tag:blogger.com,1999:blog-52525952756707297012024-02-08T07:02:03.432-08:00/v/scapememehttp://www.blogger.com/profile/02170476788308372369noreply@blogger.comBlogger40125tag:blogger.com,1999:blog-5252595275670729701.post-75529042056713345882018-08-04T22:07:00.000-07:002018-08-04T22:07:12.234-07:00/v/scape BTFO (Port-Mortem)<b>tl;dr </b>/v/scape server was compromised. Consider everything tied to /v/scape compromised. Your passwords were in plain text so if you have any accounts using that password, you should change them immediately. Your /v/scape account may be locked and you will need to contact a staff member to unlock the account. This is to protect your account.<br />
<br />
On August 3 2018 at ~19:30 UTC our server was broken into. This was after a two week+ sustained attack. We were using a password login for the server with no alerts on failed login attempts (I am serious, unfortunately). This made it relatively easy for the attacker to gain access. On August 3 2018 at ~20:15 UTC we noticed what was happening and took action. The VPS provider was emailed and the server reinstall was complete on August 4 2018 at ~2:00 UTC. Our backups were recent so players should experience no data loss from this episode.<br />
<br />
The attacker had access to everything related to /v/scape. Everything should be considered compromised at this point including, but not limited to, usernames, passwords, PINs, IPs, MACs, and email addresses from the Mantis. Any accounts that use your password from /v/scape should be changed immediately.<br />
<br />
Ironically, we had been working on password hashing/salting and authentication recently. It was planned that we would roll that out in the next couple of days, but obviously that was too late. There were a number of things we should have done differently and they should have been done years ago, but we naively thought we wouldn't be targeted by anyone and maintained an extremely lax security posture. We have already taken steps to better protect ourselves in the future. Among them is hash the passwords instead of letting them sit in the player files in plain text. This is now implemented and your password will be stored as a hash once you have logged in and out of the server as of today (August 4 2018). Two-factor authentication for your accounts will be (optionally) available soon. We also will no longer be using password logins for the VPS. Much more has been done and will be done over the coming weeks.<br />
<br />
If your account is locked, you will need to contact a staff member to have it unlocked for you. We are going to restore all accounts no matter how long that takes us. You can message us on Steam from the /v/scape Steam group or make a new account and message us in game.<br />
<br />
Lastly, I want to apologize to all of you. This failure was entirely our own. We knew the weaknesses and took years to fix them. We ignored common sense and we knew better. There's nothing I can say here that can or should restore your trust in us (if you ever had any). All I can offer you is an apology and a promise that we are taking all steps we can to prevent this from ever happening again. I am personally taking a more active role in ensuring server security and I know the rest of the team is taking this much more seriously as well.<br />
<br />
LatentLatenthttp://www.blogger.com/profile/02730308670882381167noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-84557147204467138492018-04-02T08:51:00.001-07:002018-04-02T08:51:53.498-07:00Vidyascape Q1 UpdateDear Shareholders,<br />
<br />
I am writing this today to perhaps settle some of your minds regarding the future of the next couple of quarters of the Vidyascape fiscal year. We have had a slow first quarter which has closed at us as down 4.2 points in our index. Our two major prospects for Q1 have been delayed into Q2 including the "Anniversary" deal and the Easter merger. We are still working on finishing both of these and while late, it is better nonetheless to close while we still can.<br />
<br />
To preface our delays I must divulge vital information to you to keep interest in our company alive. Starting late last quarter I, Pickles t. Frogman, took on responsibilities in a separate company which occupies 40 hours of my time each week. While detrimental to the steady progress of Vidyascape Inc., it was a decision that had to be made with regards to my own personal interests. We are currently still adapting to this loss of productivity.<br />
<br />
Now, to explain the tardiness of our first quarter prospects I can offer some exciting news. While the Construction wing of our offices still needs a few polishing touches in some corners it seems to be working as an excellent addition to our company! We have remained silent about another similar expansion in order to expediently complete the work and close the deal properly. Our original intent was to create these offices with funds raised by Anniversary Holdings Et. Al but we have suffered financial setbacks to the completion date. Nonetheless, we are pleased to announce that our Hunter wing of offices will be completed by end of April!<br />
<br />
The Hunter expansion to our company is largely the explanation to our recent decline in visible progression with our company. We have been working since Q4 of 2017 on this project and are excited to present the finished results to you all by end of month. However, our immediate concern is also finishing the merger with Easter Question Mark LLC. Dubbed the "Easter" merger internally and promised externally to be closed by April 1st we have obviously failed to meet this deadline. There are many reasons why this occurred but I will not waste your time with details; know it will be done at the latest by business close Friday, April 6th.<br />
<br />
We at Vidyascape Inc. look forward to a productive second quarter and will keep you the shareholders up to date with the new projects and additions discussed above. With your continued support we can make 2018 great again.<br />
<br />
Sincerely,<br />
<br />
Pickles t. Frogman<br />
CTO<br />
Vidyascape, Inc.Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com1tag:blogger.com,1999:blog-5252595275670729701.post-80384880964554429002018-01-02T19:01:00.000-08:002018-01-02T19:04:21.805-08:00New year, address and clientWoah, we are slacking pretty hard on writing blog posts. I've been wanting to do a 2017 recap post and explain the new client details so here we are. First off, we bought vidyascape.org, so our address is a bit nicer and it ended up being really cheap to do once we found the right place to make it happen. The new client 5.9.5 is now updated to use this address and the same goes for the Vidyascape launcher v0.4. Version 0.3 will keep working for a short time as we still have vidyascape.no-ip.org registered, but eventually it will stop working so make sure you get the new one at some point! There were a few small client fixes we've had ready for a while, moving the update/server message/private messages so they don't float in the middle of the screen in resize mode as well as better supporting Linux and *nix systems. It just takes a while to have a reason to update the client as it's never a smooth transition.<br />
<br />
