News

Chaos elemental weekend

Similar to our KBD weekend from 10 - 13 July, this weekend the Chaos Elemental has 2500 hitpoints instead of 250, the droprates on all its items are increased with 20% and it can drop the following items (for rarity explanations, see http://wiki.pkhonor.net/stats/drops):

Spoiler: show
NOTE: the +20% drop chance for the event has not been applied to the below drop rates!

Chaos rune 100 Always
Chaos rune 1000 Uncommon
Chaos rune 10000 Very rare
Chaos rune 100000 Ultra rare

Cannonball 100 Uncommon
Cannonball 1000 Rare
Cannonball 10000 Ultra rare

Chaotic rapier (0%) 1 Ultra ultra rare
Chaotic longsword (0%) 1 Ultra ultra ultra rare
Chaotic maul (0%) 1 Ultra ultra ultra rare
Chaotic staff (0%) 1 Ultra ultra ultra rare
Chaotic crossbow (0%) 1 Ultra ultra ultra rare
Chaotic kiteshield (0%) 1 Ultra ultra ultra rare
Eagle-eye kiteshield (0%) 1 Ultra ultra ultra rare
Farseer kiteshield (0%) 1 Ultra ultra ultra rare


Killing the chaos elemental also has a common chance (every 2 - 10 kills) of yielding 15 - 25 Slayer Points, killing in clan with lootshare multiplies these points, so each member will receive 15 - 25 points.
There is also a common chance of receiving 75/105/150 PkHonor Points and 25/35/50 Pest Control Points (depending on whether you're a regular player, donator or premium member) and the same multiplier for clans applies.

The chaos elemental is also accompanied by several air, water, earth and fire elementals, which have the following drops:
Spoiler: show
Air elemental:
Air rune 100 Always
Air rune 1000 Uncommon
Air rune 10000 Rare
Air rune 100000 Ultra rare

Water elemental:
Water rune 100 Always
Water rune 1000 Uncommon
Water rune 10000 Rare
Water rune 100000 Ultra rare

Earth elemental:
Earth rune 100 Always
Earth rune 1000 Uncommon
Earth rune 10000 Rare
Earth rune 100000 Ultra rare

Fire elemental:
Fire rune 100 Always
Fire rune 1000 Uncommon
Fire rune 10000 Rare
Fire rune 100000 Ultra rare


Time until the Chaos elemental weekend is over:


Furthermore, at the moment I'm working on some more necessary combat improvements, mostly in regards to ranged and magic to make sure the calculations and effects happen correctly and at the right time. Improved following has been put back in the fridge, since that'll require some more research and a lot of work (but at least I tried).
Once that's done, I'll be focusing my attention on releasing ironman mode. However, for this I'll need a lot of input from the community as to what the restrictions (and possible benefits) should be. I bet there are already threads about this, so if some folks could post a link to those threads here, that would be much appreciated! Once enough input has been gathered, we'll be putting up some polls to make the final decision so we can go ahead with the implementation.

Past server updates [last update: 21 July 2015]

In this thread, you'll find all additions, modifications and bugfixes that have occured in PkHonor in the past weeks and months. The title of this thread will be updated each time a new update has been released, so make sure to check it out regularly!

The release date of each update can be found in the title of each post.

Developers blog

Combat improvements released on testserver

Just now, I have released the latest version of my combat improvements on the test server. I've rewritten over a thousand lines of combat-related code, so there's a good chance some bugs may have slipped through. Most of it is still untested, so it will need to be thoroughly tested before we can apply this on the production server.

What should be improved/fixed:
> Your accuracy and max hit of melee, ranged and magic attacks is now calculated when you initiate an attack, so changing gear after y...

Improved following released on testserver

I've been working on the code responsible for following players (and NPC's) and I have just now released this on the testserver. I know this is one that you guys have been asking for a long time, but it's something that's very tricky to get right, so I want to make sure everything works fine by the time I release it on the production server.

Apart from improved following, I've also reworked the mechanics behind manual spellcasts: as of now, if you attack a player with melee, ranged or autocast...

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