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Thoby
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24 July 2020

Post by Thoby » Fri Jul 24, 2020 11:00 pm

Image The Collection Log!


So, in today's news: the Collection log has been added to PkHonor! The collection log is a book that players can receive by interacting with a Mahogany bookcase in their own Player Owned House. It records nearly every unique drop the player can obtain from various content: Raids, Clue caskets, bosses and more. The player does not need to have claimed a collection log for it to start tracking newly obtained drops.




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Items are not shared across logs. For example, if you obtain a Saradomin sword from Starlight, the Saradomin sword item from Commander Zilyana will still be locked. However, this does not apply to treasure trails or mystery boxes. If you obtain an item from a hard clue casket that's also in an elite clue casket, the item will be unlocked in both the hard and elite clue caskets. The same goes for items in mystery boxes and advanced mystery boxes.

You will be notified upon unlocking a new item on the log, which can be disabled by the right-click option 'Toggle-messages'. Also, once you unlocked an entire page / NPC, you will be notified of your achievement - this will still show with the messages disabled (since this can be quite an impressive milestone).


What about items I have already earned?
Originally we were planning on simply letting everybody start from scratch. However, we realized that some players would dislike to go through another 100+ hour grind for a specific item or pet for their collection log completion. So we decided to try our best prefilling the log to the best of our ability.

We are blessed with an extensive logging system that keeps track of the majority of item sources. This has made it possible for us to prefill most of the items obtained in the log. However, keep in mind that this doesn't apply to all areas: cheaper items tend not to be logged and items obtained through clue scrolls or reward chests have not been recorded entirely correctly. We aren't saying that we have managed to prefill the log perfectly, but we tried to the best of our ability. Some items or drop sources were also not being tracked until today (for example skilling pets), so it was not possible to prefill those.


An item is missing from this page, why is that?
With tracking over a 1,000 different items, it's almost impossible to get them all the first time.
If there are items / pages missing, let us know in the suggestions! We'll happily add them in.




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Furthermore...
  • The Maiden of Sugadinti now uses improved stats. These are 1:1 to the stats used on OSRS. This results in the BGS being properly effective.
  • The Bone spear (event item) will now go to your refund box if lost.
  • A bug with showing an improper amount of dropped ToB items in the Discord has been fixed.
  • Removed Ancient prayer book from the Hard clue scroll rewards for Ironman mode players. This was deemed a highly disliked reward.
  • Improved the logging of several item rewards. This will help to provide more insightful refunds.
  • Improved the shown time-remaining message when farming. Now shows minutes and seconds, instead of just seconds.
  • Added a right-click 'Respawn' option to the ironman Wilderness boss spawners. This will respawn the previously selected boss.
  • Lowered the threshold for showing drops and loot in the Discord from 15B down to 10B.
  • Fixed a bug which caused 'drops' not to show up in the Discord #game-feed channel.
  • Dragon plateskirt has been removed from the drop table of a couple of NPC's. Other NPC's have had it added to their drop table. This way, any NPC that drops dragon platelegs now also drops dragon plateskirts.
  • The second "ruined dragon armour lump" drop from dragon implings has been removed and a dragon platelegs drop has been added instead. This was a bug that had gone by unnoticed by us for years.
Feel free to send me a message, I'd gladly have a chat!
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Mike
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Location: PkHonor HQ

30 July 2020

Post by Mike » Thu Jul 30, 2020 9:37 pm

Ultimate Ironman Mode players will be able to participate in all bonus XP events as of now. Just like for all other game modes, no skills are excluded from these bonus XP events.

There are also a couple of bugfixes included in this update:
  • A bug has been fixed where collection log entries would appear as nulled or as a different item (and with completely wrong amounts) as soon as you obtained 255 or more of a certain item.
  • Ironman Mode players now have the contents of their own hard, elite and master clue caskets added to the collection log (the collection log of non-ironman mode players has not been affected by this). These logs have not yet been prefilled with items obtained in the past, however. We will try to do so in the near future.
  • Ancient ceremonial robes items have been removed from Nex's collection log, since Nex does not actually drop those items.
  • The collection log entries for the dragon platebody pieces from implings have been fixed.
  • You can now attack the respiratory system at the Abyssal Sire again. Pathfinding toward the sleeping Sire has also been improved so your character will now properly walk toward him.
  • You can now craft body, mind and cosmic runes at the appropriate rifts in the abyss. The maps where these three altars stood are completely bugged (or may have been moved elsewhere by Jagex), so removing the teleport to the altars and allowing players to craft runes at the rifts in the Abyss instead seemed like the most appropriate solution for now.
  • You can no longer attack Verzik Vitur from behind a pillar. Pathfinding toward Verzik Vitur on the throne has also been improved so your character will now properly walk toward her.
  • Pathfinding toward Pest Control portals has been improved.
  • Pest Control NPC's can now attack the void knight again.
  • TzTok-Jad's animations have been fixed.

