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Mike
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13 February 2021

Post by Mike » Sat Feb 13, 2021 5:58 pm

This update allows players to autocast any spell with charged staffs (trident of the seas/swamp, sanguinesti staff and dawnbringer), as you could before the 20 January update. This is not something that is possible in OSRS, but there was overwhelming community support in an official poll.
Just to be clear, the fact that you could no longer autocast all spell with charged staffs as of 20 January was not something we specially implemented back then, but rather was an unintended side effect of the game being able to remember your last attack style and autocast spell. Allowing you to autocast any spell with charged staffs was a feature that took some time to implement, but certainly well worth the effort.

Lastly, the update also includes a fix for staffs having "wind strike" as default autocast spell if no autocast spell was selected before.

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Mike
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25 February 2021

Post by Mike » Thu Feb 25, 2021 4:59 pm

Image The Inferno Image


Image


The Inferno is a safe, solo minigame. This means you have to play it on your own, but you will not lose any items on death. Hardcore Ironman will not lose their status if they die here.
If you manage to beat it, you will receive 5,000 tokkul and an infernal cape, one of the best capes in the game. The max cape has slightly higher overall stats, but the infernal cape offers +10 strength bonus instead of +8.
Each time you beat the inferno, you also have a 1/100 chance to receive a Jal-nib-rek pet, which can be transformed into a TzRek-Zuk pet.

Beating the Inferno at least once will become a mandatory requirement to wear the completionist cape in the future. However, there is a 4 week grace period in which players still have the ability to wear the completionist cape without having beaten the Inferno. You will not be able to wear a completionist cape inside the inferno until you have beaten it at least once.

As you may have guessed, the minigame works the same way as in OSRS. If you want to know how to beat it, we advise looking up strategy guides on the OSRS wiki or on YouTube.

Premium members can pay 6,000 Tokkul to start the Inferno from wave 40. If you have a (lucky) Jal-nib-rek or TzRek-Zuk pet, you can pay 5,000 Tokkul to start the Inferno from wave 50, regardless of donator rank.

We have not yet added TzKal-Zuk as a slayer task (which will become unlocked once you have beaten it at least once), this is planned for a future update. An official discussion topic about this slayer task will follow soon.




Player privacy


In order to improve the privacy of our players, we have added some additional restrictions to a number of commands.

As such, the following commands can no longer be used, except by admins:
  • ::checkbhs
  • ::checkcredits
  • ::checkpcs
  • ::checkpoints
  • ::checkratio
  • ::checkslayerpoints
  • ::checkstreak
  • ::checkvotes
The following commands can now only be used if the other player has their private chat on public or on friends and have you in their friends list:
  • ::private
  • ::checktimeplayed
As there has been quite some abuse by honor players to check if someone is gearing up to enter the wilderness, we have imposed additional restrictions to the following commands, which can no longer be executed on players in the wilderness or in the mage bank or on players who performed any actions in their bank in the past 30 seconds while in Edgeville:
  • ::xteleto
  • ::copy
  • ::showinv
  • ::copyinv
  • ::showbank
  • ::copybank
If needed, we can further adjust these restrictions (in either direction) based on player feedback.




Other updates

  • Pathfinding toward larger NPC's has been improved when using ranged or magic. If a large NPC is able to attack you, you will now also be able to attack it without being moved in melee distance when using ranged or magic.
  • The gates at Pest Control have been fixed.
  • Several pet restrictions have been removed, so you can now bring you pet to any minigame.
  • You can now trade your excess ikkle hydra pets in return for a chance to receive one of the following items:
    • 100 dragon thrownaxes
    • 100 dragon knives
    • Alchemical hydra heads
    • Hydra leather
    • Hydra's claw
  • Any bugs with dual clan channels (should) have been fixed.
  • Helpers and staff will now always be inside the help clan channel, they can no longer leave it.
  • It is now easier for regular players to join or leave the help clan channel while also being in another clan channel.
  • The skilling center has been added as a teleport option in the Skilling teleports.
  • New players will now be presented with the skilling teleport interface whenever they leave the starter tent.

