After playing probably every single PVP-based RSPS in the last few years me and a couple of friends decided to create a PVP based game that would be pretty easy to play, while still having some sort of economy where higher tier equipment holds value. Gambling, PVP activity & risk fighting would be our priority. We've brainstormed about wilderness related content for weeks, and came up with some pretty nice ideas. This thread will now be used to give the RSPS community a idea of what we're doing, and planning to achieve. We started of a Kronos version, due to the fact this source is pretty user-friendly.
You'll find different 'new content' additions down below, still need a few days to update all of them with relevant information. I started on this today, and will finalize it within the days to come.
Forums, website and other socials are on the way and will be posted as soon as we feel like Runeverse is ready to be tested.
It's been a topic within the actual OSRS community for some time now. We can all agree the current state of wilderness is pretty dead. There's not really a lot of things to do that people find rewarding enough to participate in. This is why we're created a entire new area north of the mage bank area. This place will be filled with content.
New "Deep Wilderness Revenants" These revenants will drop the PVP weapon & armoury. They will also have increased drops compared to their normal versions. This revenant cave is hidden within a graveyard surrounded by revenants. This revenant cave dungeon will have the single + mechanics just like on OSRS. This, while the old revenant caves will stay hour they were before they turned single + on OSRS.
Wilderness Elves pickpocketing
These elves will reward players with all sorts of crystal-related items. Be aware, players will come for your rewards!
Wrath runecrafting altar
This wrath altar will give you multiplier on wrath runes, and give you bonus runecrafting experience when using it.
Ferox Outpost
This outpost is compareable to the ferox enclave, but will have a new resource area placed right beside it. Players can visit this place to get a new wilderness slayer task or re-stock on supplies while pking
Several new dungeons
There's 5 new dungeons located in the wilderness expantion. Some of these dungeons will contain new cursed slayer monsters that can only be killed on a wilderness slayer task.
Frost Dragons
The frost dragon pit will contain several spawns of frost dragons, and will reward players with the all-famous frost dragon bones.
Galvek's Lair
When killing dragons in the wilderness, you'll have a chance to obtain one of the 4 needed key-pieces to enter Galvek's Lair. Prepare yourself, and make sure to bring friends when facing this strong wilderness boss!
AFK Zone
Spoiler for AFK Zone:
We've implemented a area that can be used for AFK skilling. This area contains all sorts of possible ways to train skills while being AFK. The experience rates are pretty slow (around 100,000 XP an hour). You'll also have a chance to be rewarded with AFK Tokens, these can be spend in the AFK shop for all sorts of cosmetics.
EP System
Spoiler for EP System:
People will be rewarded with EP (earning potential) %. This percentage will only go up whenever they have a mysterious emblem tier I on them. When you don't have this emblem a message will send announcing that you're not gaining EP since you're missing the emblem. When a player has 50% EP, they'll be rewarded with 1 roll on the PVP artifacts drop table. 75% EP will give a player two rolls, and 100% EP will give a player 4 rolls. These artifacts can be exchanged for blood money at the bounty hunter NPC located in edgeville.
Looks a bit messy now, still need to change layout and remove irrelevant updates.
Reworked untradeables completely
Disabled the bounty hunter system
Implemented the dragonhide sack, this sack stores up to 28 dragonhides and works the same way a looting bag works
Disabled the ability to become a ironman, we're a PVP based game and therefor have decided to disable this
Monsters on wilderness slayer tasks now have a chance to drop archaic emblems tier 2 > 10. The tier 10 is only obtained from bosses, and the rest can only be obtained if you bring a archaic emblem tier 1 with you. This emblem can be purchased from krystilia for 50,000 blood money
The wilderness emblems can be exchanged for blood money at kristilia
Implemented gold membership. This donator-rank will have all sorts of benefits in-game, a list with these can be found on the forums
Disabled the possibility to lose items on a safe death, items will only be lost on a PVP death. Therefor has the death's chest at home been disabled & removed
Implemented 10 new completionist capes. These capes have hidden bonuses/teleports that will help you in all sorts of activities throughout the game
Zulrah scales can now be used on zulrah weaponry, before it took all the scales it could, now you can choose a set amount
Implemented new last man standing halo's
Implemented ghommal hilts (slightly more accurate compared to defenders, but less strength bonus)
Added a lot of new additions to perdu's imbue shop