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Thoby
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Location: Thoby#0008

22 August 2020

Post by Thoby » Sat Aug 22, 2020 4:20 pm

Image Rune & Adamant Dragons!


Welcome to the latest update: Rune and Adamant dragons! These two new creatures can be fought in the Lithkren Vault (Monster teleport → Lithkren Vault), they fill the eastern room (Rune) and western room (Adamant). Both dragons have the same mechanics as on OSRS. They are very similar to the Mithril dragons, but they do have special attacks.



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Requirements
To enter the two chambers, you need a certain amount of experience in combat stats (Attack, Defence, Strength, Hitpoints, Range, Magic and Prayer). The requirements are based on the total combined experience in these skills, so even Pure accounts can enter if they have gathered enough experience (for example 400M attack XP, 400M strength XP and 200M ranged XP for the room that requires 1B combat experience).

To enter the Adamant dragon chamber you must have at least 500M total combat experience.
To enter the Rune dragon chamber you must have at least 1B total combat experience.




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Rune Dragons
The Rune Dragons are the stronger of the two, dropping a surplus of Runite bars upon death. They have two special attacks:

Electric attack
Two small electric bolts will be launched around the player's position. These two bolts will home in to the player and deal 4-7 damage per tick for a few seconds. If the player is wearing Insulated boots, this damage will be reduced to 1-2 per tick. This attack can be entirely avoided by running several tiles away from your original position.

Life Leech
The Rune dragon will shoot a ranged attack that can hit through the Protect from Missiles prayers. The dragon will heal itself for 100% of the damage dealt to the player, similar to the Onyx bolts (e) special attack.


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Adamant Dragons
The Adamant Dragons are the weaker of the two, but are still very strong creatures. These drop a variety of Adamantite bars and equipment upon death. They have two special attacks:

Poison Projectile
The dragon will launch a poison attack towards the player's position. When this attack hits the floor, it will split into two more projectiles around the original position in a 5x5 area. These projectiles can hit for 14-25 damage, but can be reduced to 4-8 if you are under the effect of poison protection. This attack can be avoided entirely by moving three squares away from your original position.

Blood Forfeit
The dragon will shoot a ranged attack that can hit through the Protect from Missiles prayers. The dragon will sacrifice 10% of its current hitpoints to deal damage equal to 20% of the player's current hitpoints, similar to the Ruby bolts (e) special attack.




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Rewards & Loot
These two new dragons come with a variety of new items and rewards. Asides from the stable amount of Smithing supplies, these contain:

ImageImage Dragon Limbs
Dropped by both dragons. These limbs can be fletched into the Dragon crossbow, an amazing ranged weapon that requires level 64 Ranged to wield that can fire up to and including dragon bolts. It has a whopping +94 ranged attack bonus, ranked just slightly under the Armadyl crossbow.


ImageImageImage Ruined dragon pieces
A few familiar items: Dropped solely by the Rune dragons, the Ruined dragon pieces can be used to assemble a Dragon platebody.


Image Dragon kiteshield
Dropped solely by the Adamant dragons, the Dragon kiteshield is a new shield that requires level 60 defence to wield. It has decent defensive stats.


ImageImage Dragon kiteshield ornament kit
A very rare drop from the Adamant dragons, the Dragon kiteshield ornament kit can be used to enhance the look of the Dragon kiteshield. This is purely cosmetic and will not impact the equipment bonuses.