I'm gonna work through the year backwards and make small comments on some of the larger things we achieved this year.<br />
<br />
Pickles tossed together a Christmas event on <i>Christmas Day, </i>Saxi ran through it and checked it out quickly and I drove an hour home to go update the server... (grandma's house has really garbage internet now?). We cut it pretty close but we rallied and got it out before the day was over (at least for North America).<br />
<br />
A lot of people had a hand in getting Kingdom Management rolled out and working correctly. We had a problem (payments and approval were going over 50k/100% and giving really large rewards), so we had to disable collection for a few days and work on it. I personally spent a lot of time on it and made sure to fix it in a way that still gives people credit for the time it was disabled. Herbs and seeds still need rewritten to work correctly, hopefully we get to that soon.<br />
<br />
Benny added ducks to the fishing guild.<br />
<br />
Halloween came and went with a nice event (by lead event developer Pickles) that allowed you to choose a reward from Halloweens past, something that will probably see a return with events in general. <br />
<br />
Highscores was changed to show if you're looking at an ironman with a little icon next to their name on the list and now counts ironmen among other players in the rankings. We chose to change herbs to have a "unid" appearance now,<br />
<br />
Sheep herder was added and as anything involving npc movement, needed a couple patches. Agility Pyramid which some thought we weren't going to be able to add to our server was implemented. The middle of the year mostly saw the standard quests and bugfixes, other than Easter and Fourth of July events. Devious Minds, Wanted, Sea Slug, Between a Rock and Rag and Bone Man rounded out the year.<br />
<br />
Oh and the most complex thing we've ever added, construction happened 364 days ago. <br />
<br />
All in all it seemed like a quiet year, but looking at about 500 commits, hundreds of fixes and 7 quests I still feel proud of what everyone achieved. We're well funded, we have players and we're making progress.<br />
<br />
Happy (late) New Year everyone!memehttp://www.blogger.com/profile/02170476788308372369noreply@blogger.com2tag:blogger.com,1999:blog-5252595275670729701.post-55861909750375838052017-01-03T18:00:00.000-08:002017-01-03T22:22:01.701-08:00Construction (Beta)Hello memes,<br />
<br />
This is a special post because with it comes the release of a giant mene, the Construction skill. It's something I've been working on for just under 7 months with contributions from all of the other devs. It was kept a secret for almost the entirety of development to try and prevent bankrolling of the skill.<br />
<br />
However, it's not entirely complete as of yet. It's a massive skill with more data than any other skill in the game (even skills not added like Hunter, etc). Thus we have elected to release it in a 'beta' testing phase.<br />
<br />
<b>What does beta mean? I-I'm not a b-beta!</b> <br />
It simply means that while a majority of the skill works, we will be keeping an eye out for bugs to continually fix and improve the skill until it is 100%. No amount of testing on our end can compare to the brute force of hundreds of autists (players). There will be no rollbacks or removal of exp except in the event of a fatal bug or exploit and even then that would be specific to your account.<br />
<br />
<b>Majority of the skill? It's not complete? ROOOOOOOOOO</b><br />
Almost 95% of the non-dungeon component of the skill is working as intended (tm). Every object in the house can be built, but there are still some that do not have a function. Here's a short list of a few things we know of that have not been 'completed' yet:<br />
<ul>
<li>'Scry' on scrying pool in Portal Room non-functioning</li>
<li>Repair stands in house don't work for Barrows</li>
<li>Organ can't be played in Chapel</li>
<li>Most Game Room games non-functioning</li>
<li>Majority of dungeon rooms non-functioning</li>
</ul>
We've added a category to the Mantis bug-tracker specifically for Construction - you'll need to help us out and report issues with bugs there. We are mostly aware of things that explicitly do not function, so try and report only bugs you run into not any 'Nothing interesting happens.'.<br />
<br />
<b>What about muh favorite part of the skill _____??</b><br />
Odds are if it isn't in the above list then it is working. Test it for yourself and for the love of frogs do NOT message me or any other dev asking about it.<br />
<br />
<br />
In closing,<br />
We hope the release doesn't go horribly wrong, although we do expect a few shitposts from something that is incredibly simple but got overlooked in the nearly 20k lines of code that makes up this meme skill. Like I said above, we'll be continuing to work on the skill for the following months to get it perfected. It'll be a process, like Farming, but once it's done we'll have a 100% functioning Construction skill which is quite the feat in the RSPS world.<br />
<br />
Regards,<br />
Pickles<br />
<b> </b>Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com2tag:blogger.com,1999:blog-5252595275670729701.post-16616519390034759222016-12-16T13:29:00.001-08:002016-12-16T13:29:05.143-08:00Details about global drop fixesDrops work in the following way:<br />
<br />
1. Kill a monster<br />
2. Roll for a single item from each chance table (common, uncommon, rare... etc)<br />
3. Roll for each of those items<br />
4. Pray to Pickles <br />
5. Win a roll, get the item being rolled for<br />
<br />
Previously there was a bug where it was rolling in the wrong order: from most common to most rare. This bug has been fixed so rare items are now rolled for first, thus balancing the drop rate on many items (Whips and such).Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com1tag:blogger.com,1999:blog-5252595275670729701.post-25292199039580422472016-11-18T21:10:00.000-08:002016-11-18T21:10:17.526-08:00Full bug fixes 11/18-Fixed shades / zombie randoms appearing at DKs<br />-Tele-tab crafting working again<br />-Leather gloves drop added to Edgeville<br />-Poison in PC now properly gives damage points<br />-Fixed a bug with The Grand Tree glider captain<br />-Can use material on Aggie to receive dye<br />-Fixed barricades in PC not being repairable<br />-Fixed a bug with poisoning thrown items on full inv.<br />-Nazastarool is now affected by Crumble Undead<br />-Fixed a bug where some rotten logs couldn't be blessed<br />-Fixed the bug with wrong level-up dialogue messages<br />-Fixed auto-retaliate messing with certain actions<br />-Berserker and Power amulet prayer bonuses fixed<br />-Can now drop a majority of untradable items properly<br />-Pet rock can now be used to open Waterbirth dun. doors<br />-Fliers added to imp and barbarian drops<br />-Blue dragons are no longer poison immune<br />-Various drop tweaks<br />-Desert Bandits now aggro to Sara / Zammy gear<br />-Added text to cannonball crafting<br />-Can now use Klank's Gauntlets to get Quicklime<br />-Fixed a bug with using bucket of water on breadPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-46714820765235402582016-09-01T13:53:00.000-07:002016-09-01T13:53:12.725-07:00September 1st, 2016 full patchnotesFull list of fixes from this update:<br />