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Mike
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4 April 2021

Post by Mike » Sun Apr 04, 2021 9:35 pm

Max cape stats

In order to give our max capes a more fitting place in the game, we have decided to buff the stats of all special max capes. The infernal max cape had already received a buff in a previous update, now we have buffed the other max capes as well.
The regular max cape still gives +5 attack and +15 defense bonus in all styles, while granting +5 strength and +5 prayer bonus. All other max capes provide the following additional bonuses:
  • Fire max cape: +6 strength
  • Infernal max cape: +8 strength
  • Accumulator max cape: +6 ranged attack
  • Assembler max cape: +8 ranged attack
  • Saradomin/Zamorak/Guthix max cape: +6 magic attack
  • Imbued Saradomin/Zamorak/Guthix max cape: +8 magic attack




Bugfixes
  • You can now attack other players or NPC's through slashed webs again.
  • A bug has been fixed where you could not attack across a specific vertical line in the wilderness (see viewtopic.php?p=727246#p727246 for clarification).
  • You can now attack awakened altars at Skotizo again.
  • You can now drop cannonballs and cannon parts on the floor. They will no longer go to your refund box when lost, but they will also no longer be lost on death (except in PvP, in which case the killer can loot it). Added bonus: you can now store them in a looting bag.
  • Being stunned by a Basilisk knight will no longer cause your auto-retaliate to stop working.

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Mike
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23 April 2021

Post by Mike » Fri Apr 23, 2021 8:19 pm

I'm glad to announce a number of pathfinding improvements to issues that have been an annoyance to our players for years. A huge thank you goes out to @Iron adam, @The Underdog, @Brant, @Crimson king and all the others who provided me with the input I needed to know what the issues were and how to reproduce them.
  • A bug has been fixed that would make your character stop following an enemy if you click to attack it twice or more in a row.
  • When an NPC is walking away from you (for example Jal-Nibs at the Inferno and Nylocas in the Theatre of Blood) and you're trying to attack it, your character will now properly run up to them, instead of walking slowly and not being able to catch up until they stop moving.
  • When a pet, a butler or another player is following you and you run around the corner of a wall, they will no longer get stuck behind the wall.
  • If you're attacking another player with melee and they are running away along a diagonal line, you will now keep attacking them properly.
Not all pathfinding-related issues may be fixed just yet, but it should definitely be another major step in the right direction. If we have missed any pathfinding bugs, if new bugs are introduced because of these changes or if some changes did not result in the expected behaviour, please let us know.

One of the improvements (properly running up to an NPC that is walking away from you) required us to change the order in which attacking and movement are processed. Normally, this should not result in any issues, but if you notice any adverse combat-related side effects because of this change, please let us know as soon as possible.

In other news:
  • Autocast spells will now be remembered when logging out and back in. This was already the case when autocasting spells with a staff.
  • When stunned by a dragon spear special attack, you now also have a 1 tick (0.6 seconds) immunity against being stunned again and a 5 tick (3 seconds) immunity against freeze, bind, snare and entangle spells after the stun expires. This immunity is the same as in OSRS and was decided by a 2/3rd majority vote in this poll. Any other immunity, for example against teleblock, has not (yet) been implemented as there is no 2/3rd majority to support this change.
  • You no longer need a free inventory slot when you pick up items in the wilderness while having an open looting bag in your inventory.
  • Vet'ion now drops uncut onyx (this was listed in the collection log but did not yet exist in its drop table because of a wrong ID).
  • Fixed a bug where you could not morph a Lucky TzRek-Zuk into a Lucky Jal-Nib-Rek.
  • The evergreen in Varrock has been chopped down and turned into firewood to help reduce our energy bill. A new evergreen will be planted in Varrock shortly before Christmas 2021.

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Thoby
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6 June 2021

Post by Thoby » Sun Jun 06, 2021 10:27 pm

STASHer's Unit

Welcome everyone to today's update! It has been a little while since you have heard from me, but today I am bringing a fair share of new and exciting content. In this update we would like to further improve the UIM experience, explore existing content and add a bunch of QoL additions. As always, grab a snack and see what today's update brings!