Furthermore...
  • The Shayzien equipment can now be turned into a set at the Item set exchange clerk in Varrock. Hopefully this will save some much-needed bank space.
  • Amulet of glory (4) has been removed from the magic store.
  • Cosmic runes have been added to the magic store.
  • Whenever you poison or venom a player or NPC, the hitsplats will now be shown in bright green instead of dark green. Poison inflicted on a player or NPC by someone else will still show as dark green hitsplats.
  • Added the shaking camera effect inside the ToB Pestilent Bloat room.
  • Some item requirements were corrected, like the Ghrazi rapier, Zenyte jewelry and Ferocious gloves.
Feel free to send me a message, I'd gladly have a chat!
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Mike
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Posts: 6297
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

31 October 2020

Post by Mike » Sat Oct 31, 2020 7:15 pm

Event coordinator & PvM event automation

We are glad to announce that Adam is now officially our event coordinator! This means he will be in charge of organizing those events that our community loves and looks forward to! Rapsey and me have developed a bunch of tools that will help automate our PvM events and the handing out of rewards, so we can have many more of these events in the future without them being a major hassle to organize.

We are also happy to announce that, as of the next community PvM event, Ironman mode players will be able to participate in a ranked competition! They will have their own separate scoreboard, personal rewards and ranked rewards, aside from the non-ironman rankings and rewards.
There are Ironman rewards for the currently ongoing Zulrah event, since Ironman mode players were not yet informed about the possibility of participating. However, you can check the current Ironman leaderboard for Zulrah just for fun to see how well you did compared to other Ironman players (::pvmleaders).

Now, let's move on to the next portion of the update, which is all about capes. All credit for both the skillcape perks and 2B capes goes to Jeremy (Skiller) and Thoby! Thoby also wrote the news post below :)




Image 2B Experience Capes & Skillcape Perks! Image

Well, good day everyone! Hopefully you have had a wonderful time in the past few weeks. This week's update is going to be primarily cape-themed. Credits should be given where credits are due, so a huge shoutout to @Skiller for being a big part of getting this update together. He is to thank for getting this update to you guys.

I think it's important to note that some parts of the original proposed update, as documented in the developers blog, have been changed to maintain game integrity- and not become overpowered. Nonetheless, grab yourself a snack, sit back and see what today's update has to offer!




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2B Experience Capes
A long time coming; 2B experience capes! The 2B capes have been suggested many times and were one of the most anticipated additions from the original developers blog. Each cape costs 2 billion coins to purchase and can only be purchased and worn by players who have gotten 2 billion experience in the corresponding skill.

The 2B experience capes are sold by their corresponding masters in-game, spread over the world map. Some will be easy to find, like the masters at ::shops, while others are more hidden. Feel free to venture the map to find the skill masters and ask them about their cape- they will gladly sell you one!

The capes are untradeable, and cannot be equipped by those who do not have the required experience. Their stats are similar to trimmed skillcapes, but provide a +8 prayer bonus instead of +4. If lost, they can be reclaimed at the refund store for 88M coins.


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Skillcape Perks
Introducing: skillcape perks! For those that are unfamiliar with what these are: skillcape perks are a set of benefits that are automatically granted when wearing the skillcape of a specific skill. For example, wearing the Fishing skillcape will now give you a 1/30 chance of catching an extra fish.

Since reaching level 99 is significantly easier on PkHonor than on OSRS, you are required to have at least 200M experience in a specific skill to enjoy the perk. This is done so the perks wouldn't be deemed too overpowered or too easy to get. You will now also be notified when reaching 200M experience in a skill, which unlocks the skillcape perk:



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Below are the different perks. Keep in mind that for most perks to apply - aside from 200M XP in said skill - you will have need to be wearing the corresponding skillcape (except when mentioned otherwise, of course).

