Events

IN PROGRESS:
Armadyl GWD

No killcount req, +20% droprates
2020-04-06 08:00 UTC

IN PROGRESS:
PK

Double pkpoints on kills, clue drops
2020-04-07 15:00 UTC

Giant mole

+20% drops, tougher enemy
2020-04-08 18:00 UTC

Pest Control

Double Pest Control Points
2020-04-09 15:00 UTC

Castle Wars

Double tickets and hybrid armour charges
2020-04-11 03:00 UTC
2020-04-11 11:00 UTC
2020-04-11 19:00 UTC

Recent Posts

Re: Armadyl - Kree'arra - Community bossing event
in News
by Billyx
on Tue Apr 07, 2020 7:03 pm
Re: Armadyl - Kree'arra - Community bossing event
in News
by Rapsey
on Tue Apr 07, 2020 6:57 pm
Re: Business | Pvming/Skilling/Chill | Longest Running Clan
in Clans
by H0lysh1tt
on Tue Apr 07, 2020 6:42 pm
Re: What Videos You Would Like To See
in Polls
by Antonio
on Tue Apr 07, 2020 6:18 pm
Re: What Videos You Would Like To See
in Polls
by Respire1337
on Tue Apr 07, 2020 6:08 pm

Recent Topics

Clue scroll noted
in Report an In-Game Glitch
by Brant
on Tue Apr 07, 2020 4:18 pm
What Videos You Would Like To See
in Polls
by Uimpepsi
on Tue Apr 07, 2020 4:12 am
2b XP Skillcape
in Discuss Ideas
by Devn
on Tue Apr 07, 2020 12:23 am
Nerf the chaos blowpipe.
in Discuss Ideas
by Respire1337
on Mon Apr 06, 2020 8:49 pm
Dragon impling
in Report an In-Game Glitch
by Brant
on Mon Apr 06, 2020 7:55 pm

News

Armadyl - Kree'arra - Community bossing event

by Ely » Tue Mar 31, 2020 1:39 am

Welcome back to the latest community bossing event. This week we’ll be hunting Kree'arra. Kree'arra can be found south in the Godwars Dungeon. During this event all players will be able to use the ::event command, which will teleport you directly in front of the Kree'arra door, skipping the kill count requirement. Throughout this event, drop rates will be boosted by +20%.
This community event will follow the same style as the previous revenants event, meaning you'll have multiple tiers for rewards. If you’re unfamiliar with the concept of these events, please consider viewing this zamorak GWD event announcement post.

Based on the feedback from the most recent community events, we'll always aim to ensure the goals and targets we set are achievable, yet challenging.

Starts in:

Ends in:

Personal Goal = 13 000 Damage

Community Goal Bronze Tier =
16 500 Kills


Community Goal Silver Tier =
19 000 Kills


Community Goal Gold Tier =
21 500 Kills


Depending on the amount of kills the community gets, will determine which rewards will be handed out. Below you can find all the tiers of rewards for both the community and personal goals. If the community manages to achieve 19 000 kills (silver tier) Everyone who has managed to complete the personal goal of 13 000 damage will be eligible for these rewards. The personal goal will stay the same for everyone, but the community goals will increase.

Ironman players are still eligible to receive the personal goal rewards.

Only the bronze goal will be displayed within the ::events command.

Rewards for completing the Bronze personal goal + community goal =
Spoiler: show
  • x3 Robin Hood hats
  • Karil's Leathertop
  • Karil's Leatherskirt
  • x2 Odium ward
  • x3 Ranger boots
  • 3x Archers ring
  • Chaotic crossbow (20)
  • 500 Extreme ranging potions
  • 250 Saradomin brews
  • 125 Super restores
  • 350 Rocktails

