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Greetings Explorers
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There have been some more changes in Gielinor:
+- Audio Refactor
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+1st of many audio refactors, the end goal is removing AudioManager.java and using contentAPI functions for all sound
+Refactored playAudio
+Refactored playGlobalAudio
+Fixed lunar teleport sounds to not play if teleblocked
+Refactored the following sounds:
+All the special attack and DFS sounds defaulting to new API radius of 8 instead of 5
+Dropping coins, item, and destroying object sounds fixed
+Ectophial refill sound
+Agility pyramid sounds
+Emptying a fishbowl
+Enchanted jewellery teleport sound
+Enchanted jewellery enchant tab sound
+All the sounds for Elemental Workshop 1 listeners
+The sound when getting experience from a lamp
+Blessing and repairing a grave
+Hunter pitfall sounds
+Hunter sound when catching a kebbit with a noose
+Lunar cure me and cure group spell sound
+High and low alchemy spells
+Silver crafting at a furnace
+Spinning at a spinning wheel
+Drinking from a waterskin in the desert
+Sound when being blessed by drezel in nature's spirit quest
+Sound when poison immunity has 30 seconds left and when your immunity expires
+Shearing regular sheep and the penguin sheep at lumbridge
+Sound when regular spell book charge spell expires
+GE sounds: making 0 coin offer when buying, not having enough money, placing a buy offer, not enough room in inventory
+Sound when filling vessels from a water source
+Regular and ancient combat spells
+- Fixed incorrect message when trying to use teleport levers while teleblocked
+- Players now can't attack deep wilderness threats focused on other players
+- Improved teleblock condition checking
+- Added new camera API methods (including shake and reset)
+Added new admin commands for testing camera movements (::poscam, ::movcam, ::rotcam, ::shakecam, ::resetcam)
+- Code cleanup
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+Reorganised imports
+Removed redundant qualifiers
+- Spiritual warriors and spiritual rangers now correctly drop hard clue scrolls
+- Fix edge case save parsing issue for poison
+- Obelisk improvements
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+Made the wilderness teleport obelisks roll the destination obelisk fairly
+Improved obelisk teleport positioning logic
+Made the obelisk teleport capture a 3-by-3 bounding box of players, in accordance with the teleport animation
+- Fixed regression causing random events to trigger for bots
+- More sounds + audio refactoring
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+Modified default audio radius default parameter to be safer, 8 tiles instead of 15
+Improved location/direction based sounds
+Fixed the way sounds are handled for magic spells (All modern and ancient combat spells. All lunar teleport spells.)
+Magic spells now correctly fade in volume the further away you are from a target/player casting or being hit by a spell. The sound starts to fade after a few tiles until it cant be heard anymore
+Refactored lunar teleport sounds to use playGlobalAudio
+Humidfy now can be heard globally by other players
+Fixed Lunar fertile soil spell graphics and animation to be authentic
+Weapon attack sounds now start to fade after a few tiles until it cant be heard anymore
+NPC attack sound now fades with distance
+NPC hurt sound now fades with distance
+NPC death sound now fades with distance
+Fixed combat punching sound when no weapon is equipped so it can be heard globally
+Fixed a issue where you would hear a punching sound when casting any combat spell
+Fixed male player hurt sounds when in combat
+Implemented female player hurt sounds when in combat
+Failing agility obstacles will now play the correct hurt sound based on gender
+Fixed low wall agility pyramid sound
+Fixed taking damage from dying of thirst in the desert to use correct sounds
+Fixed the sound of drinking from a waterskin in the desert
+Implemented sound when attaching godsword blades to a hilt
+Fixed rune essence mine teleport sound so it no longer loops 10 times and plays authentically
+Implemented undead tree attack sound at Draynor manor
+Implemented all ectofunctus bone grinder sounds and the sound when offering to the ectofunctus
+Implemented mort myre ghast attack and player hurt sounds
+Fixed thieving pickpocket fail sounds
+Implemented falador guards combat sounds
+Implemented varrock guards combat sounds
+Implemented draynor market guard combat sounds
+Implemented cyclops combat sounds (warriors guild cyclops)
+Implemented animated armor combat sounds (all warriors guild animated armors)
+Implemented white wolf/big wolf/wolf combat sounds (wolves on white wolf mountain)
+- Added Dockerfile
+- Fixed typo in "the poison has worn off" message
+- Fixed issue where unequip listeners did not fire on death
+- Timers can be flagged for removal on death (fixes deep wilderness threats attacking for brief period after respawn)
+Fixed an issue with the skill restore timer that caused overheals to be reset to normal hp
+- Random event manager rewrite
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+Time until next random event now persists across logins
+Events will no longer spawn while the player has an interface like the bank open
+Replaced the slurry of random event commands with a singular ::revent admin command
+Random events now support being associated with multiple skills
+Random event selection is now more robust
+Players will no longer get skill-based random events if more than 2.5 minutes have passed since training the skill
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