge a NPC asks them or to find a key and open the object locked behind the key. Charlie's clues: 8/8 tasks implemented. Emote clues: 50/106 emote clues implemented. Emote clues have various requirements regarding worn items; the player may be asked to wear specific items, sets, or wear nothing at all. The emote(s) must be done in the specified area, often a house or other structure. Medium emote clues will require the player to perform two emotes. Hard and master emote clues always require the player to defeat double agents before progressing further. Map clues: 36/36 map clues implemented. Map clues never require the player to kill anything, only to dig at where the treasure is found. Hot/Cold clues: 127/127 hot/cold clues implemented. The master hot/cold clues always require the player to defeat three Ancient wizards, or a Brassican mage, depending on whether the player is inside a multi zone or not. Sherlock's clues: All 50/50 Sherlock's clues implemented. Music clues: All 20/20 music clues implemented. Music clues require you to play a song in Falador park, on the bridge, to Cecilia. You need to have said music tracks unlocked beforehand. Triple cryptic clues: The clues themselves are all individually written, however the mechanic behind serializing and completing the three clues has not yet been implemented. Falo the Bard: 19/19 musical clue scrolls implemented. Light boxes: Fully implemented and completely random patterns. Puzzle boxes: 7/7 different puzzle boxes implemented. Puzzle boxes can always be solved, the way they're randomized is by starting with a complete puzzle and running a random number of valid steps on it until it is scrambled, meaning it 100% is always doable. Runelite plugins to help through the clues will be available on the desktop client, I have decided not to remove them even if it makes the clues rather boring to do. All six types of clues are being implemented, whereas beginner clues will be 1-3 steps long, easy clues 2-4, medium 3-5, hard 4-6, elite 5-7 and master 6-8. When a player receives a clue scroll, they will receive a scroll box instead of the clue scroll itself. The scroll boxes are stackable and the player can obtain multiple of those at any time, of the same type. There is no restriction to how many scroll boxes one can acquire, however the player will not be able to open another scroll box if they already carry an opened incomplete clue scroll. The reward caskets are stackable and can be opened in masses. The STASH units have been implemented, however I have not yet figured out how I'm going to handle the construction requirement. I will likely just switch the skill in use from construction to crafting until I release the construction skill. However should I choose to do so, whoever has crafted the stash units before construction will not be able to get any construction experience from the units, as it would be unfair. Clue rewards have been implemented in full: All clue scroll rewards have been implemented from all tiers. Right now, the rates have been set to OSRS however this will not remain the same. I will likely only make the rarer rewards more common, and leave the common and uncommon reward tables as they are. The rewards obtained through treasure trails are tracked by the collection log. All items can be worn, have proper bonuses and requirements. The clue scroll milestone rewards(large spade, clueless scroll, uri transform, heavy casket and scroll sack) have been implemented and are available after completing a clue scroll with the necessary milestone count. The clue scroll rankings are implemented. Clue scroll completed amount is being tracked. All treasure trails interfaces have been properly implemented. The Mimic The combat script is fully implemented. The instance and instancing is fully implemented. The rewards have not yet been implemented. Clue scroll drops: ~375 monsters currently drop various clue scrolls. Chambers of Xeric have a 1/12 chance of dropping an elite clue scroll. Barrows has a 1/200 chance of dropping the elite clue scroll per barrows brother slain. The stone chest in the lizardman temple has a 1/100 chance of dropping the medium clue scroll. The rogue chest has a 1/99 chance of dropping the hard clue scroll. The H.A.M members have a 1/50 chance of giving medium clue scrolls when pickpocketed. Clue bottles, geodes and nests can be obtained with OSRS rates and opened to receive the clue box. I'll also post some media as I go along implementing more and more of the treasure trails, here is the first part of it:
  3. Another update was pushed an hour ago, that fixed all the problems which were reported regarding Inferno. The list of fixes can be found at the bottom of the original post.
