Hey all, here is the latest updates for Asgard that have taken place. We have not included content in the making, only changes made that have completed the feature set.
Please do let us know if you can see any bugs or errors in the gifs/images, as we'd love to get them fixed right away instead of postponing it to when we run the beta tests!
If you haven't already, please consider joining our discord to interact with our growing community.
Combat (Ranged):
- Hand cannon has been added, attacks once per six ticks
- Hand cannon fires hand cannon shots, checks are made when using the hand cannon
- Added hand cannon special, will perform two rapid shots of the hand cannon. If not in combat, and special is activated then a victim is targeted, it will wait until the speed of the hand cannon will fire and then perform the special attack. Once the special attack is over, a cool down stage is also added to the next hit of the hand cannon
- Corrected some projectile speeds for certain ranged weapons
- Added the onyx bolts (e) bolt effect, has a 10% chance to activate whilst in PvP and 11% in Pvm. Deals an extra 20% damage and heals the attacker by 25% of the total damage dealt.
- Chinchompas have been fixed, projectile tweaked, they now explode once you throw them at your opponent and you lose them every time
Combat (Magic):
- Added bind, snare and entangle. Bind freezes opponent for 5 seconds, snare 10 seconds, entangle 15 seconds.
- Added confuse, weaken and curse. It drains the victims attack, strength and defence in the respective order. If the victim is already confused, you cannot cast confuse again, same with weaken and curse. These spells deliver no damage to the victim and will only drain if they are not already drained by 5% of the respective skill it drains.
- Added low level and high level alchemy spells which turns the item into gold. If you're using a fire staff it will not remove fire runes
- Added bones to bananas spell that will convert any bones in your inventory to bananas
- Added bones to peaches, works the same as bones to bananas instead replacing bones with peaches
- Added super heat spell. You need the magic level and smithing level required to heat the ore you're trying to make. The spell must be used on the primary ore in order to produce the bar (won't work with coal). If you use it on iron ore, it will attempt to make steel first, if it fails, it will make iron (provided you have the required items and levels). For bronze, you can use it on either tin or copper, for all other ores, the primary ores will attempt to produce the bar.
Bugs & Fixes:
- Fixed a bug with magic attacks not triggering the victim's pre combat process.
- Fixed a bug where emerald bolts (e) had a very very high ranged strength
- Fixed a small issue with queued logins
- Fixed a bug where jade and pearl bolts could not be fired by any crossbow, the respective crossbows are now able to fire them (rune and above)
- Fixed enchanted bolts missing their respective ranged strength bonuses, this has an effect on your maximum hit
- Fixed a small issue with surge spells splash graphic and hit delay being too early
- Fixed a small issue where if you tried to cast a spell which was currently not added, will cause an error
- Fixed a small miscalculation with damage soaking
- Fixed a small bug that closing the currently open interface would close overlays as well
- Fixed dds graphic being incorrect height
- Corrected the spell timers for spells which deal no damage (confuse, weaken, curse), as well as bind, snare and entangle spells
- Fixed a bug where coloured dark bows would not be counted as a 'dark bow'.
- Fixed a small issue with chinchompas spamming damage
- Fixed ice blitz delay timer to show the damage at the correct time
Misc:
- Changed the way vengeance damage was dealt with
- Animation priority has been added, animations can be prioritised over other animations. For example pearl bolts spec will perform an animation (considering the correct rolls have been rolled out) and is prioritised over the victims defend animation.
- Added dragon breath protection mechanics. Antifire potion provides a slight protection (from wiki). Antifire potion + dragon protective shield (anti-dragon shield, dragonfireshield) provides complete immunity. A dragon protective shield alone provides > 80% (from wiki). A super antifire potion alone provides complete immunity. This is also taken into consideration when the dragon bolt (e) spec is activated for a victim.
- Added checks for attacking a player - if you're in wildy, if victim is in wildy etc. Combat level checks, compares your victims combat level (including wilderness level too) and checks if you can attack them, few other checks too
- A purple message is sent to the player saying "Your antifire potion is about to expire." when there is 15 seconds left until the effect is worn off (for both antifire/super antifire potions) and "Your antifire potion has expired." once expired.
- Added the edgeville wilderness area. When entering this area, the wilderness level will display, when leaving this area, it will be removed to indicate you are not in wilderness.
- Tweaked the dragon dagger special attack to delay the secondary hit against NPCS
- A player's special attack restores by 10% every 30 seconds
- Added wilderness ditch jump, a warning message will come up prompting you to confirm the ditch jump if you're not north of the ditch (on the wilderness side) already. If you are, you will simply jump back.
- Changed the way the movement lock handles messages when you are unable to move. When setting the lock, there is now an option to provide a message when the lock is to be tampered with.
- When repacking item definitions, only the edited item definitions are re-saved into its respective JSON file
- Everytime item definitions are repacked, a cached version of the current item definitions are saved by date and version number. E.g if multiple repacks were made in one day, the file name would be the date + version number.
- Added every missing bonus for every degraded barrows item