Every time you catch fish, you have a 1/25 chance to receive between 5 and 15 spirit flakes, these can be exchanged at Gita Prymes for the spirit angler outfit wich gives you increased XP in fishing
Implemented slayer skip scrolls. These scrolls can be obtained for free every day when you've got a gold membership subscribtion
Added more ent spawns near their original spawn locations
Added more hell hound spawns near the mage bank area
Barrows no longer break on death
Reorganised wilderness slayer points shop
Added a gold membership ring, this ring is able to use the teleport interface from whatever location (not wilderness)
Added "Wilderness elves" north of mage bank. These will reward you with crystal shards, and a very slim chance of receiving crystal armour seeds
Added blood & swamp bark equipment, including their unique effect
The altar at edgeville can now be used to offer bones
Frost dragon bones can now be used on altars
Implemented dragon hasta
Implemented singing bowl to create crystal items (skill requirements too)
Bow of faerdhinen & blade of saeldor can now be created by bringing crystal shards & enhanced weapon seed to the bowl
Crystal armoury can now be created by bringing crystal shards & crystal armour seed to the bowl
Crystal halberd/shield/bow can be created by bringing a crystal weapon seed to the bowl
Bow of faerdhinen/blade of saeldor can be corrupted by bringing 2,000 crystal shards to the bowl, giving the weapon unlimited charges
Implemented the crystal armour special effect
Crystal axe/harpoon & pickaxe can be created by bringing their dragon variant, crystal tool seed and shards to the bowl
Bow of faerdhinen/blade of saeldor can be recolored by using crystals on it, wich are obtained from Llian's store
Two new achievement unlock scrolls have been placed in the krystilia wilderness slayer point shop
Combat achievement scroll (helmets): this scroll will unlock the ability to create the new combat achievement slayer helmets (tzkal, tztok & vampyric)
Combat achievement scroll (crossbows): this scroll will unlock the ability to use a vorkath's head & king black dragon head on the dragon hunter crossbow to create the new dragon hunter crossbow (t) & (b)
Added a new "imbue scroll". This scroll can be used on any imbue-able item, and bypasses Perdu's imbue costs
Slayer helms now are lost on death above level 20 wilderness, the player killer will receive a black mask instead
Added the new granite maul + handle combining
Old granite maul now uses 60% special attack, while the new granite maul uses 50%
Made all god d'hide shields equipable, and gave them bonuses
Crystal crown recoloring now works
Rocktails have been implemented, and are the best in slot foot (+1 hitpoints better than anglerfish)
Gave grace the ability to recolor your gracefull (all sets OSRS has)
Reworked how marks of grace come in game, now you have a percentage chance to receive a few upon agility roof top completion
You now have a 25% chance to receive hallowed marks on completing roof top agility courses
You can now recolor your graceful to the hallowed version for hallowed marks
Handled dangerous teletab teleports (now gives a warning message)
Added missing teleportation items
Added divine potions in herblore
Crystal shards can now be crushed using a pestle and mortar
The hallowed sack can be purchased for hallowed marks, and opening it gives you a 1/50 chance to receive the agility pet
Added trailblazer gracefull by using the ornament kit on regular graceful
Added twisted horns to the slayer shop
Added trail blazer dragon/infernal tools
Refactor dragon harpoon special
Add support for infernal harpoon special
Add support for infernal (or) and dragon(or) tools
Added Dragon kiteshield/platebody + (g) versions
Added uncharge message on the ash sanctifier
Added ash sanctifier
replace various ash drops with new prayer ashes (according to osrs wiki)
Add inquisitor mace with proper animations
Completionist cape will now act as graceful
Add inquisitor armor set effect
Add Blood Money Chests to all slayer tasks based on combat level/if boss
Upon death in wilderness while having blood money chests causes the chests to be opened and the blood money to be dropped to the player killer
Add battle mage potion/bastion potion + creation
Changed the LMS loadout
Added a LMS lobby command
Replaced some possible rewards from chests in LMS to make the minigame more appealing
Added a lot more item combining, probably loads missing but we wen't through all of them
Sang staff proper animations and reworked how it worked completely
Fixed a bug where holy sanguinesti staff wouldn't lose charges
Fixed a bug where holy sanguinesti staff projectile would work against players
Scythe of vitur has proper animations and no longer uses the 2007 hallowed scythe attack styles. Charging, uncharing and use of ornaments work
Removed old PVP gear system where PVP equipment would degrade to dust
Completely recreated a new PVP gear system with different max charges per item. In general weapons: 1000 charges, equipment: 2000 charges, zuriel staff: 2000 casts
All PVP items start with a max amount of charges, then will corrupt while being used into their "broken state". They can be checked and will send a warning message when they break