<br />-Farmers now accept noted payments<br />-Muddy chest now implemented<br />-Retribution / Redemption prayer bugs fixed<br />-Mole no longer retreats to the same burrow spot<br />-Seaweed nets now have a refresh timer<br />-Anti++ properly requires coconut milk<br />-Nightshade can be picked with gauntlets<br />-Ship to Waterbirth second-click option fixed<br />-Ladder at the end of Waterbirth dungeon working<br />-Bones to Peaches tablet fixed<br />-'Inspecting' crops now shows treatment status<br />-'Taking' from tomato compost bin fixed<br />-Fillables now properly usable on each other<br />-Ogre arrow flighting bug fixed<br />-Brimhaven moss giant ropeswing fixed<br />-Nature Amulet now has a 'check' right click option<br />-Can properly enchant less than 10 bolts<br />-Music and sound fx fixes / changes<br />-Run energy properly restores if leader is walking<br />-Random events no longer disable / drain prayer<br />-Rune / Adamant (g)/(t) skirts added to TT<br />-Dark cavalier added to TT<br />-Spam clicking continue no longer closes dialogue<br />-Loop button on the music interface now working<br />-Added pie tasks to the Cooking guildPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-13497306803259777752016-07-03T10:15:00.000-07:002016-07-03T10:16:05.884-07:00Dialogue TranscriptionsThis post is something I've been meaning to make for a while, regarding translating wiki transcripts of quests into usable format for our code. To start making a transcript there first needs to be one on the RS3 wiki, such as: <a href="http://runescape.wikia.com/wiki/Transcript:Tears_of_Guthix">http://runescape.wikia.com/wiki/Transcript:Tears_of_Guthix</a><br />
<br />
After this we need to breakdown what method calls each panel of dialogue exist as. For the 4 formats below, see the picture and how it gets transcribed into a usable method call in code.<br />
<br />
1.) NPC chat:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/U9hXTpP.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/U9hXTpP.png" height="108" width="400" /></a></div>
<div style="text-align: center;">
<br /></div>
d.sendNpcChat("I have been waiting here three thousand years,", "guarding the Tears of Guthix. I serve my master", "faithfully, but I am bored.");<br />
<br />
2.) Player chat:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/aGpupEO.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/aGpupEO.png" height="108" width="400" /> </a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
d.sendPlayerChat("...I still can't believe how long that 'one small favor'", "took me! I ended up walking all over the world doing", "small favors for all and sundry!");</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
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3.) Statement: (Here you can see standard chat colors being used as well)</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/lotA7NN.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/lotA7NN.png" height="110" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
d.sendStatement("You cannot enter the cave again until you have gained either @dre@one", "@dre@quest point@bla@ or @dre@100,000 total XP@bla@.");</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
4.) Options:</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/3Pt4a3v.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/3Pt4a3v.png" height="108" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
d.sendOption("Okay...", "You tell me a story.", "Not now.", "What are the Tears of Guthix?");</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Note: If the red 'Select an Option' says something different you would use this method call:</div>
<div class="separator" style="clear: both; text-align: left;">
d.sendTitledOption("Different Title Here", "option1", "option2"); </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
And there you have the 4 basic panels of dialogue broken down into method calls. The core thing to note over all the dialogue is how the lines are broken down. When you get a long string of text from a transcript on a wiki, you need to first cut out the part that is for that panel and wrap it in quotations. Then you add ", " to break the line up into a 'list' so to speak of more quoted strings. Each quoted string represents a line of a dialogue. It is also very important that you use the format for the method calls written here.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
So basically what people have done in the past is paste in the whole transcript to their favorite text editor, pull up a 2007/2006/OSRS quest guide video and begin translating the lines into method calls. After this is done you can just put your text file into pastebin and send one of us the link. At the end of this post is a link to a site showing quests left to do. In each of the tasks are either a link to the transcript or a pastebin of the completed dialogue. You can use the completed pastebins for reference if you get stuck or are unsure of how it should be formatted.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
T. Regards,</div>
<div class="separator" style="clear: both; text-align: left;">
Pickles </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
List of quests: <a href="http://vidyascape.no-ip.org/kanboard/?controller=board&action=readonly&token=12bc8837b3e20f675f747fda8fabb18052bb904db415bf88e59cd8416b28">http://vidyascape.no-ip.org/kanboard/?controller=board&action=readonly&token=12bc8837b3e20f675f747fda8fabb18052bb904db415bf88e59cd8416b28</a></div>
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<br /></div>
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P.S: </div>
<div class="separator" style="clear: both; text-align: left;">
For those of you code savvy - the "d." part references a DialogueManager class owned by the player and instantiated as a variable "d" for ease of use instead of typing "player.getDialogue()." every method call.</div>
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<br /></div>
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<br /></div>
Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-43175876528748586712016-06-28T18:28:00.000-07:002016-06-28T18:28:58.637-07:00Piety and Chivalry Explanation
This update we have decided to add both Piety and Chivalry prayers
to the game without the quest requirement. In the past, we have said
this is something we would like to avoid, but there are a few reasons
why we decided this was the best course.<br />
<br />
King's Ransom would require overhauls of both the Camelot/Seers
area and Falador as the quest replaced the drop party room with the
courthouse that was used in the quest. In addition to being ugly and
out of place with the current art styles, it moved the party room to
Falador. It would also require an update of Camelot castle which,
again, was ugly and out of place.<br />
<br />
We are now more than capable of updating areas of the map and
could do this (fairly) easily, but we feel it really hurts the old
school feeling of the game to have the new style of graphics and we
will try to avoid adding this kind of content in the future as well.