The top 10 regular players who have done the most damage will earn an additional reward.
Spoiler: show
1 - Armadyl Crossbow, Elite casket, 3000 Adamant Bars, 5000 Dragon Bones, 1000 dragonstone dragon bolts (e)
2 - Armadyl Crossbow, 5 Hard caskets , 2000 Adamant Bars, 3000 Dragon bones, 900 dragonstone dragon bolts (e)
3 - Armadyl Crossbow, 3 Hard caskets, 1000 Adamant Bars, 1000 Dragon bones, 800 dragonstone dragon bolts (e)
4 - Archers Ring (i), Elite casket, 4000 Adamant Bars, 3000 Dragon bones, 700 dragonstone dragon bolts (e)
5 - Archers Ring (i), 5 Hard caskets, 3000 Adamant Bars, 2000 Dragon bones, dragonstone dragon bolts (e)
6 - Archers Ring (i), 3 Hard caskets, 2000 Adamant Bars, 1000 Dragon bones, dragonstone dragon bolts (e)
7 - Archers Ring (i), 1 Hard casket, 1000 Adamant Bars, 500 Dragon bones, 400 dragonstone dragon bolts (e)
8 - Dragonfire Ward, 3 Hard caskets, 100,000 feathers, 300 dragonstone dragon bolts (e)
9 - Dragonfire Ward, Hard casket, 50,000 feathers, 200 dragonstone dragon bolts (e)
10 - Dragonfire Ward, 25,000 feathers, 100 dragonstone dragon bolts (e)


Rewards for completing the Silver community goal =
Spoiler: show
  • x5 Robin hood hats
  • x2 Karil's Leathertop
  • x2 Karil's Leatherskirt
  • x2 Odium ward
  • x6 Ranger boots
  • x5 Archers ring
  • Chaotic Crossbow (40)
  • 750 Extreme ranging potions
  • 300 Saradomin brews
  • 150 Super restores
  • 420 Rocktails

The top 10 regular players who have done the most damage will earn an additional reward.
Spoiler: show
1 - Armadyl Crossbow, Master casket, 5000 Runite Bars, 5000 Dragon Bones, 1000 dragonstone dragon bolts (e)
2 - Armadyl Crossbow, Elite casket , 4000 Runite Bars, 3000 Dragon bones, 900 dragonstone dragon bolts (e)
3 - Armadyl Crossbow, x5 Hard caskets, 3000 Runite Bars, 1000 Dragon bones, 800 dragonstone dragon bolts (e)
4 - Archers Ring (i), Master casket, 4000 Adamant Bars, 3000 Dragon bones, 700 dragonstone dragon bolts (e)
5 - Archers Ring (i), Elite casket, 3000 Adamant Bars, 2000 Dragon bones, 600 dragonstone dragon bolts (e)
6 - Archers Ring (i), x5 Hard caskets, 2000 Adamant Bars, 1000 Dragon bones, 500 dragonstone dragon bolts (e)
7 - Archers Ring (i), x3 Hard caskets, 1000 Adamant Bars, 500 Dragon bones, 400 dragonstone dragon bolts (e)
8 - Dragonfire Ward, x5 Hard caskets, 100,000 feathers, 300 dragonstone dragon bolts (e)
9 - Dragonfire Ward, x3 Hard caskets, 50,000 feathers, 200 dragonstone dragon bolts (e)
10 - Dragonfire Ward, 25,000 feathers, 100 dragonstone dragon bolts (e)


Rewards for completing the Gold community goal =
Spoiler: show
[*] x7 Robin Hood hat
[*] x3 Karil's Leathertop
[*] x3 Karil's Leatherskirt
[*] x3 Odium ward
[*] x10 Ranger boots
[*] x10 Archers ring
[*] Chaotic Crossbow (60)
[*] 1000 Extreme ranging potions
[*] 375 Saradomin brews
[*] 190 Super restores
[*] 525 Rocktails