  4. The Inferno Event This update also comes with an event with prizes over $100 in store credit! You can read more about it here. Monsters inside the Inferno Nibbler: Jal-Nib Several of these creatures spawn per wave and can cause damage to three pillars found within the arena. Once a pillar is damaged enough, it will fall. Bat: Jal-MejRah Jal-MejRahs function similar to a Tz-Kih, except rather than draining prayer points with their attack, they drain their run energy instead. They drain 3 run energy per hit. They are also able to drain your combat stats and improving their own at the same time. Blob: Jal-Ak When a Jal-Ak dies, it splits into 3 smaller versions of itself, each using a different style of the combat triangle: Jal-AkRek-Xil (Ranged) Jal-AkRek-Mej (Magic) Jal-AkRek-Ket (Melee) Melee: Jal-ImKot Jal-ImKots only use melee, but make up for it with extremely accurate and damaging attacks. If a Jal-ImKot cannot reach the player, it will burrow into the ground and resurface next to the player. Ranger: Jal-Xil Jal-Xil is very similar to the Tok-Xil from the Fight Caves, the only difference is that Jal-Xils boast higher combat stats. Mage: Jal-Zek Jal-Xil is very similar to the Ket-Zek from the Fight Caves. Jal-Zeks have a unique ability where they can revive a defeated monster in the same round they appear in. Each monster can only be revived once and with half health. Jal-Zek will only use its respawn mechanic while in combat. Nibblers and mini Jal-Ak's will not be revived. Jad: JalTok-Jad Stronger version of TzTok-Jad, and similarly attacks in all three forms of combat where the player must use the appropriate protection prayers before the attack hits. Final Boss: TzKal-Zuk On the 69th and final wave, TzKal-Zuk will break free from the prison. Floating in the lava and moving back and forth between it and the player is a small piece of the wall, which must be utilized as a shield to protect from TzKal-Zuk's attacks. If it attacks the player, it cannot be protected against and it has an extremely high max hit of 251, which has a high chance of killing even a fully healed player. Throughout this fight, other monsters spawn periodically and on cues. Jal-Xil and Jal-Zek will regularly spawn behind the player, attacking the shield until they are attacked, whereupon they retaliate. When TzKal-Zuk is below 480 Hitpoints, a JalTok-Jad will spawn behind the player, similarly attacking the shield. When TzKal-Zuk is below 240 Hitpoints, four Jal-MejJaks are spawned, rapidly healing it. When they are attacked, they stop healing and attack the player with area-of-effect blasts. Rewards After successfully beating the Inferno, you'll be awarded with the Infernal cape and a good stack of TokKul which is doubled if you have the elite Karamja diaries completed. There's also a 1/100 (1/75 if on TzKal-Zuk task) on getting the Jal-Nib-Rek pet. The first three successful completions for each game mode will also be explicitly broadcasted to show everyone that you beat all odds! Practice mode The Inferno minigame comes with a practice mode, which requires the player to have sacrificed a fire cape to gain access to the Inferno, along with a 1.5 million coins fee per practice round. The practice mode allows the player to start the Inferno from any wave they wish, ranging from 1 to 69. After having selected the wave, the player cannot jump to another wave. Inferno will continue from there on out and end with you dying, leaving or completing it. Completing the practice mode Inferno gives the player no rewards and does not progress towards the TzKal-Zuk slayer assignment. Your assignment will also not be reset when you die in the practice mode. Bugfixes Right-clicking a message of a friend now shows 'Message' instead of 'Add friend'. Fixed an issue with ignoring where the message wouldn't get filtered. K'ril Tsutsaroth now drops the normal Steam battlestaff. Some delay issues with the Fight Caves Jad have been resolved. Fixed Zahur services issues with Onyx+ members. Fixed typo's with chinchompa daily challenges. Bree now drops noted snape grass instead of unnoted. You can no longer keep on killing the Alchemical Hydra after you finish your task. Added proper dialogues when gambling a fire cape for the TzRek-Jad pet. Celastrus seeds are now obtainable from birds nests. Teleporting to Mount Karuulm with Rada's blessing 3 now shows how many teleports there's left. Fixed a type with the Ardougne cloak's farm teleport showing the incorrect maximum amount of teleports. The Morytania diary to complete a lap of the Canifis rooftop course now completes at the end of a lap. Monsters in the Chasm of Fire can only be killed on a slayer task now. You can now blow