Reworked morrigan's throwables to balance out the fact all other items degrade
Broken PVP gear can be recharged for blood money, if attempted to wield it will state the item is broken and must be repaired
Added the wilderness merchant, this shop will buy all sorts of resources obtained from the wilderness for blood money
Imported three pre-eoc infinity sets. When you die for these, players will receive regular infinity pieces
Imported rune/adamant berserker shields
Handled Abyssal tentacle (or) death mechanics (you now receive the kraken tentacle (or) when you kill a player using the abyssal tentacle (or))
Crystal armour should turn to the amount of 'crystal armour seeds' you used for it, for example if you die with the crystal body, it needed 3 crystal armour seeds to get it made, so if you die, you'll drop 3x crystal armour seed on PVP death
When you die for PVP equipment, you'll drop the broken versions
Implemented the different orbs dropped with the powered up nightmare staffs
All crystal tools will drop a crystal tool seed on PVP death
Dragon hunter crossbow (t) & (b) will drop a regular dragon hunter crossbow on PVP death
Twisted ancestral & ancestral (l) will drop as regular ancestral on PVP death (kit is lost)
Broken PVP gear will drop as broken PVP gear to the killer in a PVP death
Made it so perdu can uncharge your PVP weaponry for 500,000 blood money
Added a perdu dialogue to explain how PVP gear works
Removed the donator rank requirement to re-color your skin in game (no racism here)
Copied high alch prices of original PVP gear to their new costum broken versions
Bow of faerdhinen/blade of saeldor drops a enhanced crystal weapon seed on PVP death
All versions of cystal halberd & crystal bow will drop a regular crystal weapon seed on PVP death
Added crystal halberd/crystal bow/crystal halberd (i) decay system
The final 1/10 crystal equipment version will decay into a crystal weapon seed after it's last hit
Made revenant emblems tradeable
Added priff house portal to construction, if functions the same as the other house portals
I've been working on Nex for Runeverse. Here's a look at some of my progress.
Boss mechanics:
- All 5 phases implemented, minions must be killed to progress the fight.
- 7/9 special attacks implemented so far. (Smoke Dash, *Pending npc force movement & Embrace Darkness, *Pending CS2)
- Attack "queuing" enables specials to be executed on the appropriate attack tick, and we can fill it at specific times. (Like on a new phase)
- All overhead curses implemented.
- Soul Split will heal Nex for a % of every successful attack.
- Deflect Melee will reflect any incoming melee attacks back to the attacker.
- Wrath upon dying, Nex blows up and any players standing with 5x5 radius will be hit.
- All special attacks can only affect players inside the arena. If you got infected during the fight and went to home for example, the virus would not spread.
Minions:
- Fumus uses smoke barrage & can poison players.
- Umbra uses shadow barrage & can lower player's attack levels by 15%.
- Cruor uses Blood barrage & can heal himself a percentage of damage inflicted.
- Glacies uses Ice barrage & can freeze players. Watch out as this can be a lethal setup for Nex's ice phase special attacks.
- Blood reavers attacks will heal Nex. If "Blood Siphon" special is used while any reavers are alive, they will die and heal Nex for their remaining hp.
Special Attacks / Phases:
- Added the cinematic intro where Nex spawns all the minions in the 4 corners of the rooms & is unattackable during this time.
- The Spectral Spirit Shield reduces all prayer draining effects at Nex. Smoke:
- Added the Choke special attack which afflicts the player *Cough* with the lowest magic defence with a nasty virus that can spread to players within 1 tile. It drains prayer & your highest bonus stats. Using a Slayer helm reduces the duration of this.
- Added the Drag special attack which stuns and drags a player into Nex's melee range. This also deactivates any overhead prayers. Shadow:
- Added the Shadow Smash special attack. This spawns shadows under every player. You have 3 ticks to move away, then any players standing on a shadow will take damage. Blood:
- Added the Blood Siphon special attack. This spawns at least 2 reavers (more depending on team size) and Nex will kneel for 8 ticks. Any damage to Nex will instead heal her during this time. If the reavers are alive during the next Blood Siphon, they heal nex.
- Added the Blood Sacrifice special attack. This marks 1 player who has to move at least 7 tiles away from Nex. Otherwise they'll take significant damage, and have 1/3rd their prayer drained. Other random players are hit for up to 12 and have their prayer drained by 1/3rd as well. Ice:
- Added the Containment special attack. Nex hits the floor spawning a 5x5 container of unattackable Stalagmites around her. Any players inside will take significant damage and have their overheads deactivated.
- Added the Ice Prison special attack. Nex will contain a player in a 3x3 container of attackable Stalagmites. If nobody breaks the player out, they will take significant damage.