New / Updated Items
Lets start with some new or updated items that are included in today's update:

Image Armadyl's Grapple
The Armadyl's Grapple is a new custom items that is dropped from the Saradomin GWD boss.
It is a magical grapple that allows players to cross the gap in the Armadyl godwars dungeon, while having it in their bank.
This makes it so you can save an additional inventory spot when venturing into Armadyl's lair.


Image Mirror shield
A mirror shield is now required to defend yourself from the Basilisk Knights.
It can be purchased from any Slayer store for 800 Slayer points, requiring 20 defence and 25 slayer to wear.


Image V's shield
Alternatively, you can also use V's shield to defend yourself from the Basilisk Knights.
It has higher melee bonuses than a mirror shield, but negative ranged and magic bonuses.
It can be purchased from any Slayer store for 800 Slayer points, requiring 20 defence and 60 slayer to wear.


Image Ancient Effigies
Ancient Effigies have gotten several improvements.
First and foremost, the experience gained from the Effigies has been doubled for all skills except Construction.
This makes it more worthwhile to use on other skills than before.
Additionally, handing in any skilling pet at the Pet trader now rewards players with an effigy.
Finally, the skill-selector interface was updated to include the Hunter and Construction skills.


ImageImage Smoke Battlestaff
The Smoke Battlestaff is a new reward that can be received from the chest at the Thermonuclear Smoke Devils. When worn, it provides infinite Air and Fire runes.
It can be further upgraded to a Mystic smoke staff for 250 PkHonor Points by using the right-click option in the inventory.


New pets
We hope you like them! Read all about the newly added pets below.





STASHer's Unit
A new NPC can be found just northeast of Varrock square, the STASHer! The STASHer is very good in stashing away some of your clue items and will gladly help you store some of your darned treasure trail items to save bank or looting bag space.
Talk to him to unlock your STASHer's Unit for a small fee of 400 PkHonor points!

Image


Remember those pesky clue steps where you have to talk to a specific NPC and bring some specific item?
Well, you're in luck! The STASHer is also very popular around PkHonor, so he might be able to tell the Wise old man and the Estate agent about all the items you have stored in his unit. This prevents you from having to retrieve the items from the STASHer altogether! He will only do this for a one-time fee, of course...


Image



Additional updates to clue scrolls:
  • A 'Guide' right-click option has been added to all clue scrolls, opening the guide located on the Wiki.
  • Obtaining a new clue scroll step will now show a dialogue in the chat box, making it more obvious that players received a new step.
  • New clue steps have been added! We would like to extend the available steps some more, so your suggestions are welcomed.
  • Clue scrolls are now no longer lost when a player suicides, this will help Ultimate ironmen to clear their inventory before delving into the Wilderness without losing their clue scroll in the process.




Pathing improvements



We had noticed a few odd lines of code in the pathing code and fixed those, which should hopefully fix some of the issues that our players had been experiencing since the last pathfinding update from 23 April. Please let us know if there is still anything off!





Glacors
However, we recognize that some of their mechanics can be quirky at times.
We tried to improve the general experience with the implementation of the Tome of fire, but this didn't really solve any of the underlying issues.
As such, we decided to briefly revisit the Glacor mechanics and solve the main problem: the Enduring Glacyte.

Before today's update, the Enduring Glacyte lowered all incoming damage by 70%, resulting a very slow and tedious kills.
We changed this in today's update! The Enduring Glacyte damage reduction now depends on how close it is to the Glacor that summoned it.
The farther away it is from the Glacor, the more damage you will be doing.
Players should lure the Enduring Glacytes away from the Glacor to finish these off faster.

We also solved the issue where Glacytes would get stuck in surrounding objects. This should no longer happen.

To celebrate these latest changes, we added a new unique drop to the Glacors to spice up their droptable.
Proudly introducing: The Baby Glacyte! The Baby Glacyte is an ultra-rare drop from the Glacors and can be morphed into four different looks, representing the Glacor and the three Glacytes.
This was a requested addition and we absolutely adored how the little guys looked, so hopefully this new pet will make your Glacor trips even more worthwhile.