Image Attack cape — Wearing this cape will grant you free access to Cyclops area found upstairs within the Warriors' Guild.
Image Strength cape — Wearing this cape will increase the chance of the Cyclopes dropping defenders upstairs within the Warriors' Guild.
Image Defence cape — When worn, this cape will act like a permanent Ring of Life, teleporting you out of combat when reaching 10% or less of your maximum hitpoints (can be toggled on by right-clicking the cape in your equipment tab, is disabled by default).
Image Hitpoints cape — When worn, this cape will restore your hitpoints by double the rate, which stacks multiplicatively with the regen bracelet (so 4x the usual rate when combined). This does not stack with rapid heal or rapid renewal prayers.
Image Prayer cape — When worn, the cape will act like a holy wrench, increasing the amount of prayer restored from potions by +2% (stacks with Ring of Gods (i)).
Image Ranged cape — Wearing this cape will make it function like an Ava's accumulator, collecting shot arrows from the ground.
Image Magic cape — When operated, this cape will enable you to swap your spellbook up to 5 times every 24 hours, which can be deemed very helpful when juggling spells. If you're outside the Wilderness, you are able to reset this cooldown using 100 PkHonor points per used charge.
Image Cooking cape — When this cape is worn, it will lower the chance of you burning food when cooking it, decreasing your food spillage.
Image Woodcutting cape — When wearing this cape, you will enjoy an increased chance of finding clue scroll nests within trees.
Image Fletching cape — When this cape is worn, cutting gems will yield 10% more bolt tips, useful for creating enchanted crossbow bolts.
Image Fishing cape — Wearing this cape will give you a chance to catch multiple fish at once. This will not yield any additional experience.
Image Firemaking cape — Operating this cape will give you the option to toggle the colour of created fires. You will continue to colour your fires after unequipping the cape. This will NOT overwrite the special Inferno adze colours, a reward from the 2017 Christmas event.
Image Crafting cape — Wearing this cape will increase the speed at which you are able to mine marble blocks.
Image Smithing cape — If you wear this cape while smelting bars, each coal used will yield an additional 200 smithing experience.
Image Mining cape — Wearing this cape will give you a chance to mine multiple ores at once. This will not yield any additional experience.
Image Herblore cape — When wearing this cape, you are able to persuade the Unfinished potion maker to give you a 10% discount on her services.
Image Agility cape — This cape will grant double agility XP for donators and +50% XP for non-donators.
Image Thieving cape — When wearing this cape, you will always be able to steal from an npc without getting caught, similar to the Gloves of silence, without bonus experience.
Image Slayer cape — When worn, this cape will offer a chance that a slayer master will reset your task for free (not taking away slayer points).
Image Farming cape — When operated, the cape will teleport you to the next farming patch of the type you are closest by. This will make it easier to do farm runs. This works for herb and tree patches.
Image Runecrafting cape — When operated, the cape can be used to teleport to the Abyss or the essence mine.
Image Construction cape — When wearing this cape, you will not need a hammer or saw to build furniture in your player owned house.
Image Hunter cape — When worn, the maximum amount of traps you can set up is increased by 2.

Each of the skillcapes also has a 'Perk-info' option which shows the corresponding perk.

Currently, wearing the Max cape or the Completionist cape will not provide any of these perks. This might be changed in the future, but is currently done to highlight the specific skillcapes and to make it a conscious decision to enjoy the perk. The 2B experience capes are deemed skillcapes, so they also receive the perks.

The different skillcapes can be purchased from the Skillcape store salesman at ::shops.









Operating menu
Since the release of PkHonor, all of the items have had an 'Operate' option in the equipment interface. For some items, this served as additional functionality. However, this limited items with multiple options (like teleport jewelry) to show a dialogue instead of directly teleporting. Today's update fixes this; items can now have an eleborate operate menu:


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This will make it far more convenient to use. The 'Operate' option has now also been removed from items that do not have any functionality. This makes it easier to distinguish which items offer additional functionality when worn.






Furthermore...
  • The Iban's blast spell information box will now show in the appropriate location.
  • When opening a clue casket, you will now be able to view more than 9 items.
  • Fixed not being able to attack Zulrah from two specific tiles when she is at the South side of the island.
  • Vesta's spear special attack animation now matches that in OSRS.
  • The proper animation is now displayed when cutting onyx gems.

And that's all for today! I hope you enjoy today's update and have a wonderful day. Cya next time!

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Thoby
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Location: Thoby#0008

18 November 2020

Post by Thoby » Wed Nov 18, 2020 6:10 pm

Image Bank Update


Welcome to today's update, in which we have spent some time improving the most used interface of them all: the bank interface!
There were several things 'outdated' with the interface which could be improved upon, and so we did.
So, sit back, relax, and see how your banking experience will change from today!



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The bank interface now scales to the player's screen size. This makes it so you are now able to see way more items on the screen at a single time.
This is noticeable on resizable mode, and will help the player navigate their bank more easily.

We traded in the RS3 look, and decided to style the bank more like OSRS.
Since more and more new players come from OSRS, they are now greeted by a more familiar looking bank.
The icons at the bottom are being kept, since we still need their functionality.
Aside from that, this is one more step in the direction of creating a look and feel that more closely resembles OSRS!