This does not mean we're going to be adding content without the
requirement frequently. This situation is an exception to the rule
and you should not expect to see it again for a long time, if ever.<br />
<br />
While we were adding these two prayers, we went ahead and revamped
the way prayer drains. It should be far more accurate and flicking
should, in theory, work correctly as well. This may be a work in
progress that will need a little tinkering over the next couple
weeks.<br />
<br />
Latent <br />
Latenthttp://www.blogger.com/profile/02730308670882381167noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-84659056083396434942016-06-01T16:57:00.001-07:002016-06-01T16:58:52.477-07:00NPC Combat Definition Changes<div style="margin-bottom: 0in;">
<span style="font-family: "georgia" , "times new roman" , serif;">With this patch, NPC combat is changing
drastically for certain NPCs and will continue to change for the rest
over time.</span></div>
<span style="font-family: "georgia" , "times new roman" , serif;">
</span>
<div style="margin-bottom: 0in;">
<span style="font-family: "georgia" , "times new roman" , serif;"><br /></span>
</div>
<span style="font-family: "georgia" , "times new roman" , serif;">
</span>
<div style="margin-bottom: 0in;">
<span style="font-family: "georgia" , "times new roman" , serif;">Recently we discovered that all NPCs in
the real game had actual levels set for combat. This means each NPC
had an attack, strength, defense, etc. level as well as having
“bonuses” which translate to equipment bonuses in players. There
are ways to obtain the levels and we have been making use of them to
include the levels in our own NPC definitions. This means NPC combat
will function the same way player vs player combat does as far as
accuracy and hits go. Hopefully this will lead to more authentic
combat experience on /v/scape.</span><br />
<br />
<span style="font-family: "georgia" , "times new roman" , serif;">Latent </span><span style="font-family: "georgia" , "times new roman" , serif;"></span></div>
Latenthttp://www.blogger.com/profile/02730308670882381167noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-64747056417004329692016-05-20T22:28:00.000-07:002016-05-20T22:28:15.889-07:00NPC Death Animation Timers<span style="font-family: Georgia, "Times New Roman", serif;"> With this patch, NPC death animation timers have been implemented. </span><br />
<br />
<span style="font-family: Georgia, "Times New Roman", serif;"> What did he mean by this? The time the NPCs take to go through their death animation is now variable and can set on an NPC by NPC basis. If you see an animation that doesn't look quite right, submit a bug report on the mantis (preferably keeping all the ones about the timers in one report) or post a list in the thread and hopefully I will see it. </span><br />
<br />
<span style="font-family: Georgia, "Times New Roman", serif;">If you had killed ogres or guards in Varrock, you may have noticed this animation issue. The ogres stood back up for a split second after their death animation and the guards stayed bowed down for ages and looked stupid. This is something I would like to get fixed in the near future because it's an easy fix and makes the server look more """""""""""""professional.</span><span style="font-family: Georgia, "Times New Roman", serif;">"""""""""""""</span><br />
<br />
<span style="font-family: Georgia, "Times New Roman", serif;">Latent </span>Latenthttp://www.blogger.com/profile/02730308670882381167noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-46273445971393922182016-04-22T22:05:00.000-07:002016-04-22T22:07:24.518-07:00squash that MF bug button fam REAL DEV HOURS 100 100 Hello memes,<br />
<br />
<b>Here a list of bug fixes that didn't make pnotes from the April 22nd update:</b><br />
-Fixed 3rd age/god d'hide alch prices and item weights<br />-No more fires in Lumby basement<br />-Taking damage while Ectophial teleporting fixed<br />-Can regain Elemental Workshop key properly<br />-Iron drag addy bar drop unnoted<br />-Plant cure can now by emptied<br />-Fixed spawning behind Duel Arena lobby<br />-Changed thurgo's dialogue to 'proper' skillcape and option switching<br />between the quests<br />-Fixed the grammar with (unf) bolts to just say "iron bolts." instead of<br />"iron bolts (unf)s."<br />-Small bug with Shadow of the Meme incantation fixed<br />-Abyss dialogue error fixed<br />-Lost city shack now can be entered without staff and tools gotten<br />-Text fix for a clue about cactus near rug merchant<br />-Archer helm store price fixed<br />-Otto Godblessed' name fixed<br />-Rasolo's wandering shop fixed<br />-Dire wolf anims / boneitis fixed<br />-Lumbridge guide no longer says Draynor is closest bank<br />-Clocktower door that can put you out of bounds fixed<br />-Ectophial not resetting camera shake (barrows) fixed<br />-Can use chaos gauntlets in Dwarf RFD subquest<br />-Fixed a bug with slice/dice button ids<br />-Hard leather body only requires 1 leather to make (fixed)<br />-Grammar for 'Elves' slayer task fixed<br />-Hajedy clue now medium level as is proper<br />-Sinister chest now drops item on full inv<br />-Falador castle ladders working<br />-Can now empty bonemeal pots<br />-Abyssal guardians range / melee weakness<br />-Added drops to Yanille guards (Soldiers id#35) <br /><pre> </pre>
Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-66285464873880013012016-03-30T12:56:00.004-07:002016-03-30T20:01:25.546-07:00Regarding Tai Bwo Wannai CleanupWhile Tai Bwo Wannai Cleanup is in the development process, I need to address a few related things.<br />
<br />
Any and all related effects to the minigame WILL be removed upon implementation of the minigame. This means trading sticks, teak/mahogany logs and anything else usually gained through means of the minigame. You will keep any exp related to chopping the hardwood trees but not the resulting logs.<br />
<br />
-PicklesPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-32723363282568275092016-02-04T16:23:00.003-08:002016-02-04T16:41:25.627-08:00Degrade changesHello memes,<br />
<br />
With Roving Elves comes some changes to the degrading system in place.<br />
<br />
<b>Crystal Equipment:</b><br />
You'll notice first off that all of your crystal items are missing - they've been replaced with face value 1.5m. You'll need to do Roving Elves to get more crystal. I changed the crystal system to be (mostly) proper with RS2. The hits on crystal are still 10x RS2 and repairing from seed works the same. However, unlike RS2, I have given you the option (like before) to be able to repair from stages on the bow/shield back to the 'full' state instead of having to revert the item to a seed every time. Ilfeen can do this for you after your first crystal seed recharge. In addition to all of this, Crystal repairs now get cheaper for each crystal seed Ilfeen sings back to life. The shop prices, first repair price and subsequent repair prices are the same as RS2. The cost per hit as scales with how many times you've re-enchanted crystal seeds.<br />