Image




Barrows
Barrows is one of the longest existing minigames on PkHonor. The minigame is an absolute classic, and we want to celebrate its existence by further expanding on the rewards. Introducing; Barrows pets!

Image

The little buggers will be available from the Barrows chest with a 1/150 chance, and will also be dropped by the brothers in Risky barrows.



Image






Collection log & Kill count book
A lot of players enjoy the statistical nature of the 'Collection log' and the 'Kill count book'.
We introduced both of these as their own items, locked behind the Mahogany bookcase build in your player-owned-house.
However, we recognize that there is no need to make this data so inaccessible, so there now is a 'Collection log' & 'Kill count book' button available in the quest tab, which directly opens the two corresponding interfaces!



Image



The 'Counting on it' slayer perk, which made the 'Log' option on slayer items open up the Kill count book, has been replaced by the 'Courageous soldier' perk.
The 'Courageous soldier' slayer perk costs the same amount of Slayer points, and ignores the combat level of the player requesting a slayer task- thus making it possible for pures to get any Slayer task (if they have the correct Slayer level, of course).





Ultimate Ironmen Experience
With the removal of the Refund box, Ultimate Ironmen are in a tough spot. I think many will agree that the game mode hasn't gotten the attention it should have.
We want to fix this, and would like to focus on the overall UIM experience. The STASHer's Unit could be seen as the first step in the right direction.
The implementation of the STASHer's Unit also came with a shiny new framework for item containers, which can be reused to introduce new item containers in the near future!

Aside from players (including UIM) being able to retain clue scrolls on suicide, UIM players now also have the abilty to box and unbox items at the Item Set Exchange Clerk. This will hopefully help save some much needed inventory/looting bag space.

We would like to reach out to our dedicated UIM community and hear about their feedback and personal experience.
What additions you would like to see in the future? What could be improved upon to make UIM more enjoyable?
Feel free to discuss your ideas on the forums, and I'll gladly join the discussion!





Keyboard QoL
Some QoL changes have been made to make certain actions more accessible:
  • Using the ALT-key on your keyboard now makes it so the left-click option of inventory items will be set to 'Use'. This will be helpful to players training Prayer or Herblore.
  • Using the SHIFT-key inside the bank interface now makes it so the left-click option of your bank items is set to 'Withdraw All', and your inventory items is set to 'Store All'.
  • Using the SHIFT-key inside the trade interface now makes it so the left-click option of your offered items is set to 'Remove All', and the inventory items is set to 'Offer All'.
  • Using the SHIFT-key inside the price checker now makes it so the left-click option of your offered items is set to 'Remove All', and the inventory items is set to 'Add All'.




OpenGL sneak peek
As some of you might have seen in our Discord, we have been working on implementing OpenGL.
Implementing OpenGL will make it so PkHonor can run on the GPU (your graphics card), adding a range of new possibilities to how we render and design the game and generally increasing the performance.
It provides increased viewing distance, higher FPS and the ability to add filters (like bloom, anti-aliasing and more).

Adding OpenGL is a complex challenge, and I am glad to say that we managed to implement it for the biggest part already.
Currently it is still not entirely stable and has several known issues, but we are working hard to perfect it.