It's now possible to access the Grand Exchange directly from the bank interface!
You can now directly open the GE interface by clicking the button in the upper-right corner, next to the last bank tab.
This makes it so you can quickly switch between your bank and the Grand Exchange, which hopefully serves as a wonderful Quality of Life integration.
This can only be done by players that are able to trade (sorry Honors and ironmen), and cannot be done at deposit boxes.
Read more about Grand Exchange improvements below!







Grand Exchange improvements
Alongside the Grand Exchange button in the bank, we have also spent some time to generally improve the Grand Exchange interface.
The Grand Exchange interface was, just like the bank interface, quite outdated and sometimes looked quirky.
This has been improved, and the interface now looks more like its OSRS counterpart.
Mike also increased the amount of Grand Exchange slots to 8. Non-donators can use 4 slots, donators 6 and premium members 8.



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As you can see, you can now navigate directly to your bank using the button in the upper right corner.
Also, there are now two buttons in the upper left corner; the 'Show buy offers' and 'Show sell offers' buttons.
These can be used to open up the buy and sell offers overview, without leaving the interface.


Searching for an item to buy has also become more user friendly and more like OSRS.


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Hopefully these changes will improve the Grand Exchange's general use!



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Furthermore...
  • A bug has been fixed that prevented players from being able to shoot projectiles over certain objects or floor tiles, such as lava.
  • When searching the bank, pressing the escape button will now stop you from searching.
  • The Butler in your POH now has an 'Access-exchange' right click option.
  • The bird's nests obtained from the Crystal chest have been fixed, they were the wrong item ID. All unusable bird's nests will be swapped for the correct items.
  • An agility shortcut in the Revenant caves has been fixed, you will now always properly walk toward it when you click on it from a distance.
  • A bug has been fixed where lighting a fire (by using a tinderbox on logs) would no longer spawn an actual fire.
  • Money tickets (100M, 500M and 1B) will now always use the correct ID, fixing an issue with the quest payment of 8B.
  • Discord messages will now also be shown for the skilling casket rewards (Black pickaxe, Musketeer hat and Fishbowl and net).
  • Ultimate ironmen now no longer need to have a KC book to use the 'Log' option on Slayer items (when they have the perk unlocked). This is to make the perk more useful for UIM.
Feel free to send me a message, I'd gladly have a chat!
Image Image

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Mike
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Posts: 6297
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Location: PkHonor HQ

20 December 2020

Post by Mike » Thu Dec 24, 2020 11:02 am

Today's updates introduce several major changes to our in-game economy and the donator store. I'm sure not everyone will approve of them, but a lot of thought and discussion has gone into this and we have not made these decisions lightly. Keep in mind that we're always open to constructive feedback in order to better balance our game and economy. We are well aware that these changes will have a major impact on the profitability of several of our NPC's, but we feel these changes are way overdue. NPC profitability will soon be reevaluated and NPC drops will be adjusted in the near future in order to better balance their profitability.




Image Alching & the junk store


First and foremost, alch values are no longer tied to the street price of items. Alch values will now solely be determined by the developers in order to better balance the in-game economy, encourage player-to-player trading of looted items rather than dumping them into the junk store and to better balance the profitability of NPC's. For now, the initial high alch value of all items has been set to 25% the low street price.
As of now, the low alch value of an item is 80% of the high alch value and the junk store price is 60% of the high alch value. We have expanded the price checker interface (along with the ::prices command) so you can now also check the junk store price, low alch price and high alch price of any item, at any time, so you can always know how many coins you will receive before you proceed to alch an item.




Image Ticket tax & alching tickets


The 10% tax on buying 100M and 1B tickets has been removed. This means that a 1B ticket now costs 1000M coins and a 100M ticket now costs 100M coins.

100M, 500M and 1B tickets can now be alched. When doing so, they will turn into 100M, 500M and 1B coins respectively, regardless of whether you use low or high alchemy.




Image Donator store discount & changes


The second major change is found in our donator store. PkHonor has been around for over 10 years, yet the prices of the items in our donator store have remained largely unchanged over the years. We feel that the in-game prices of donator store items no longer properly reflect their actual value in terms of coins and have decided to do something about this.
As such, we have decided to temporarily lower the price of most of our donator store items with about 20% for an unspecified amount of time. Some items have been adjusted slightly differently, such as custom whips, depending on their actual in-game value. Cosmetic items have not been changed in value, except the gilded scimitar, which has been made significantly cheaper.
In the coming weeks and months, we will re-evaluate these price changes and decide whether to keep these reduced prices or to increase them again (and if so, whether to slightly increase them or put the prices back the way they were before). We cannot say at this point.