molten glass into empty light orbs instead of full ones. Strength/Attack boosting prayers now get disabled when used in combination with Augury or Rigour. You can now create Wrath tiaras. A fire cape can now be used on TzHaar-Ket to get permission to enter Mor Ul Rek. The prices of amethyst items(arrows, amethysts themselves, javelin heads etc) have all been reduced by 75%. Pathfinding changes: Large monsters who occupy more than one game tile will now align differently in combat, using their south-western point as their physical location. Previously, the monsters would try to align themselves using the center of themselves(the center-most-south-western tile in even-size monsters). This change was necessary to introduce the proper Inferno safespots, and I felt like implementing an exception for Inferno alone wouldn't be ideal. This change affects all large monsters around the game. It may have "broken" some of the older safespots, but it also introduces the same safespots found on Oldschool RuneScape. Line of sight formula has been readjusted to account for the aforementioned alignment change. You'll find that the formula is now a fair bit more lenient when it comes to shooting behind corners. Melee combat checks now properly exclude the diagonal tiles. Autocasting spells will now drag the player out from behind the object they hug before beginning the attack. This change does not affect trident-type weapons. Manually casting a spell on an entity will still allow the attack to begin one tick before the player is moved out from behind an object. Manually casting spells on monsters who have just died the same game tick will now permit the spell to go through. This allows players to use blood- and other type spells to gain the effects of the spell, which is a widely used mechanic in the Inferno, to heal up your character quicker. This change does not affect autocasting, nor does it affect trident-type weapons. Strictly manual spell-casting only. Monsters will now walk out from underneath the player when trying to attack them regardless of whether or not the player is moving. Previously, if a player was moving whilst standing on-top of a monster, the monster would not try to walk out from underneath the player as it assumed the player was trying to accomplish the same thing and doing it double would just be excessive. Due to the recent changes in entity priority mechanics, where monsters are now processed before players are, this excess checking is no longer necessary and would actually interfere with, or even break certain mechanics. Monster health and other levels are now properly normalized every minute(the timer starts at different points for all monsters to avoid putting unnecessary pressure on the game tick at the minute mark). If a monster's health or combat levels are above its base levels, a value of one is deducted from it every minute until it is equal to the base levels. If the monster's health or levels are below the base, they will be increased by a value of one until they're normalized. Accounts registered in 2020 will now be able to see the game noticeboard in-game again. Inferno Bugfixes as of 03/01/2020 The monsters in Inferno will no longer lose their aggression towards the player if they get frozen. Purple sweets can no longer be eaten inside the Inferno. The TzTok-Jad at wave 67 now waits four game ticks before starting its first attack. TzKal-Zuk's pillars no longer re-appear in later waves if the player relogs. The triple TzTok-Jad's waves attack delays are now 4-8-12 ticks, as opposed to previous 0-4-8 ticks. Yt-HurKot can no longer heal or follow TzTok-Jad once the TzTok-Jad has reached zero health. Nest boxes can no longer be opened inside the Inferno. Line of sight algorithm no longer requires a -> b and b -> both to be free, but rather only a -> b. This creates the asymmetry that the Inferno and many other bosses require. The Jal-Ak's, Jal-AkRek-Mej's, Jal-AkRek-Xil's, Jal-Zek's and Jal-Xil's attack distance has been set to 14 tiles. The monsters that the Jal-Zek revives will now spawn at half their health. TzKal-Zuk's cutscene before it breaks free now begins at the correct starting position, instead of slowly panning into it over time. The Jal-Ak will now cancel its melee attack if the target has left the melee distance by the time the attack is meant to fire, and will now select another appropriate attack style. The Ancestral glyph will now wait 4 ticks at both corners, instead of the previous 5, before moving in the opposite direction. TzKal-Zuk now waits 15 game ticks before firing its first attack, instead of the previous 14. The dragging tiles for TzKal-Zuk now work, and only affect TzKal-Zuk - they will not