Image





Quality of Life
  • The Magic defence in PvP has been lowered to 70%. This has been a desired suggestion from the PvP-community since there is an obvious imbalance between the Magic accuracy compared to the other combat styles (in which the defence has already been lowered to 70% a while ago). We would appreciate any feedback on this change and we are prepared to further rebalance this if need be.
  • Discord messages regarding rare loot, killcount or a HCIM who died will now only happen when you have your private chat on.
  • Broadcast messages regarding achieving 2B XP, magic stone drops, buying a completionist cape etc. will now only be shown when you have your private chat on, or will only be shown to your friends if you have your private chat to friends. Keep in mind that messages issued through ::yell or ::love will be visible to anyone.
  • Items dropped on the floor, magic chests, magic cape racks, demonic thrones and mounted capes of legends will now count toward your ::wealth.
  • Long bones can now be noted at any bank booth.
  • The Onyx drop from the Theatre of Blood is now replaced by its uncut variant.
  • An additional prompt is now shown when trying to reset your slayer task while having an existing Slayer streak. This will help prevent accidental resets that happen due to misclicks.
  • The Ruby bolt special attack against Verzik Vitur has been raised to 50 damage.
  • Extra Dark Beast spawns have been added to the Catacombs of Kourend.
  • Xarpus' base hitpoints have been altered. It did not scale correctly with the team size, thus being different from its OSRS mechanics. This will help balance the Raid boss in smaller teams.
  • You can now access a version of the Ranged store in which you are able to buy the noted variants of its stock. We might try to improve the items sold in the shop at a later point - suggestions are welcome!
  • There now is an indicator of the wealth offered in the staking interface. This will help prevent players from getting scammed, and can also help newer players get to know the prices of items.
  • The Royal seed pod, received from the Gnome Stronghold, now has a new additional benefit: Having the pod in your inventory eliminates the need for Air and Law runes to teleport out of combat. This will add a new interesting use for a rather expensive teleport item.
  • The WildyWyrm clue scroll now has a new look, to clearly differentiate it from regular clue scrolls.
  • It is now possible to claim any tier of Shayzien equipment from Captain Babacus, located at the Lizardman Canyon.
  • Obtaining a Sinhaza Shroud from the Mysterious Stranger at the Theatre of Blood will now trigger any of the previously unlocked shrouds in your Collection log, thus being able to fill your Theatre of Blood collection log if you hadn't previously claimed each shroud.
  • A message has been added when opening the junk store, indicating that selling items on the Grand Exchange will yield significantly more coins.
  • A deposit box has been added to the Blurite rocks.
  • Self-inflicted damage (like Overloads, Explosive potions, etc) now no longer degrades your equipment.
  • The Unfinished potion maker now has different prices for the different unfinished potions. Before, every potion would cost exactly 250,000 coins. The prices are now changed to reflect the profit, usefulness and experience that can be obtained from each herb (ranging from 50,000 to 250,000 coins).
  • The Weapon poison, received from the Theatre of Blood chest, has now been replaced by Weapon poison++.
  • Shown text above duplicate ground items that are on the same tile are now collapsed into a single line. This will make it easier for players to spot what items are on the ground.
  • Boss pet drops will now show up as a Discord announcement message.
  • When the Elysian spirit shield effect triggers, an animation will now show up to indicate its effect.
  • The 'Bracelet of slaughter' and the 'Expeditious bracelet' have been updated, and now show a chat message every time they activate.
  • You can now toggle between the modern and OSRS looks for several items, such as whips, spirit shields and the dragon pickaxe. This can be toggled using the setting in the ::settings panel. We currently provide a single toggle, but we can split them up into categories if players desire this.
  • All the different Herblore potions have been added to the skill guide, which can be opened by clicking on the Herblore skill icon. Hopefully this will help new players to find out which potions are available in PkHonor.
  • Several other skill guides have been improved to show more information.
  • There now is a toggleable ::setting that will change the colors of higher-valued ground items. This makes it easier to spot the valuable items in item piles, like when killing a boss or defeating an opponent in the Wilderness.
  • You now receive a message when teleporting to Barrows, reminding players of the Risky Barrows minigame and how to access it.




Bug fixes
  • Revenant ether can now be put into your looting bag.
  • A bug has been fixed that sometimes caused two WildyWyrms to be in the same location at the same time.
  • The kill count shown on the embedded Discord announcements will now be shown correctly.
  • The Overload overlay icon now shows correctly when the effect is removed (because of the Nex effect, for example).
  • The Stonemason located at the Crafting guild is now no longer attackable (sorry guys).
  • You can now use the right-click 'Friends' option on the player-owned-house portal at Varrock.
  • A bug has been fixed where the Amulet of Aggression messed up the Pestilent Bloat's pathing.
  • Honors now are no longer able to use the Mole claw on the Giant mole.
  • The text of the Shadow blitz spell in the spellbook has been corrected.
  • Issues with Vorkath not counting towards your slayer streak have been fixed.
  • The interface in the Skotizo area has been fixed, these were messed up since the Theatre of Blood update.
  • Vitur's slayer helm now has the correct operate-options inside the equipment tab.
  • The issues with having the bank opened in a fullscreen client have been fixed.
  • The 200M Smithing cape perk has been fixed, and now rewards the correct amount of Smithing experience.
Feel free to send me a message, I'd gladly have a chat!
Image Image