We have also made the following changes related to the donator store:
  • Premium members no longer receive a 500 credit discount on items priced 7500 credits and above. We made this decision because we noticed a lot of players were unaware of the discount and ended up buying 500 credits more than they actually needed.
  • As of now, selling your donator or premium status to the donator shop salesman will no longer cost any coins or credits. Instead, the status will be destroyed and you will receive 5 1B tickets on your account.
  • The Easter bunny, which would randomly give you a free item whenever you buy something in the donator store, has been removed from the game. All rewards that were otherwise given by the Easter bunny have now been added to the mystery box (premium status, easter ring, easter basket, scythe, fox, chicken, camel mask, jack lantern mask, reindeer hat, rubber chicken, bunny ears, fishbowl helmet, ninja monkey greegree and karamjan monkey greegree).
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Ironman Mode players received some new donator-related features as well, without taking away from the spirit of the game mode. For starters, you can now transfer donator credits, donator status and premium status through regular trade to an Ironman account (the Ironman account cannot give anything in return).

Ironman Mode players can now purchase donator credits, donator status and premium status from the Grand Exchange.

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One may argue that irons should not be able to buy anything from other players, but irons already can (and do) request other players to donate credits on their ironman account in return for coins that they give from a non-iron account. This means that trading credits to an ironman is currently already possible, but entails a certain risk as this is not a one-on-one trade. Allowing irons to buy credits directly from the Grand Exchange or through trade now makes these transactions safe and scam-proof.



Ironman Mode players can now purchase any custom whip from the donator store in exchange for a Custom whip voucher plus 5,000 credits (or 6,000 credits for a whip of souls, chaos or fortune). To obtain a custom whip voucher, talk to the donator shop salesman and trade in a custom whip or custom tentacle for a voucher.

Image

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Image Additional bank slots


The third major change is bigger banks. We have finally gotten around to reworking the way items are stored in our database (hence the 10 minute downtime during the update), allowing us to increase banks beyond the current limitation of 800 spaces. Thoby had already done some client-sided work in a previous update to make the visualization of this many bank slots possible.

At the same time, we have added a few measures to prevent players from using the refund box as an "extension" of their bank. For example, if you get a pet drop with a full inventory, the pet will now be put in your bank rather than your refund box. When this happens, your maximum bank size is ignored, so for example you could then have 1001/1000 items in your bank. The only exception is if you already have 2,000 items in your bank, in which case the dropped item will be put in your refund box like before.


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In order to unlock additional bank slots, simply talk to any banker and ask them to increase your bank space. You will then need to pay 5K donator credits in order to unlock 50 additional slots. The next 50 slots will cost 10K credits, then 15K credits and so forth. Although expensive, it is possible to keep repeating this until you have 2,000 bank slots. Honor players receive 2,000 bank slots by default. As Ironman Mode players can now buy donator credits from other players, they also have the ability to unlock up to 2,000 bank slots.


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Lastly, a small Quality of Life improvement has been made to the donator, vote, slayer, pest control, bounty hunter and theatre of blood stores. As of now, the amount of credits or points you have will be shown in the name of the store. The amount displayed will also update every time you buy something in the store.

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Mike
Programmer
Posts: 6297
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

24 December 2020

Post by Mike » Thu Dec 24, 2020 11:03 am

Late as always, but released at last: the Christmas event!

Although we did not quite follow the storyline that one of our mods had written out (sorry Blix!), we did draw inspiration from it in order to release an event that seemed appropriate in the spirit of the season while also being able to get it released in time and giving a fitting reward.

There is actually one new item that you need for the event, but you don't necessarily need to partake in the event in order to obtain it. As such, the items will remain in the game even after the event is over (hint: it's a cosmetic that you can wear in your weapon slot).

In further news, we have come to the realization that severely reducing our alch prices without any advance warning was not a good idea. We didn't want players to "abuse" the knowledge of this important change if they knew about it beforehand, but not informing our players turned out to be even worse. The complaints about the sudden and severe loss of a means to earn coins (especially affecting ironman players) were certainly justified.

That being said, we have now doubled the alch prices of all items, so alch prices are now only slightly lower than what they were before. However, the junk store will still give 60% of the high alch value and low alching will still give 80% of the high alch value.