The top 10 regular players who have done the most damage will earn an additional reward.
Spoiler: show
1 - Armadyl Crossbow, Dragonfire Ward, Archers Ring (i), Master casket, 5000 Runite Bars, 5000 Dragon Bones, 1000 dragonstone dragon bolts (e)
2 - Armadyl Crossbow, Archers Ring (i), 2 Elite caskets , 4000 Runite Bars, 3000 Dragon bones, 900 dragonstone dragon bolts (e)
3 - Armadyl Crossbow, Dragonfire Ward, Elite casket, 5 Hard caskets, 3000 Runite Bars, 1000 Dragon bones, 800 dragonstone dragon bolts (e)
4 - Archers Ring (i), Dragonfire Ward, Master casket, 6000 Adamant Bars, 4000 Dragon bones, 700 dragonstone dragon bolts (e)
5 - Archers Ring (i), 2 Elite caskets, 5000 Adamant Bars, 3000 Dragon bones, 600 dragonstone dragon bolts (e)
6 - Archers Ring (i), Elite casket, 3 Hard caskets, 4000 Adamant Bars, 2000 Dragon bones, 500 dragonstone dragon bolts (e)
7 - Archers Ring (i), 5 Hard casket, 3000 Adamant Bars, 1000 Dragon bones, 400 dragonstone dragon bolts (e)
8 - Dragonfire Ward, Elite casket, 2 Hard caskets, 500,000 feathers, 300 dragonstone dragon bolts (e)
9 - Dragonfire Ward, 5 Hard caskets, 250,000 feathers, 200 dragonstone dragon bolts (e)
10 - Dragonfire Ward, 3 Hard caskets, 100,000 feathers, 100 dragonstone dragon bolts (e)

Special thanks to Nazuths For helping with the rewards for this event!

News

23 March Updates: Blessings, bugfixes

by Mike » Mon Mar 23, 2020 1:34 pm

Holy, unholy, peaceful, honourable, war and ancient blessings have been added to medium, hard, elite and master clue caskets. They also serve as protection from the followers of the affiliated god in the God Wars Dungeon, with the Ancient blessing offering protection against all monsters.

Image

And a couple of extra bugfixes and improvements:
  • You can now drop items worth up to 5M while in combat in PvP. While in combat in PvM, you can drop any item regardless of value.
  • The pathfinding of the Alchemical Hydra has been improved, so it is easier to lure over the vents. The pathfinding of other NPCs has not been affected by this.
  • You can now loot dragon javelin heads and dragon bolts (unf) from Dragon Implings.
  • You can now turn in clue scrolls one at a time at Watson to save up for a master clue scroll.
  • Seers ring now has +6 magic attack and defence bonus, seers ring (i) now has +12 magic attack and defence bonus.
  • The eternal gem can now be alched and traded between players.
  • Tokkul can now be alched and traded between players again.
  • The Shadow Warrior that is spawned by using the Whip of Shadows special attack will no longer attack players.
  • Saradomin and Zamorak arrows now grant protection in the God Wars dungeon against Saradomin and Zamorak followers, respectively.

Developers Blog

Chambers of Xeric - basic framework is finished

by Mike » Sun Mar 15, 2020 9:16 pm

It's taken me far more time and effort than I care to admit, but the basic framework of the Chambers of Xeric is finally ready. We can now get started on actually making each chamber work properly.

Based mostly on YouTube footage, along with the OSRS wiki regarding the Chambers of Xeric, I managed to distill the basic layout of a raid along with all the possible room combinations. From this, I learned the following (please correct me if I'm wrong):
  • A raid always consists of 2 floors with 7 rooms each, along with a third floor that contains the Great Olm boss room at the end.
  • The top floor starts with a lobby room.
  • The top floor ends with a room that contains a hole to go down to the lower floor.
  • Once you go down the hole, you enter an empty room, the start of the lower floor.
  • The lower floor ends with a room that contains a hole that goes down to the Great Olm boss room.
  • The layout of each floor is always 4 x 2 (4 wide, 2 deep), with one spot not filled in (since there's always 7 rooms per floor, not 8).
  • Aside from the Great Olm room and the start and end rooms of each floor, there are 10 rooms, each of which are a boss, puzzle, scavenger or farming room.
  • Of these 10 rooms, there are always 2 farming rooms, one located within the first 5 rooms of the raid and one in the last room before the Great Olm.
  • There are always 2 puzzle rooms, chosen randomly from the following 4 possibilities: Ice Demon, Tightrope, Crabs or Thieving (I made sure players cannot encounter the same puzzle twice in the same raid).
  • There are always 3 or 4 boss rooms (these rooms are chosen randomly based on one of the four rotations in my previous dev blog). I personally never saw any raid with 5 bosses, unless I missed those. Either way, I see nothing wrong with always having 3 or 4 boss rooms in our raids.
  • There are always 2 or 3 scavenger rooms, depending on the amount of boss rooms (3 scavengers if there are 3 boss rooms, 2 scavengers if there are 4 boss rooms). If there are 3 scavengers, the first room in the raid is always a scavenger room. If there are 2 scavengers, they can be spread randomly along the raid (although the first room is still often a scavenger room).
  • There are never two scavenger rooms right after each other.
Based on all of this knowledge, I managed to write an algorithm that generates a completely random raid layout. I also had to heavily customize the code we use for construction in order to properly display each room on the screen of a player. In the end, I finally managed to make all of it work, including noclipping checks and checks for clicking objects (to prevent players with a cheat client from doing things they're not supposed to). At last, I'm ready to actually fill up the rooms with bosses, puzzles, farming patches and scavengers and make all it work the way they're supposed to. With some luck, they will take less time than it took to build the framework. At least I can say that the hardest and most headache-incuding part is done.