<br />
<b>Barrows Equipment:</b><br />
Not much has changed with barrows aside from the fact you are no longer 'bound' to certain degraded pieces. For example: you have a Torag's helm brand new and a Torag's helm 100. You equip the brand new helmet and use it for a bit, it degrades to 100. You go to repair the helmets and the first 100 will only cost the hits you accumulated on either helm. The second helm will cost the full 2500 hits cost to return to brand new. This idea works the same for crystal, except think 9/10 instead. This idea happens with every duplicate of each stage of degrading on the same item.<b> </b>Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-49773523984483529942016-01-21T22:25:00.002-08:002016-01-21T22:48:57.413-08:00Slayer ChangesOOGA BOOGA<br />
<br />
Re-rolls have not been removed, but the way assignments are given has changed. In original RS2 tasks had specific minimum and maximum amounts for assignments. In addition to this the tasks had 'weights' which equates to the chance you have for a task to be assigned. The theory is basically that a monster has a weight from around 5 through 12 which you can consider as how many times you write that monster's name on a slip of paper and put it into a hat with all the other weighted task papers. You then draw a random paper and that's your assignment. It's simple probability and basically just means that a task with higher weight has a higher chance to be picked.<br />
<br />
tl;dr Task amounts have been fixed and therefore are a lot lower than they were before, but the odds of getting a desirable task (AKA memevelds) is much different and better than before.<br />
<br />
FAQ:<br />
<b>Does task weight affect how likely I am to get a task of 200 bloodvelds?</b><br />
-No. Task weight only affects how likely you are to GET a specific task, once you get that task the amount you get is flat random between min and max task amount for that task.<b> </b> <br />
<br />
You can read more at these wiki pages:<br />
<a href="http://2007.runescape.wikia.com/wiki/Task_weight#Task_weighing">http://2007.runescape.wikia.com/wiki/Task_weight#Task_weighing</a><br />
<a href="http://2007.runescape.wikia.com/wiki/Slayer_master">http://2007.runescape.wikia.com/wiki/Slayer_master</a><br />
Click on the individual master and you'll see an entire list of tasks (which have also been corrected) as well as the weights on the right hand side of the table. <br />
<br />
P.S Maybe sometime down the road I'll run an algorithm to print specific chances per monster on the different masters.Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-9653105012117452092016-01-03T22:32:00.000-08:002016-01-03T23:38:08.818-08:00Barrows these nutsHELLO<br />
<br />
This recent update brings an overhaul to the Barrows minigame. The entire thing has been overhauled to be correct to RS2 / OSRS - the game during that era. For general answers about rewards see: <a href="http://2007.runescape.wikia.com/wiki/Barrows#Kill_count_and_loot">http://2007.runescape.wikia.com/wiki/Barrows#Kill_count_and_loot</a><br />
<br />
And for a period accurate guide see:<br />
<a href="https://web.archive.org/web/20051213135759/http://www.tip.it/runescape/?page=barrows_guide.htm">https://web.archive.org/web/20051213135759/http://www.tip.it/runescape/?page=barrows_guide.htm</a><br />
<br />
FAQ:<br />
<b>So getting 14kc doesnt help the chance to get a piece now? I should just
get 6 kc if I want a chance of getting every bro's piece?</b><br />
No. The formula is entirely dependent on how many brothers are dead. Each brother you kill rolls for barrows pieces once, so 6 rolls times the chance per brother is the maximum chance for -a- piece of barrows.<br />
<br />
<b>Aren't there supposed to be ladders in the NW and SE rooms?</b><br />
No. The ladder spawns in the room you go through the empty crypt into. You either teleport away after opening the chest or re-trace your steps back to the original room you spawned in and climb out of the tunnels.<b> </b><br />
<br />
<b>Will brothers still randomly spawn when trying to open the chest?</b><br />
Yes and no. It's not entirely random if you haven't killed all the brothers before searching the chest. If you run to the chest with 1 brother still alive, that will be the one who appears at the chest. Likewise, if you search the chest with more than 1 brother alive, a random one will spawn. This mechanic did not change from the old Barrows.<br />
<br />
<b>Any benefit to raising kc, like unlocking bloods?</b><br />
Yes, raising killcount to 8 unlocks bloods and bolt racks per realscape. Raising kc to 14 unlocks dmeds and crystal key halves. Higher killcount ensures better rune / rack / random rewards.<b> </b> <br />
<br />
Love<br />
-PicklesPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-68232447389514053562015-12-07T01:16:00.003-08:002015-12-07T01:16:31.547-08:00Moving forwardHello memes,<br />
<br />
Moving past RFD may come as a shock to some of you, but, the quest seems to be free of any major flaws so we are moving ahead. I will be working on finishing off all the missing random events in the game, some of which were patched in today. Here's a list of all the randoms left that /v/scape is compatible with:<br />
<br />
-<b>Mysterious Old Man</b><br />
<b>-The Maze</b><br />
<b>-Strange Boxes (Myst. Old Man)</b><br />
<b><strike> </strike>Cap'n Hand</b><br />
<b>-The 'Certers': Miles, Giles and Niles</b><br />
<b>- Evil Bob</b><br />
<b>-Frogs :^)</b><br />
<b>-Highwayman / Rick Turpentine</b><br />
<b>-Prison Pete</b><br />
<b>-Quiz Master</b><br />
<br />
Many have asked about the harmful skill randoms such as smoking rocks, Ents that break axes, whirlpools, giant fish, etc. I haven't made up my mind as to when I'll get around to these. I'm working on the NPC encounters / major randoms first. They'll likely come later down the road after all of these are implemented (your axes are safe... for now).<br />
<b> </b><br />
Lastly, in regards to today's update and the moderate downtime: we gutted and cleaned out a major portion of our source code. This means removal of non-functioning / useless pieces and snippets of code and files that were relics of how the original base source used to work. Because of this, the directories for many files, including player files, changed. We had to backup all these files and then manually cut and transfer them into the new format. The end result means literally nothing to you as a player, but for us devs means a cleaner work environment and a tighter, compact source. This is always a plus to us and allows for ease of use and is good practice. We apologize for the hour or so we were down for, but this has been put off for far too long. Our up-time is nearly perfect, so don't go bitching about a single hour :~)<br />