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Mike
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7 June 2021

Post by Mike » Mon Jun 07, 2021 4:46 pm

  • The Barrows brothers are now counted in your Kill Count log.
  • Drops from Risky Barrows have been added to the collection log.
  • A bug has been fixed that caused glacytes to spawn outside the Glacor area or inside a wall.
  • Several items have been added to the STASH unit that could be used for emote clues.
  • A treasure trail step in the Ardougne monastery has been fixed as it could not be completed.
  • Your character will no longer step onto your butler each time you click it.
  • A bug has been fixed that prevented you from gaining attack XP from a dragonkin lamp.

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Mike
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9 June 2021

Post by Mike » Wed Jun 09, 2021 3:16 pm

Thanks to the input of @Bert and @Nazuths (in this bug report), I managed to fix a couple of other pathing bugs, mostly related to ranged and magic attacks:
  • You will no longer walk up to an enemy in certain situations, especially when clicking to walk, eat, drink or switch equipment very quickly after you clicked to attack an enemy.
  • When using ranged or magic, you will no longer get stuck when there is an obstacle or the corner of a wall in the way. There were a few situations where the game thinks you can see an enemy and make you stop moving, but then there was another piece of code that thinks you can't actually see them and not let you attack the enemy. These two different mechanics (following and attacking) now use the same code to determine if you can see an enemy, which should prevent this bug from happening again.
  • When you click to attack an enemy and eat food, drink a potion or switch equipment, you will now run to the enemy's last known location if you were not yet in attack range when you were eating, drinking or switching. This may seem like a bit of a strange pathing quirk, but it's how it works in OSRS, and as far as pathing and combat mechanics go, we normally try to mimic the OSRS mechanics as much as possible. If you folks disagree and think that you should not run to their last known location in this situation, please let us know and we'll change it.
Two bugs with the rune pouch have also been fixed:
  • You will no longer receive a duplicate rune pouch when suiciding.
  • A bug has been fixed where runes would be incorrectly displayed on your rune pouch after you died with a rune pouch in PvP and obtained a new pouch.

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Mike
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Location: PkHonor HQ

25 July 2021

Post by Mike » Sun Jul 25, 2021 8:15 pm

First of all, we have performed another major cache update to bring our cache up to date with the latest version of OSRS (that is, as it was on 23 June 2021), allowing us to implement any of the new items, NPC's, locations or other features that OSRS has introduced in the past year.





The price of the donator status and premium status in the donator store has been lowered to 1,500 donator credits each (down from 2,000 donator credits each). This was done in consideration with the fact that donator credits have become far more expensive to buy from other players during recent months, making it much harder for newer players to grind the in-game money needed to buy these statuses.





While trading, you can now offer all the items from your inventory with a single click on the "Offer all" button.

Image

Apparently, this was already suggested and accepted by us 7 years ago, but this item on my to-do list got lost to history until very recently :oops:.





There is now a hitpoint bar overlay in the top-left corner of your screen, displaying the current and maximum hitpoints of your opponent while in combat. This applies to both PvM and PvP. The opponent's hitpoints are not updated when they eat or heal, only when they are hit.
This overlay can be toggled off in your ::settings, but is enabled by default.

Image





You can now press the "TAB" key more than once in order to quick-reply to a different player (starting with the most recent person who talked to you in PM). Once you reached the last person in the list, pressing TAB once more will make you reply to the most recent PM again.

Image





When hitting an NPC with a whip of fortune special attack, you will now see a visible overlay above the NPC's head to indicate it has been marked and will have a 1% bonus drop chance on death. We made sure this icon would not interfere with other overhead icons, such as protection prayers.