- Info on the attackable "stalagmites" in the Ice Prison special; Players can only break these if they would hit a 9+ with a melee attack. Crush weapons are more likely to break them. Zaros:
- During the switch to this phase, Nex heals for 500 hp.
- Added all 3 curses overheads to Nex during this phase.
Other:
- Implemented the Zaros Altar. You can Pray at it once every 10 minutes. If you have a Zaros item it will fully heal you, restore run, and special attack. Can also be used to teleport out.
- OSRS like drop table added. The only notable change is something else drops instead of coins.
- Nexling pet has been added. Nexling has all OSRS dialogues implemented.
- Added sound FX to the entire Nex fight.
- All doors leading from GWD to Nex have been fully implemented.
- Bandos components and Torva repairing system fully implemented at the Ancient forge.
- Added "Peek" functionality to Nex's door. It will say if there's Nex and/or players inside.
- The only requirement to face Nex on our server is 70 attack, hp, ranged, and str. No keys.
- Added the Zaros godsword, which must be created from a Godsword Blade + Zaros hilt.
- Added the Zaryte crossbow, which must be created from a Armadyl Crossbow, Nihil Horn, & 250 Nihil shards.
- Added a banker to the Nex lobby room.
Nex has been a real challenge, and I haven't been able to solo her yet. We're going to be testing en-mass with a group of developers soon, and making changes as needed.
Currently, we're testing a version with 20% reduced defences. I'll let you know how we decide to proceed.
Media below:
250 bots infecting each-other:
All overheads:
Ancient forge:
Want to see more media & keep up-to-date with development? Join our discord. Coming soon.
- Fixed an error with old mark of grace system.
- Added ::rangedgear and ::meleegear for devs.
- Added a better check for Nex's healing that stops her from healing twice.
- Nex can no longer aggro in her intro form.
- Banker outside Nex.
- Added all doors in Nex area.
- The banker walks at Nex.
- Nex Altar now plays a sound, does anim.
- Fixed isZaros item check.
- Nexling pet + chatting.
- Update Whirlpool pet to have 3 dialogues.
- Update beaver desc.
- Nex drop tables written and implemented. Same as osrs without coins.
- Added check for 70 agil, hp, ranged, str when entering thru Nex's door.
- Fixed all of the known Nex bugs and did testing. Refined combat, feels super smooth.
- Re-enabled tutorial.
- Updated VPS.
- Posted an update on Rune-server.
- Cannons placed in Nex's chamber will be destroyed.
- Right-click peek functionality on Nex door. Displays # of players & if Nex is inside.
- Testing Ferox Enclave.
- Added pass through logic to any barrier.
- Very carefully made all Ferox Enclave zones safe.
- Went around perimiter and flagged some specific tiles as Wildy.
- Fixed Ferox pool.
- Fixed entering Ferox FFA portal. When entering from Ferox you go back to Ferox. When entering from Al-kharid you go back there.
- Fixed castle wars portal.
- Moved LMS to Ferox enclave (from al-kharid), moved shop & host NPC.
- Removed all old Mammoth spawns. (They were in enclave)
- Copied all osrs current Mammoth spawns.
- Added all safe zones in Deep Wildy (Level 65ish) rest zone.
- Fixed barrier position.
- Went around the perimeter and made sure all tiles that should be wildy are still wildy.
- Wildy barriers into any safe zone cannot be used when you're TB'd. You must lose the TB to enter Ferox or wildy level-65 safe area.
- Worked with Twinky to replace broken altar object.
- Implemented working Wrath rune crafting in deep Wildy. No talisman needed. Need pure ess. Pouches + skilling outfit work.
- Removed all instances of wrong crystal shard id.
- @Deprecated wrong crystal shard.
- Added Solus Dellagar as PVP instance teleporter. He's at Edgeville bank.
- Added Camelot, Canifis, Edgeville, Varrock PVP instances.
- Camelot bank is safe.
- Camelot square is safe.
- Rest of camelot is pvp.
- Camelot square added pool, portal, teleporter guy, spellbook swap altar.
- Canifis bank is safe.
- Canifis bank added pool, portal, teleporter guy, spellbook swap altar.
- Added some decorations.
- Rest of Canifis is pvp.
- Edgeville bank & gamble bank are safe.
- Edgeville bank & gamble bank added pool, portal, teleporter guy, spellbook swap altar.
- Rest of Edgeville is pvp.
- Added Varrock pvp instance.
- Special warning message as you tele into a pvp zone. (Varrock square)
- Made East, West banks safe zones. GE safe zone is WIP.
Last edited by TwinkyRS; 03-23-2022 at 05:36 PM.
Reason: shh tis oke