<br />
In closing, some pics from recent dev work:<br />
<br />
<a href="http://puu.sh/lLOl7/4371540033.png">thank you mr skeltal</a><br />
<a href="http://puu.sh/lIdh1/23962c32fb.jpg">(Why the strange plant doesn't transform) </a><br />
<a href="http://puu.sh/lHenR/31429a416e.gif">Gotta go fast</a><br />
<a href="http://puu.sh/lMuhX/c41ea61624.jpg">Mfw working with interfaces</a><br />
<a href="http://puu.sh/lMqaA/7d17b4df19.png">And then there's always the hotfixes :^)</a><br />
<br />
-Pickles Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-24885246965849788962015-11-20T16:37:00.000-08:002015-11-21T00:23:28.289-08:00Recipe for DisasterWell, the quest is finally here. I can finally get off the Culinaromancer's wild ride. I'll be taking a large step back from vscape for the rest of my school semester for finals and such, you'll see me be more involved around the holiday time in December. Remember to PLEASE, PLEASE report any bugs you find with the quest and its related subquests to Mantis first, and if you are too stubborn to sign up... then ::bugreport is fine.<br />
<br />
<b>Regarding the patch:</b><br />
-Barrows Gloves: I don't know how many times I've said this, but I guess if something isn't in writing nobody has a clue as to the official word. No, they weren't un-equipped or forced you into RFD. The quest needs to be bug-free and working before I enforce a hard requirement down the road. For now protection on death has been removed and of course, Barrows no longer drops the gloves.<br />
-Dragon Axe: As I was fixing the special system to allow for faster weapon changes / special attack enables I noticed the daxe special was using the 2014 OSRS effects. This has been corrected to it's proper combat attack special from the period with no woodcutting boost.<br />
-Quest Cape: As promised, the Quest Point Cape can now be gotten from the Wise Old Man. Each new quest put in the game directly affects the cape and you will need to do the new quests in order to continue wearing the cape.<br />
<br />
<b>A full list of tiny fixes:</b><br />
-The feathers you receive from offering bird eggs to the Evil Chicken shrine has been nerfed to the same amount you receive upon killing him.<br />
-Rogues now have gold bars instead of eggs to pickpocket.<br />
-Can use a noted bone for DT mirror materials.<br />
-Steel gauntlets work to pick nettles.<br />
-Bug with crates appearing on pineapple plants fixed<br />
-Typos in some quests fixed.<br />
-Nettle tea no longer turns into burnt potatoes when burning it.<br />
-Skill guides had some missing items added and text for 5 knives per metal bar (Thanks Starlight...)<br />
-Ground items that you own disappearing on re-log was fixed.<br />
<br />
<b>Where are we going from here?</b><br />
Well, like I said, I'll be taking a bit of a break to focus on other things. We'll have some more dev work returning in December as school ends. Personally, I think I'll work on all the missing random events before returning to more quests. Some of the quest lines that are on the forefront beyond this are Wanted!, In Aid of the Myreque / Shade / Splitbark stuff, Roving Elves, Swan Song, Fremennik Trials (No Frem Isles yet, sorry), Tai Bwo Wannai Trio (and the minigame). We'll certainly be working much slower on these though.<br />
<br />
Enjoy RFD and thanks for your continued support,<br />
PicklesPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-84941978236612297602015-10-19T12:31:00.000-07:002015-10-19T12:39:32.532-07:00I'd just like to interject for a momentVscape has always been moving towards one thing, being a recreation of 2006 runescape (the line blurs with dates/patches/revisions but bear with me). Our server is among the most accurate, unlimited energy and xp rate aside, and that's how it's going to stay. If a change is made it's going to be to fix something broken or missing, and that's exactly what the runecrafting nerf was.<br />
<br />
Sometimes changes take a while and happen randomly, I'm going through some health issues, Pickles has his classes, Bobster, Latent and Saxi all have varying amounts of time to work on vscape as well. We have a list of about 1000 things that need fixed, some are easier or more interesting than others. We don't have timelines, assignments or quotas. If something gets done it's because a staff memeber decided to do it and had the time.<br />
<br />
The staff is all pretty united in the direction this server is headed and that's one of the things we really have going for us. We have a pretty good history of integrity, decent uptime and a lot of content. Nothing has broken our economy or caused a server wipe (the speculative hammer market is really heating up though).<br />
<br />
If vscape is ever shut down, myself and other staff have talked about us releasing the code to our server, and that may or may not happen. Release it, and change the xp to 1x and turn energy back on, and it is now 2006 runescape "preserved" for the future. Intrest in runescape will fade, but like the people that work on mame, dosbox, WoW private servers, SWG private servers or any other project of that nature, at the end of the day we'll have saved something from disappearing.<br />
<br />
In the mean time, we're running a pretty damn good server for as long you play it. I'd like to keep trying to make it perfect.memehttp://www.blogger.com/profile/02170476788308372369noreply@blogger.com1tag:blogger.com,1999:blog-5252595275670729701.post-27391744824022426032015-09-18T16:16:00.004-07:002015-09-18T16:17:54.488-07:00An UpdateHello memes,<br />
<br />
<br />
Here we are with another update with the banner items being One Small Favour and Tutorial Island. Along with these comes numerous bug fixes and other content fixes, here's a full list including some small things omitted from pnotes:<br />
<br />
<br />
-Temple of Ikov complete-ability bugs fixed<br />
-Temple of Ikov witch not teleporting after certain stage fixed<br />
-Mage of Zamorak's id changed so usage of the 'teleport' option is enabled<br />
-Eat text on Cabbage fixed<br />
-Can now decant potions properly into empty vials<br />
-Can now equip boner club (Fuck off Hammi)<br />
-Some messages related to clue scrolls now display in filtered<br />
-Ring of Recoil properly gives PC damage points<br />
-Fixed a bug that prevented thieving stalls when the guard had died nearby<br />
-Gnome Stronghold front doors properly fixed<br />
-Banana trees now update appearance and run out of nanners<br />
-Fixed open drawers not working for certain clues<br />
-Fixed various items not being able to slash webs when they should<br />
-Fixed a small bug with DT that got you stuck on the ice path :^)<br />
<br />
<br />