Image





In other news:
  • You can now talk to the master of each skill again to obtain a 2B XP cape. This was broken in the update that introduced the STASHer.
  • A bug has been fixed where Vet'ion or Scorpia, when spawned through a summoner, would disrupt PvP combat in single combat zones.
  • The elder chaos druids at the chaos altar have managed to banish the WildyWyrm, preventing it from spawning at the chaos altar again in the future.
  • A bug has been fixed where the contents of an inventory or equipment preset might get mixed up with the contents of a previous preset under certain conditions. Just so you know, this bug did not lead to loss of items.
  • You can no longer attack the TzHaar-Ket in front of the fight caves entrance (although lacking an "Attack" option, players could attack it by using magic).
  • When an abyssal tentacle is nearly depleted when used in combat, it will now correctly show the amount of charges you still have left.

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Mike
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26 July 2021

Post by Mike » Mon Jul 26, 2021 3:34 pm

Today, a couple of bugs have been fixed, some that were introduced in yesterday's update, some that have been present for longer.

First of all, the hitpoints bar in the top-left corner will no longer overlap with any visible timers (from potions, veng, barrage, ...), as the timers now automatically shift down whenever the hitpoint bar is visible. In the future, we might add the ability to freely drag the hitpoints bar anywhere on the screen, but hopefully this solution should suffice for now.

Image

Furthermore:
  • The animations of the Dagannoth Kings have been fixed.
  • The hitpoints of the Nylocas matomenos that spawn at the Maiden of Sugadinti have been fixed (they used to be 100 but were accidentally increased to 200 in yesterday's update). This bug led to the Maiden healing twice as much as normal per Nylocas.
  • You can now attack players that are jumping/running across an agility obstacle in the wilderness, for example in the Revenant caves.
  • A bug has been fixed that prevented players from applying a completionist cape (fortune) special attack mark on Zulrah.
  • A bug has been fixed where Cerberus' lava pools would disappear too quickly, even though you could still take damage when standing on an (invisible) pool.
  • You can no longer apply a whip of fortune special attack mark on the max hit dummies in Edgeville.

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Mike
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20 August 2021

Post by Mike » Fri Aug 20, 2021 4:32 pm

I'm happy to announce the release of our latest boss: the Nightmare of Ashihama.

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A warning up front: this is a dangerous activity for Hardcore Ironman players. If you die, you will lose your hardcore status! This warning will also appear when entering the lair.

Also a huge thank you to @Empty, who already made a video guide along with an entry in our wiki!


The boss can be reached through the "Monsters" teleport in your spellbook. Donators can enter for free, while non-donators have to pay a one-time fee of 50M coins to unlock the boss. Once unlocked (or if you are a donator), you are free to fight the boss and you will not lose any items on death. However, if you die, you will need to pay 1 million coins to Shura before you can fight again. You can deposit a number of coins at Shura of which she will subtract 1M each time you die. You can withdraw these coins at any time.

The Nightmare is a group boss with a twist. Both Ironman and regular players work together to defeat it and share the drops. Its hitpoints depend on the amount of players and the chance to receive a drop scales with the amount of damage you dealt. Its droprates also scale with group size, so the individual chance to receive an item is always the same regardless of group size.

There is currently only one single Nightmare and there are no separate (or solo) instances yet, these are planned for one of the next updates.

Its mechanics work pretty much the same as in OSRS. There are three phases; during each phase, you first have to destroy its shield, after which four totems in each corner of the room activate. These need to be attacked in order to charge them. Once all four totems are charged, the next phase begins. This exact process is repeated three times. After all totems have been charged a third time, the Nightmare is killed and drops its items. The person who dealt most damage receives big bones as drop and has 5% bonus drop rate.