drag any other monster. The TzKal-Zuk's attack and land sounds now scale with the distance from the target, so the further away you are, the quieter they get. The Jal-Nib no longer has fixed spawn locations, and will spawn across a 3x3 box in a random positioning. Up to two Jal-Nibs can spawn on a single tile. If the Jal-Nib spawns at the South-Easternmost tile and chooses to target the Northern pillar, it will now be forced to go north on the last step so it doesn't start attacking the pillar from the southern side. The four waves in Inferno which spawn excessive amounts of Jal-Nibs now spawn six Jal-Nibs instead of the previous five. Multi-target selection formula for magic and ranged has had some line of sight changes to it, so that if you attack a monster that has another monster next to it, but the other monster is not visible to you through line of sight, but is to the entity you attack, they will still get hit through multi-target selection. The line of sight formula previously compared against the player, as opposed to against the main target itself. Implemented a tracker to see how much coins leave the economy through the practice mode in Inferno. The JalTok-Jad and TzKal-Zuk are no longer affected by the flinch mechanic, meaning attacking them before they attack you no longer delays their first attack towards you. The JalIm-Kot can no longer attack on the same game tick as it burrows into the ground. The infernal cape is now tracked by the collection log. The monsters that the Jal-Zek revives will now wait four game ticks before doing their first attack. Inferno monsters will continue to face the player when they die, as opposed to randomly wandering off the second it happens. Re-adjusted the way the safespots behind the Ancestral glyph are calculated. Instead of having 1 tile trailing behind the shield as it moves, that 1 tile is now moved ahead of the shield. So staying 1 tile ahead of the shield is safe, much like in RuneScape. Falling behind is almost certain death. The Ancestral glyph's safespots now only go as far as three tiles south of the shield, going any further than that means you're free to get attacked by the TzKal-Zuk. The Inferno completion broadcasts now show the combat level at which it was completed. If you happened to leave the Inferno and you had a slayer assignment that wasn't to kill the TzKal-Zuk, it would previously be reset as the condition was inverted. This has now been fixed and your assignment is only reset if it was to kill the TzKal-Zuk.
  5. It is not currently implemented, no. However even with the balloons, PID would play a role unless I specifically implemented it differently, which isn't a bad idea but I don't know if I'm able to push that live within the short time bracket.
  6. This update log contains information regarding the Christmas event, new store items, and store bonuses going on until the end of the week, as well as some end of the year competitions with amazing rewards. Store Bonus December 23th through December 30th we will have a massive store bonus when purchasing credits: +25% Bonus credits for Paypal (even more than last time!) +15% Bonus credits for OSGP In addition to this bonus, we will be releasing exclusive holiday themed custom items that can be purchased with credits: (STORE) Snow imp pet - A follower version of the Snow Imp that follows you around during A Christmas Warble. This Imp will be wearing a red scarf! The item will be discontinued when the event is removed from the game, on the 5th of January.. The item is not tradeable. The item costs 500 donation credits. (STORE) Christmas scythe - A large scythe that's classified as a fun weapon. The scythe performs the graphics that occur when using a Scythe of Vitur against large targets, however the scythe will not hit three times. The item will be discontinued when the event is removed from the game, on the 5th of January. The item is tradeable. The item costs 1,000 donation credits. (STORE) Santa outfit - An outfit once worn by Santa Claus. The item will be discontinued when the event is removed from the game, on the 5th of January. The outfit is tradeable. The item costs 2,500 donation credits. (VOTE POINTS) Ice Amulet - A large spiky necklace, sold in the vote store for 20 vote points. The item will be discontinued when the event is removed from the game, on the 5th of January. The item is not tradeable. Christmas Event Together with @Corey, we have whipped up a very nice, short and sweet Christmas event for you all to attend. Of course, this will also come with holiday exclusive event items such as a Christmas ghost outfit, Candy cane as well as three new emotes! You can start the event by going through the