After this patch goes live I will be able to turn my full focus to RFD, which is currently in the works, and around 10% done. We have multiple devs working on the subquests while I continue to do cutscenes for it as well as the final fight with the Culinaromancer. I'll finish that shit and pick up a few subquests as well most likely. Bitterness is working on Shadow of the Storm while we work on RFD, with release of that planned for a week or two before RFD.<br />
<div style="text-align: center;">
------------------------------------------------------------------------------------------</div>
<br />
<div style="text-align: center;">
<u>Questions I was asked to address</u></div>
<br />
<br />
-<b>"How come we don't have x content? X quest WHEN?"</b><br />
To make it simple, there are 3 main components of the game: the client, the client's cache and the server. The client reads the data from the cache which makes up npcs, items, objects, interfaces and displays these and the rest of the game. The server dictates all content and tells the client how to interact with scripted content added to the game. The client responds to this and makes sure the server knows what each player is doing. Now, the cache extremely limits what you can add to the game. In terms of revisions of Runescape, we are loading 474 items, npcs, animations and graphics. We are loading 377 objects, interfaces and map. 474 equates to the Halloween update of 2007 while 377 was released on May 2nd 2006 for Swan Song. This means we are limited to the lowest denominator date, 05/02/06. Content that exists past that at this point can not, and will not, be added until the team sits down and entirely overhauls the game to update to a newer revision.<br />
<b>-"B-but there's content past that date added already!"</b><br />
Yes, you're entirely right. There is. That's because it is either entirely item / npc / animation / gfx reliant and doesn't require usage of any objects / interfaces / map. The large exception to this would be the Warriors Guild which I squeezed into the Fight Arena a year ago. While it is possible to make custom changes further to the game to add more future content from the parts of the cache that come from 2007, as stated above we will not be doing any more of that on this version of the game.<br />
<b>-"Hunter and Construction WHEN"</b><br />
<b> </b>As stated above, we have the exact same issue with both of these skills. Construction was released on 05/31/06, after a big game engine update on the 16th of May. It is thought that this update started the 400 series of revisions and heavily altered the way interfaces are stored in the cache. Hunter was released later on 11/21/06 somewhere around a 430 revision. Both of these skills are out of range for us to add at the moment. Just because we have the items and npcs for them does not mean we will be adding them in a 'custom' way to the server. This leads to the next question:<br />
<b>-"Custom content? Are we going to see any of it?"</b><br />
Plain and simple, no. We are striving to recreate the game as it originally existed and to be as accurate and as stable as possible. Custom content has 2 major issues: it uses pre-existing resources and ruins the proper usage of those resources and it just looks bad. However, you will see custom content in terms of events. We have had, I think, 3 events that have been written entirely from our own material using Runescape's existing resources. We have the ability to create and add items to the game for special events for people to enjoy. Such things will only be added on special occasions and the majority of events will distribute original Runescape event items.<b> </b><br />
<b>-"Revision update? You're thinking of adding GE? REEEEEEEEEEEEE"</b><br />
When the time comes (which is still a long ways away), the maximum revision we will update the game to will be 474. As said above, this is Halloween of 2007 and pre-dates the GE. The GE will never be added.<br />
<b> </b><br />
Thanks for reading and much love,<br />
PicklesPickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com1tag:blogger.com,1999:blog-5252595275670729701.post-30013335052834434642015-08-17T17:18:00.000-07:002015-08-17T17:21:41.472-07:00Staff additions!I've given two players positions on staff, it's clear we need more quality people helping with things. <br />
<br />
The first is Saxi who has been given the position of Admin (gold crown). He has been writing quests for months and
is someone I know I can trust. For those who don't know, I've known
Saxi in real life for years now and this will give him the ability to assist people with quests and other content he writes. While he won't be the definition of active in the player base, he is now an official "part of
the staff" and someone I know I can count on.<br />
<br />
Then there's Latent who has been made a Mod. After coding for a while now and being online *all the time*, I believe it will be a good addition to the staff. Regardless of words that have been exchanged or who got pk'd by who, the staff and I see nothing wrong with this move.<br />
<br />
In personal and development news, I have over a month with no real responsibilities until Fall term starts. I'm gonna try to get an ton of vscape stuff done, my first little pet project is resurrecting the original Jagex map viewer. Here's an initial version for testing, lemme know if anyone has problems with it running: <a href="https://www.dropbox.com/s/r8m32x7cr844msi/map.jar?dl=0">https://www.dropbox.com/s/r8m32x7cr844msi/map.jar?dl=0</a> I'm aware it is the wrong map and it would seem no one has the correct version of a data file it uses out on the internet. I'm sure it's sitting on a hard drive somewhere in a beige box out there, but I'm working on figuring out how to make one myself. I've also started work on a update script that will pull code from our repository, compile it and update data files quickly. This will mean quicker and more frequent updates. There's some other big things I'd like to do, but there's also a good amount of bugs to work on so we'll see. Again, thanks to you guys for reporting bugs @ <a href="http://vidyascape.no-ip.org/mantis">http://vidyascape.no-ip.org/mantis</a><br />
<br />
Also, that tournament was awesome, it had it's hitches but it was great to see so many people online and participating. Shout-out to Nijia who kicked tons of ass.memehttp://www.blogger.com/profile/02170476788308372369noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-83056173729426150652015-08-08T13:00:00.001-07:002015-08-08T13:00:49.123-07:00Just weak my shit up<div style="text-align: center;">
----The Npc Weakness System----</div>
<div style="text-align: center;">
<br /></div>
I guess this is long awaited or what have you, although I don't think it really changes the course of things too terribly much. But muh accuracy, so, here we are! The system works pretty much like original Runescape's did, each npc can have 3 weaknesses from each side of the combat triangle. Magic and Melee can be broken down into their sub styles / elements while ranged weakness is just a boolean value (true or false).<br />
