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118 lines
6.1 KiB
HTML
118 lines
6.1 KiB
HTML
---
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title: More bugfixes in Gielinor
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tags: news
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layout: newspost
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date: 2023-08-30 00:00:00 +0000
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authors: ryannathans
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excerpt: "Some more bugs have been squashed in Gielinor..."
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modtype: "Lead Developer"
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avatar: avatar8fa9.gif
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---
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<p>Greetings Explorers</p>
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<p>There have been some more changes in Gielinor:</p>
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<ul>
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<li>Fixed performance issue where entities could have multiple movement operations running at a time</li>
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<li>Deep wilderness threats now continue at next login if present when logging out<br />
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Decreased brawler gloves and PvP gear drop rate from ordinary deep wilderness NPCs (does not apply to revenants or chaos elemental)<br />
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Brawler gloves and PvP gear drops from ordinary deep wilderness NPCs now require at least 100k high alchemy risk (does not apply to revenants or chaos elemental)</li>
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<li>Corrected some inauthenticities in the script processor<br />
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<br />
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Soft queued scripts no longer remove weak scripts<br />
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Soft queued scripts now delay logout until processed</li>
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<li>Fixed issue where eating/firemaking/decanting replaced item from incorrect inventory slot<br />
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Corrected potion decanting and bank pin interface sounds</li>
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<li>Fixed visual issue when displaying female characters in tutorial island's character customisation</li>
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<li>Implemented applying weapon poison to crossbow bolts and Morrigan's javelins</li>
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<li>Ring of the Star Sprite teleport no longer gives a wilderness warning for bounty hunter star (as it's not in the wilderness zone and has a bank available)</li>
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<li>Rewrote blast furnace</li>
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<li>Construction improvements<br />
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<br />
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Relaxed constraint on room rotation to allow for blind walls<br />
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Prevent the room snapping into a different rotation than the one specified</li>
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<li>Implemented special attacks for Morrigan's throwing axes and javelins</li>
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<li>Fixed weapon interface and attack animations on Vesta's longsword</li>
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<li>Corrected banshee drop table<br />
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Added requirements to some heraldic (construction) equipment</li>
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<li>Audio refactor continued<br />
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<br />
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Implemented admin audio command ::audio audioId loops[optional]<br />
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Implemented admin globalaudio command ::globalaudio audioId radius playername (plays from that players location) or can be used by coords ::globalaudio audioId radius x y z<br />
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Refactored the following sounds:<br />
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Tribal totem quest Cromperty teleport (fixed looping)<br />
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Vinesweeper tool leprechaun teleport sound (Corrected this sound so it does not loop 10 times)<br />
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Antifire and poision immunity 30 seconds remaining tick tock sounds and sound of the potions expiring (Fixed it so it plays the correct number of tick tocks)<br />
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Sound when summoning a familiar (All familiars were using the summon unicorn sound. It is now defaulted to the normal summoning sound instead of the unicorn summon sound. All familiars on first summon have a their own sounds that will need to be implemented later)<br />
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Door and gate sounds<br />
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Bank interface sounds<br />
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Unicorn stallion special move sound<br />
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Agility pyramid rolling block sounds<br />
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Prayer book sounds<br />
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Lunar stat spy<br />
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Hunter falconry<br />
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Picking items in a field like potatoes<br />
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Ectophial teleport and refill<br />
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Summoning pouch creation and renewing points<br />
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Runecrafting at altar sound<br />
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Making finished and unfinished potions<br />
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Cutting gems<br />
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Entering giant mole area<br />
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Praying at an altar<br />
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Warriors guild animator sounds<br />
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Chiseling limestone<br />
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Spirit wolf special move sound<br />
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Telegrab spell sound<br />
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Glassblowing sound<br />
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Strong of security opening reward chest creaking sound<br />
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Butterfly net sound<br />
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Desert rug travel rise and descend sound<br />
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Enchanting bolts<br />
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Woodcutting tree falling and chopping sound<br />
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Hunter setting up dismantling traps and pitfall sounds<br />
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Explorers ring run energy restore sound<br />
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Farming: Raking, adding compost to patch, picking from fruit trees, seed dibb, using plant cure on patch, opening/closing/adding to/from compost bin<br />
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Mage training arena alchemy spell sounds<br />
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Breaking bones to peaches/bananas tab sound<br />
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Casting silver sickle bloom<br />
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Entrana magic door teleport<br />
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Cabbage teleport<br />
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Teleother cast sound<br />
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Fairy ring teleport sound<br />
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Lunar vengeance spells<br />
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Running out of prayer sound<br />
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Lunar (non teleport) spells<br />
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Super heat and bones to bananas normal spell book sounds<br />
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Equip/unequip item sound<br />
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Revenant combat sounds<br />
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Herb cleaning sound<br />
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Emptying buckets/bowls/jugs of water<br />
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Making cannonballs at a furnace<br />
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Digging with a spade<br />
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Peer the seer fremmenik trials challenge: heating items on the range<br />
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Blessing a spirit shield at a POH altar<br />
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ContentAPI function stun sound<br />
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Picking up items off the ground<br />
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Eating food sound<br />
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Cooking and intentionally burning food<br />
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Drinking a potion<br />
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Warriors guild catapult<br />
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Pulling wilderness teleport levers<br />
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Offering bones on a POH altar<br />
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Slashing spider webs in Varrock sewers<br />
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Entering POH portal teleport sound<br />
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GE exchanging item set sound<br />
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Jumping wilderness ditch<br />
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Dragon axe special<br />
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Digging up a farming patch<br />
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Lunar heal spells<br />
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Chaos elemental projectile impact sounds<br />
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Mounted glory teleport<br />
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Lunar share and boost potion spell<br />
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Dwarf multi cannon setup, rotate, and firing sounds<br />
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NPC attacking sound<br />
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Enchanted bolt effect combat sound</li>
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<li>Pets no longer count as summoning for split combat level calculation</li>
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<li>Antipoison effects now trigger for the correct durations</li>
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<li>Fixed (for real) Jeremy missing in Fight Arena</li>
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<li>Fixed bug in fight quest where Jeremy was teleported incorrectly</li>
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</ul> |