Throughout the numerous YouTube videos I have watched about the Chambers of Xeric, I also noticed one thing that players seem to do a lot: raid scouting, often with the help of a RuneLite plugin that allows them to see the complete layout of a raid.
Based on this, along with some comments I received before, I expect our players will want to have something similar so they can choose what rooms they encounter in a raid. I don't think I would ever allow our players to freely pick and choose all rooms in a raid, but I did implement two features that should make it more enjoyable and far less time consuming to scout than in OSRS.

The first feature is basically what RuneLite offers in OSRS, but before you even start a raid at all: an interface that displays the layout of the raid you're about to enter. If you're happy with the layout, you can go ahead and start the raid. If not, you can pay a number of PkHonor Points (or coins, not entirely decided on that part yet) to make the game generate a new raids layout for you. Donators will get a discount.
Image

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I also made sure that the generated layout is saved to the database, so you cannot simply get a new layout by relogging or leaving a raid. Once a layout is chosen, the only way to get a new layout is to pay up or complete the raid. That will be the downside of the pre-raid layout interface, although I may tweak this based on community feedback.

The second feature is an interface that allows you to pick the rooms that you prefer to have in a raid. This will not influence the layouts that are generated for you, but it will make it easier for you to determine if a raid is desirable or not when you're about to enter it (as per the screenshots above).
Image
Whether we will add a challenge mode upon release is not yet decided. It's possible that I will add other important content to PkHonor first, such as the Inferno and the Nightmare of Ashihama, but this will depend on how difficult it will be to add challenge mode in the already existing Chambers of Xeric framework.

Please let me know if you have any suggestions on how the Chambers of Xeric should be implemented in PkHonor, also feel free to correct me if you believe I'm making any wrong statements about how the raid works in OSRS.

News

29 February Updates: bugfixes

by Mike » Sat Feb 29, 2020 4:57 pm

While I keep working on the basics of the Chambers of Xeric, I've released a couple of bugfixes today to address some of the most important bugs that have popped up recently.
  • Pathing code related to following has been reverted to what it was before the Alchemical Hydra update.
  • Bracelet of slaugher (b), expeditious bracelet (b), eternal gem and eternal ring now go to the refund box for free when lost on death.
  • The overall rate at which players can receive Brimstone keys has been lowered. The rate will also be even lower when you have a slayer streak less than 15 (lowered by 75% if you have a streak of 0).
  • You can now unlock the expeditious enchantment when you have an expeditious bracelet (b) on your account. The same with the slaughtered enchantment.
  • A bug has been fixed that allowed players to receive disproportionate amounts of tokkul and PkHonor points by entering and leaving the TzHaar fight caves very quickly after unlocking the TzHaar-Skiphus slayer perk at level 3 or higher. As of now, you will only receive Tokkul and PkHonor Points for the amount of waves you actually did. If you received too many Tokkul as a result of this bug, please report this to one of our staff members. Those who gathered a lot of wealth by abusing this bug without reporting it may have their account banned.