Please keep in mind that the alch prices will not stay like this. Sometime in Early January, we will focus heavily on the alch prices of many items, changing them where necessary and also adjusting several NPC drops. We would advise everyone to alch those items worth alching within the next 2 weeks, because after that, alch and junk store prices may change a lot (some may increase, while several will be lowered).

Last of all, we have also halved the pricing of bank slots, so the first 50 slots will now cost 2,500 donator credits instead of 5,000. Subsequent slots now cost 5K, 7.5K, 10K etc. per 50 slots.

We are hoping that these changes will put the uneasiness about the alch prices and bank slots to rest. We're always open for feedback and constructive criticism about the changes that we make to the game, but there will be no futher reduction of the bank slot pricing in the future.

Although a select few players have expressed outrage at some of the changes in the previous update, most of you have shown an immense amount of understanding for our choices and argued about the changes in such a proper and civilized way that I could have barely imagined possible. Hat's off to those who have contributed to this discussion and who did so with an open mind and respect toward us. We're proud to have a community like this one!

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Mike
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Location: PkHonor HQ

9 January 2021

Post by Mike » Sat Jan 09, 2021 3:07 pm

I'm sure many of you will be thinking "if only we had this QoL feature 8 years ago", but better late than never, right?

The screenshot below should be pretty self-explanatory. You can open this menu from any existing teleport spell in your spellbook (except the "Home", "PoH' and "Morph" teleports, which teleport you right away when clicked). This should make it less of a hassle to get where you need to be and help new players find their way around the server much easier. Enjoy!

You can use the keys 1 - 9, 0 and A - J to quick select any teleport location. Pressing "L" will take you to the last location and using Ctrl + 1 - 7 will select another teleport section (for example, Ctrl + 3 will select the "Skilling" teleports).

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Mike
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20 January 2021

Post by Mike » Wed Jan 20, 2021 8:55 pm

Something that has been on my to-do list for years, but thanks to a recent post from Nazuths (referencing an OSRS update news post), I finally got the information I needed to fix this longstanding issue.

As of now, your chosen attack style in any of our 18 weapon categories (unarmed, whip, 2h, chins, salamanders, bow, sword, staff, throwing weapon, pickaxe, axe, halberd, scythe, spear, mace, claws, hammer and sword) will be remembered whenever you switch to a weapon from another category.

Similarly, autocast spells will also be remembered from now on. So if you autocast fire surge with a staff, switch to a bow and back to the staff, you will continue to autocast fire surge once you switched back to the staff. The exact staff you are using does not matter - so if you autocast a spell with an Ahrim's staff and switch to an ancient staff, you will keep autocasting that same spell.
Note that, just like in OSRS, your autocast selection will not be remembered in PvP areas such as the wilderness or duel arena.

Whenever you switch to a weapon category for the very first time, the first style in the interface will be selected by default (for most melee weapons, this is the "accurate" style). So the first time you switch to a bow, you will be on accurate mode. After that, the style you choose in that category will be remembered forever for any weapon in that category.
I know that the rapid style is the preferred mode for almost any bow or throwing weapon, but making this the default was very impractical and prone to bugs from a technical point of view.

Charged staffs (Trident of the seas/swamp, Sanguinesti staff and Dawnbringer) along with the whip/tentacle of magic are considered as having their own category. This means the game will remember whatever spell you were autocasting with a whip of magic, separate from whatever spell you were autocasting with a staff. As for charged staffs, the game will remember whether you were using regular autocast, defensive autocast or melee attacks with that specific charged staff.

Hopefully our weapon styles should now work the same way as in OSRS, be easier to work with and prevent further frustration when switching between weapons.

In further news, we have also made some changes to the way packets are processed. To make a long story short, switching equipment should feel more like OSRS now, while many other packets (such as clicking buttons or opening an interface) should feel much smoother than before.

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Mike
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22 January 2021

Post by Mike » Fri Jan 22, 2021 8:19 pm

The update on 20 January had introduced a number of issues. Some players experienced far more random disconnects than before, while many also a felt that certain actions felt far more "laggy" than before the update. Because of these issues and because of a slight majority of our community voting in favour of instant switching (poll), we have decided to revert this change for now.

This update does not revert the change where weapon styles and autocast are remembered (I'm sure everyone wants us to keep this feature), it's just the instant processing of packets that has been re-introduced, at least for the time being. Keep in mind that this is a temporary solution, as further changes and tweaks to our game mechanics may be introduced in future updates based on community feedback.

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