At the beginning of the fight, the player with the highest melee (slash) defense stats is focused, who will be the tank during the entire fight.
The Nightmare has three basic attacks:
  • Melee, which hits all players standing under her and anyone standing next to the targeted player (the tank).
  • Ranged, which hits all players in the area.
  • Magic, which hits all players in the area.
She also has six special attacks:
  • Grasping Claws: Numerous black holes (portals) appear in the area with arms shooting out after a short delay. If a player stands on any portal, they will take up to 50 damage. Simply move onto a tile free of a black portal to avoid damage. The Nightmare uses this attack during all three phases.
  • Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers that walk toward her, the number of which is dependent upon the number of players, ranging from 1 to 24. They have just 1 HP. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage and a maximum of 96 damage, depending on how many sleepwalkers she absorbed. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach the Nightmare.
  • Husks: The Nightmare spawns two husks around random players (a ranger and a mager). The targeted players will be frozen in place until the husks are killed. The Nightmare only uses this attack during phase 1.
  • Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If players are in the incorrect quadrant, they will take rapid damage. The Nightmare only uses this attack during phase 1.
  • Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted. The Nightmare only uses this attack during phase 2.
  • Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing the Nightmare and the totems until killed, or attack the players if the Nightmare and totems are both at full health. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. The Nightmare only uses this attack during phase 2.
  • Surge: The Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to 60 damage to anyone caught in her path. Move out of the way to avoid taking damage. The Nightmare only uses this attack during phase 3.
  • Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 1 tick for a short duration. The Nightmare only uses this attack during phase 3.
Its most notable drops are as follows:
  • Nightmare staff: a one-handed staff that requires 65 magic and 50 hitpoints to wield and grants +15% magic damage.
  • Harmonised orb: combine with a nightmare staff to create a harmonised nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff increases the attack speed of spells on the standard (modern) spellbook with 1 tick, allowing you to (auto)cast standard spells every 4 ticks (2.4 seconds) instead of every 5 ticks (3.0 seconds). This does not apply to ancient magicks.
  • Volatile orb: combine with a nightmare staff to create a volatile nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff has a special attack that consumes 55% of the player's special attack energy to hit the target with 50% increased accuracy, dealing up to 50 damage at level 75 and up to 66 at level 99 (can be increased with damage boosting items).
  • Eldritch orb: combine with a nightmare staff to create an eldritch nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff has a special attack that consumes 55% of the player's special attack energy, dealing up to 39 damage at level 75 and up to 66 at level 99 (can be increased with damage boosting items) and restoring your prayer points with 50% of the damage dealt. This can boost the caster's prayer up to 21 points above their prayer level.
  • Inquisitor's mace: a one-handed crush weapon which requires 75 attack to wield.
  • Inquisitor's great helm, hauberk and plateskirt: each item requires 70 strength and 30 defence to equip and boosts damage and accuracy by 0.5% when using the crush attack style. When using all three inquisitor pieces, this bonus increased to a total of 2.5% (instead of 1.5%).
  • And of course, a little nightmare pet.
In other news:
  • The herblore store now sells noted and unnoted snake weed for 4K coins each, nail beast nails for 4K coins each and rogue's purse for 20K coins each. The unfinished potion maker can turn the rogue's purse into relicym's balm (unf) for 50K coins each.
  • You can now create Relicym's balm by mixing rogue's purse and snake weed in a vial of water, giving 750 herblore experience. This requires level 8 herblore. Although we do not have the concept of disease in PkHonor, the potion can be used to weaken parasites at the Nightmare in the exact same way as a Sanfew serum does.
  • You can now create Sanfew serums by adding, in order, unicorn horn dust, snake weed and nail beast nails to a super restore. This requires a herblore level of 65 and yields 1,200 herblore XP (400 XP for each step). Sanfew serum acts as a combination of a super restore and prayer potion (restoring 30% + 4 of your levels instead of 25% + 8) and a super antipoison potion (granting 6 minutes immunity against poison instead of 5 minutes).
  • The effects of the prayer cape and ring of the gods (i) no longer stack with each other, but now also restore an additional 2% prayer point when drinking a super restore or Sanfew serum.
  • When unpacking an item set at the item set exchange clerk, you now need one less inventory slot to do so - after all, the item set itself will be removed, making room for one extra unpacked item.

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