wardrobe located next to the Zenyte home portal. We suggest you turn music and sound effects on for the event for full experience! Here are the rewards for the event: (EVENT) Christmas ghost costume (EVENT) Candy cane - comes with a spin emote Custom Emotes: Snowman Dance, Freeze, Dramatic Point. Edgeville (Winter Edition) To really get into the spirit of the holidays, home has been re-themed to a winter wonderland. Christmas Competitions During the Holidays we are also hosting a various amount of competitions with prizes to be won. You can read more up about it here. PSA It is the holidays, So if you're traveling, be safe! It gets crazy around this time of year and we want to see you all Next year! You will not want to miss what 2020 has in store! Happy Holidays! - Zenyte Staff Team
  7. Being one of the few pures in-game myself(yes, I also play Zenyte and happen to do so with a lv 1 def account), I'm actually quite fond of the ideas, all but a few. The last one will be implemented, yes, but it will be in a different format that I won't discuss right away and it will be very limited in terms of what it can actually do. Not a fan of the piety one as it's not the defensive part of the prayer that makes the prayer itself overpowered, it's the offensive parts. I don't mind unlocking most of the lunar spells, but any combat-related lunar spells will keep their 30 defence requirement(vengeance, cure, healing).
  8. When it comes to planned bonus experience events, I usually do drop a few hints beforehand. When it's due to interruptions - which makes up just about half of the bonus xp events - there's nothing I can do.
  9. Yeah I have no plans of doing a weekly double or bonus experience event. I think that takes away from its mystery and also starts affecting the way people do skilling. The idea behind current bonus experience periods is that it is random. Yes, you can assume when it begins but it is completely up to us. Normally we always put it on for a day or two whenever we mess something up and cause people to lose their playtime(longer periods of downtime, messed up updates). I've also got a tendency to do them whenever some sort of a holiday is on its way; If none are coming up, I normally do it with right around 3 week intervals between them. This is all pretty pseudo-random and for a reason. I'd rather people not hoard the supplies and then always waste them on the weekends or whenever they know the special is going to go active. It starts damaging the game that way. Rather have people guessing when to waste their supplies or whether there's even a point in them waiting weeks before being able to use them. It's just healthier having them use the supplies as they get them which is what generally happens.
  10. I do not have plans of creating events for most of the holidays anymore. I tried with Halloween and it ended up consuming so much of my time and I still couldn't get it out in time for the actual holiday. We may try again for Christmas but it may also just be something as basic as claim-rewards with no plot behind it, much like I did with Halloween and Thanksgiving.
  11. Fair enough, can do. However if you're trying to sell say 500 monkfish, and there lowest offer is for just 100 monkfish, I will make it display the the price of that, even though it won't allow you to sell all of them. Rather difficult to do anything more complex than that through those couple of lines.
  12. I have plans of putting this information in a different section within the game noticeboard. The only reason I didn't do it in the latest update was due to not having enough minigames to list in the tab(I could only think of pest control at the time); However since then, I have plans of introducing a counter that shows the number of players in pest control(in all instances combined + on the pest control island) as well as one to count all the players within wintertodt and within the camp area right outside it.
  13. I do have plans for creating instances, however I'd like to do so with a nice interface behind it. The interface alone would be a few days of development time. Alongside that, for something such as Godwars dungeon instances, we would need to create a lobby system(to avoid getting hit by npcs while building the instance) and something to reclaim the lost items from.
  14. I like the idea in itself, however it's a tricky one to accomplish right now since we would need to create a separate query for this. The game is unaware of the timers completely, the website handles that stuff on its own. I'm not sure how complicated it might get, but I'll look into it. I'd love to expand the noticeboard.
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