Here is our third batch with recent content additions and bug fixes since we started 10 days ago! Please consider joining our Discord which is linked at the main thread to keep up with our recent updates and to interact with our growing community.
Content additions:
- Item degrade system has been added. Corrupted items: Any item which is corrupted degrade whilst worn. E.g Corrupt Vesta's chainbody. On equipping, will turn to Corrupt Vesta's chainbody (deg). These items degrade whilst worn, when not worn, will not degrade. The timer is 15 minutes to degrade completely. If you remove it at 2 minutes left and then equip it, you will have 2 minutes left of the item. Safety measures have been put in place to ensure once banked, the timer is conserved. Corrupt items can't be dropped, only destroyed.
- Autocasting magic has been completed. If you run out runes whilst autocasting, you will stop combat and autocast is removed but your combat does not proceed, you will need to re-attack your victim
- Magic book sorting has been added. You are able to toggle from: defensive casting, sorting spells by level required, sorting spells by combat order. Hide/show combat spells, teleport spells, misc spells. These sortings can be applied and used on any magic book (regular, ancients, lunars). These settings also save on logout so you're settings are conserved for your next login.
- Added skill guide interface, you are now able to click on a skill and view the the categories in the skill and requirements etc.
Magic (misc/combat):
- Succeeding the update above, the Bake Pie lunar spell has been added. This spell cooks raw pies in your inventory provided you have the required runes and cooking level for the pie, will look the pies without the risk of burning them
- Added the crumble undead spell
- Added the iban's blast spell, you must have an iban's staff equipped to cast this spell
- Added vulnerability, enfeeble and stun. These spells have the same affect as confuse, weaken and curse however drain the respective stats by 10% rather than 5%. No damage is dealt to the victim, as well as the drain not being able to stack if the victim is already drained in those stats.
- Added the teleport block spell. It blocks the victim from teleporting for 5 minutes. If the victim is protecting against magic, the block is only for 2 and a half minutes. If the victim is already teleport blocked, this spell cannot be cast on the player. Teleport block does not save on logout meaning a logout will remove the teleport block
- Added mobilising armies and trollheim teleport
- Added cure other spell which is cast on another and cures there poison if only they are poisoned and have accept aid on.
- Added cure me spell which will cure your poison if you are poisoned and have accept aid on.
- Added cure group spell which cures poison for local players in a 1x1 cube around the player who is casting the spell. The locals must accept aid and be poisoned for the effect to work on them. If the player is not poisoned themselves but the locals are, then the locals will receive the effect and the player won't.
- Added stat restore pot share. This spell has to be used on a restore/super restore/prayer potion. Any players within a 3x3 cube of the caster, if they have accept aid, will receive the potion effect. If there are no locals to the caster, the spell will not be cast. If there are locals, at least one local must have accept aid for the spell to be cast. 1 dosage of potion is used up per local. The caster will receive the effect of the potion as well as the locals. This means if you have 1 dose of the potion and 1 local with accept aid, you both receive the effects of the potion. The spell can be used once every 5 seconds (the animation takes this long).
- Added boost potion share. This spell works the same way as stat restore pot share however can only be used on potions which boost stat levels. It does not work on zamorak, saradomin brews, combat potions.
- Added heal other spell. The caster must have at least 11% of their full hitpoints to cast this spell. When cast, 75% of their hitpoints is healed to the target player. The caster receives the loss of 75% of their hitpoints as damage.
- Added heal group spell, works the same as heal other apart from the fact that if injured locals have a combined hitpoints > 75% of the casters hitpoints, it will heal them evenly (75% / number of locals). This affects locals who are within a 1x1 cube around the caster
- Added energy transfer, requires caster to have 100% special attack and more than 10 health. Restores the target player's special attack to full, and run energy. Deals the caster 10 damage.
Misc:
- A major rework to combat pathing has taken place. Functionality of the system has improved as well usability.
- Complimentary to the update above, magic and ranged pathing have been completely reworked. A complete pathway system has been put into affect. As a result of this, magic and ranged pathing have improved drastically. Mechanics like 'tree hogging' are now in affect with this new system, selecting the next tile to move to in order to cast your next hit is always the most optimal.
- Improved character action system. Production actions are now supported
- Barrows degrading has been finished, barrows only degrade whilst in combat irrespective of the fact if your victim retaliates or not.
- Updated parts of the item definition and the editor to support cases where items have no equipment slots
- Mud battlestaff and mystic mud battlestaff can now be used as a replacement for water and or earth runes
- Tome of frost can now be used as a replacement for water runes.
- Lava staffs can be used as a replacement for earth and fire runes
- Improved projectile system, every single projectile height, land height, speeds have been corrected
- When autocasting, if you select another spell to cast once, that spell takes priority and after that you will continue with your autocast
Bug Fixes:
- Fixed a bug with forced movement update
- All bonuses for broken barrows armours are removed
- Fixed a bug where bones to bananas/peaches could be cast on all bones, these spells can now only be cast on normal/big bones
- Fixed a small bug with ground items updating incorrectly when changing regions
- Fixed the staff of light affect where there is a 1 in 8 chance for the spell to draw its power from the staff and not use up any runes whilst casting would be in affect for all spells. This affect is now only considered for combat spells.