<br />
So you have:<br />
-MELEE (Rare, used mainly on unique npcs such as Dagannoth Supreme and varies %-wise)<br />
-MAGIC (More common, a global 20% increase in accuracy for this weakness)<br />
-RANGED (More common than melee, but not as much as magic, 15% boost)<br />
-STAB (15%)<br />
-CRUSH (15%)<br />
-SLASH (15%)<br />
-FIRE/WATER/EARTH/AIR (25% accuracy boost for specifics like this)<br />
[Ancient spells do NOT count as elemental spells, per original runescape] <br />
<br />
This is pretty much how the original system worked, although finding accurate accuracy percentages (so meta) is nigh impossible unless someone wants to watch some OSRS Q&A videos for hours on end. What can be found is which npc's have which weakness, which is the next section of this post...<br />
<br />
I spent a few hours last night scripting some shit to parse through a downloaded copy of the OSRS wiki and pull weaknesses from every NPC I could. Now, the formatting in the source of the wiki is garbage and all over the place from various edits and stuff, so it's very possible the script missed a few NPCs (I noticed fire giants, but those were my test subjects and had weaknesses at that point anyways). So, that's why the update will come with the ::checkweakness / ::checkweak / ::weakness / ::npcweakness command. You use it like ::weakness blue dragon, and get results as such:<br />
<a href="http://puu.sh/jucEc/06f49e1ac2.png">http://puu.sh/jucEc/06f49e1ac2.png</a><br />
<br />
While the parsing of the wiki found a huge amount of weaknesses and set them to an equally massive amount of NPCs, like I said, you never know. Have fun with the command, check what you're fighting and use it to your advantage, but also report any npcs that have either an incorrect weakness or no weaknesses at all (If and ONLY IF they should have one). You'll need to cite the OSRS wiki or an archived wiki page from 2006-7 like RuneHQ, tip.it, whatever. DO NOT USE ANY MODERN RUNESCAPE WIKI! Weaknesses changed tremendously on the EOC update on realscape and are entirely inaccurate to this time period.Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-23359283037943593202015-08-06T19:05:00.002-07:002015-08-06T20:24:49.229-07:00FoxterGate. 5-11 Never4get etc.The server is back up. Here's what went down.<br />
<br />
Last night I was
informed that someone's old account was missing all valuables. I took a
look and found all the items were traded to Shiggydiggy on 5-11. Mr Foxter was
logged into the account that was looted. Before this, Telescope tried to
log in and saw he was banned. <br />
<br />
This is around the time Mr Foxter
was losing his staff privileges, and Telescope and Mr Foxter were
always close. Telescope, presumably in reaction to Mr Foxter being
demoted, chose to look through old files he had from running the server
way back when. Some of these passwords were still current. They checked
out and looted 5 accounts and over 100,000,000 gold worth of wealth.<br />
<br />
All
persons involved were banned (including accounts items were traded to
and stored on) and the affected accounts will be getting their items
back.<br />
<br />
This was about 4 hours of detective work into the morning.<br />
<br />
325 accounts are still using at risk passwords that Telescope still has. These accounts have been locked and their owners will have to contact staff to unlock them.<br />
<br />
If you're getting a banned message please contact staff in game on another account.<br />
<br />
!Change your password and pin regularly, PLEASE!<br />
<br />
<br />
Oh, also we scored a slightly better server package with the same provider. It's double the ram and a little bit cheaper. Win-win! memehttp://www.blogger.com/profile/02170476788308372369noreply@blogger.com1tag:blogger.com,1999:blog-5252595275670729701.post-44456275755353268062015-07-24T15:44:00.002-07:002015-07-24T15:44:14.207-07:00My gear is better than yours pt. 2Here's more tests following the same method (yes it's in controlled mode)<br />
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Player tests: <br />
<a href="http://puu.sh/jbDns/979e89ea04.jpg">http://puu.sh/jbDns/979e89ea04.jpg</a> (The test subject)<br />
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<a href="http://puu.sh/jbDxJ/8c3b89f183.jpg">http://puu.sh/jbDxJ/8c3b89f183.jpg</a> (Non-void rune defender)<br />
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<a href="http://puu.sh/jbDIW/90a217faef.jpg">http://puu.sh/jbDIW/90a217faef.jpg</a> (Non-void DFS)<br />
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<a href="http://puu.sh/jbDLk/6f147170fd.jpg">http://puu.sh/jbDLk/6f147170fd.jpg</a> (Void rune defender)<br />
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<a href="http://puu.sh/jbDPh/53d08cd8b9.jpg">http://puu.sh/jbDPh/53d08cd8b9.jpg</a> (Void DFS)<br />
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High level NPC test:<br />
<a href="http://puu.sh/jbE9V/cd6e93e7dc.jpg">http://puu.sh/jbE9V/cd6e93e7dc.jpg</a> (Non-void rune defender)<br />
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<a href="http://puu.sh/jbEdr/81b05a388b.jpg">http://puu.sh/jbEdr/81b05a388b.jpg</a> (Non-void DFS)<br />
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<a href="http://puu.sh/jbEhf/76f7ccb40a.jpg">http://puu.sh/jbEhf/76f7ccb40a.jpg</a> (Void rune defender)<br />
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<a href="http://puu.sh/jbEjz/87fb7dce4b.jpg">http://puu.sh/jbEjz/87fb7dce4b.jpg</a> (Void DFS) <br />
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<br />Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0tag:blogger.com,1999:blog-5252595275670729701.post-42639924819941847122015-07-24T15:16:00.002-07:002015-07-24T15:17:05.480-07:00AAAAAAAAAAA MY GEAR IS BETTER THAN YOURS AAAAAAAAAAHopefully this settles some of the argument over BiS melee BS<br />
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<a href="http://pastebin.com/1DqAh98C">http://pastebin.com/1DqAh98C</a> (Max melee hit method for anyone who wants to actually crunch max hit numbers)<br />
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<a href="http://puu.sh/jbBFq/eb756c0d10.jpg">http://puu.sh/jbBFq/eb756c0d10.jpg</a> (Non-void rune defender)<br />
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<a href="http://puu.sh/jbBOH/d917d7d678.jpg">http://puu.sh/jbBOH/d917d7d678.jpg</a> (Non-void DFS)<br />
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<a href="http://puu.sh/jbBXb/fa84f56b52.jpg">http://puu.sh/jbBXb/fa84f56b52.jpg</a> (Void rune defender)<br />
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<a href="http://puu.sh/jbC0U/148c4529ee.jpg">http://puu.sh/jbC0U/148c4529ee.jpg</a> (Void DFS)<br />
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Posted here for hyperlink purposes<br />
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<br />Pickleshttp://www.blogger.com/profile/07710489543907556091noreply@blogger.com0