Developers Blog

Pathing & PvP - Development Blog - February 26th 2020

by Thoby » Wed Feb 26, 2020 3:58 pm

Image

So, welcome to this Developers Blog. A lot has happened since the last blog, both the Alchemical Hydra and the Slayer Expansion were released. You might have noticed in the Slayer Expansion post the mentioned that Mike has released the pathing code to the development team, meaning we are now able to try and fix pathing- something that has been something that historically could use some improvements. However, instead of solely focusing the next update on pathing (because well, that would be quite boring, now wouldn't it?). We decided to theme the upcoming update as a PvP-update, in which we aim to make the player-versus-player scene more interesting and appealing! This would match the pathing fixes, since the problems in our pathing are most noticeable in combat.

So we are currently also working on improving Bounty Hunter, balancing our equipment, repurposing the PkHonor Point Store and adding in the Last Man Standing minigame! This all to improve the PvP-scene as a whole. Please, if you have any feedback, tips, things you notice, etc: let us know. We are no active members of our PvP-scene, so anything we change will have to come from you guys.

But before we begin, first the β€˜ol disclaimer: the content highlighted in these blogs might not end up in the game.
They are a direct reflection of what we as developers are working on, although these might not be in line with what Rapsey and Mike think is good for the game.
After all, they get to decide which features end up in the game and which will not.
This (hopefully) will not always be the case though, and we aim to develop content that is in line with their vision.





πŸ“Œ Our vision moving forward

First though, we have recently been discussing something quite important: our vision. As you might have noticed, our latest updates follow a trend of providing exciting content that actually suit PkHonor's look-and-feel. We realized that we have been too thorn between becoming an OSRS replica, spawn-like-server and becoming something original. OSRS is often seen as the holy grail of what to do, and in many cases it's a great example to follow. However, directly copying the content is not always enjoyable. Skotizo is a good example of this; following OSRS's implementation made the boss time-consuming and inaccessible to most players, leaving it as 'dead content'.

The thing we realized is that our players aren't interested in just vanilla OSRS content: they're on a RSPS for a reason. Why not prioritize our player's enjoyment? So, from now on we will be focusing on releasing content that suits PkHonor and provides an enjoyable experience, even if it's custom.

Also, the spawn-like-server issue. In PvP we have often heard suggestions surrounding spawnable equipment sets, weaponry and food. We have given this a lot of thought, brainstormed possible solutions, but we have gotten to a point in which we realize that we aren't a spawn server. It simply isn't our strength, it isn't what made us what we are today. There are plenty of servers around that provide that quick-and-easy PvP experience, and trying to also be one while maintaining the feeling of satisfaction and gratification through achievements and progression is not going to work. Instead, we want to focus on making PvP more accessible while maintaining value of items and loot. We want to make it more accessible by providing more stable ways of getting PvP equipment and supplies. However, these will not be free.



πŸ—‘ Re-imagining PvP Equipment

PvP equipment (Vesta's, Statius', Morrigan's and Zuriel's) have been around for ages. They were added to level the playing field between established veterans and outmatched newcomers. The idea behind them makes sense: items that are easily obtainable through PvP and can rival BIS equipment. However, the equipment has grown to be an overpowered set of equipment which bare no risk when using them. In most cases, the difference between risking 200m and 5b is so minor, that risking 5b is just silly. This really plateaus equipment diversity as a whole.

From an outmatched newcomers perspective this also doesn't really make sense. Yes, it grands newish players (with ~30+ hours played) the ability to match established players. However, if you don't have the PvP equipment you're definitely outmatched. A 1v1 in Rune versus Vesta's is silly. Why even bother? You'll get outhit and only get a 200m reward if you manage to win. However, what if the newcomer kills a player in Bandos equipment? Well damn, you just won yourself a few billion worth of items. That sounds more like risk = reward.

Not only that, but the equipment outclasses basically any new equipment added. That's because the PvP equipment is based on RS3, which didn't understand powercreep like we do these days. Just looking at OSRS will make you realize there will probably never be any new items added that will be more powerful than the current PvP equipment.

So, that poses the question: what to do with the equipment? Should we nerf them, or remove them entirely? (Don't worry though, they won't just vanish without returning anything new 🀫). Please let us know below! Oh and let us know why you prefer either option. We will decide according to that.



🎁 Repurposing the PkPoint Store

Since we are discussing potentially removing the PvP equipment, something new should fill the PkPoint Store. Up till now, the PkPoints were primarily meant for purchasing the PvP equipment. However, we want to expand their usage.

Our first suggestion would be to add in Ornament kits. These are kits that can be used to enhance the look of specific items. We not only want to add the ones that OSRS has, but we also want to look into adding in custom ornament kits for different items. Maybe Nex equipment or ToB equipment πŸ€”?

Our second suggestion would be to add in PvP supplies: weaponry, equipment, supplies and other gear that would make PvP more accessible. For this we want to find the sweet spot in which we don't want to stop money generation through PvM and skilling- so this will require some extensive research.

Our third suggestion would be to add in Castle Wars tickets to the shop. They would be quite expensive (15-25 points per ticket), but give an additional way of obtaining Castle Wars tickets. This would enable players from getting the Hybrid armor without being limited by waiting to play Castle Wars. Castle Wars will still remain the best way of getting Castle Wars tickets. Overall this might even boost Castle Wars activity, since more players would get the Hybrid armor and will still have to charge it within the minigame.

Our last suggestion would be to add in cannon upgrades. We are still discussing this one, but we are imagining upgrading the damage and capacity of Dwarf multi cannon. What would you think of that?

If you have some additional suggestions for repurposing the PkPoint store; we are open to suggestions! Try thinking out of the box πŸ˜‰!



☠ Improving Bounty Hunter

We recognize that the Bounty Hunter minigame can use some improvements. Firstly, I personally want to add a better Bounty Hunter interface, with some more additional information right on the player's HUD.

Secondly, the store can use a revamp. Most points are spend on Imbue scrolls and the occasional Ring of Vigour. The new proposed items are:
  • Ring of Vigour (i) - Saving 20% of special attack usage. Could become an interesting tool, and will also make the regular Ring of Vigour more useful and sought after (would be upgradeable using the existing imbue scroll).
  • Imbued god capes - Powerful magic capes that provide additional +2% magic damage bonus, and have a whopping +15 magic attack bonus.
  • Wrath runes - And with this, ofcourse, the Surge spells. We might also add these to PvM or Runecrafting, but because of their usefulness within PvP they might only be obtainable through the BH and LMS store.
  • Saradomin's Tear - Used to upgrade Saradomin sword into a Saradomin's blessed sword; providing higher bonusses.
These are not final, but are our suggestions. Feel free to let us know if you have some more suggestions!



πŸ›‘ Last Man Standing

Last but not least; Last Man Standing. A battle-royal minigame in which players face off against each other with preselected equipment. For this we will mostly stay true to OSRS's implementation- because it was a huge success after its (second) release. Since we are still heavily working on this, I cannot really say too much about this. But hey, good things are coming πŸ˜‰.



πŸƒβ€β™‚οΈ Pathing

So, pathing. The big problem with pathing is that it's A LOT of work to puzzle what which function does. To establish high performance (hundreds of players navigating through our world) the code is highly optimized. To establish this high level of optimization, you often have to sacrifice readability and understandability of the code. So we have mostly been testing and debugging exactly what each function does, what happens in what function, and after we have properly documented the code- we will move to looking into the issues.

The main issue that occurred since the Hydra update has been fixed, which stops following Npcs to track you weirdly. However, when we get to a good stage with developing LMS and improving BH, we will open up the test servers to allow players to directly show us problems and fix them on the spot.

We aim to completely copy OSRS' pathfinding, so we will continue tweaking until it's perfect.



πŸ“Ί YouTuber Rank!

We have been discussing the possibility of having a dedicated YouTuber rank ingame, for those players that produce video content on a regular basis. With this we want to show recognition towards these players. We are still working hard on creating this rank and establishing exactly what we can offer our dedicated content creators! More news on this soon.





So, that's all for today. Not a lot of content to show off this time around, but like I mentioned: pathing isn't too exciting. A lot of things to discuss though; so we really do want to hear your feedback!