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Brandon

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Everything posted by Brandon

  1. In this article, we’re going to touch on a bit of the technology that is at the foundation of the entire Lunaris ecosystem. In order to do so we’ll need to use a bit of technical language, but we’re going to try and break it down with a few visuals to help paint a clearer picture of what we’re up to. We hope that you’ll be excited by the work we’re doing behind the scenes to make the game fast, easy to access, and secure for everyone. Coming from our last content update, a lot of the community still had questions about our plans for the future and what we’re working on right now. Many players are still not fully aware of what we meant by saying we were working on infrastructure. The main question at hand is “How do we understand this thoroughly? And what all is involved?”. [Let's look at a comparison analogy to segway us into what is involved into making these “ Infrastructure” changes.] To help explain where we're at right now and where we're headed, let's take a brief look at the history of the personal computer, and how the greater vision of Lunaris will come to be. The Old and the New The first variations of the standard desktop computer were all built and manufactured as one physical system. The mouse, keyboard and monitor alike were all attached to the core computer. This left very little room for innovation when it came to the system as a whole. Any external changes to the computer were near impossible. As you might imagine, this is a pretty big flaw. If a company wanted to improve on their keyboard, they’d have to go back to the drawing board and redesign a completely new system. In order to get around this issue, companies like IBM and Apple began breaking down the older design into its base components; breaking away the core computer from its counterparts. This modular approach, more than anything else, gave companies the freedom to make changes or add features to these individual components, without having to worry about the specific nuances of neighboring components. With this flexibility, the rate of innovation exponentially increased, giving way to the modern computers of today. As you may know, most RSPS servers are built off the back of very crude and out-of-date code, almost like the first computer we talked about - rigid and unforgiving. In the past, when we’ve wanted to make sweeping changes to game content, in-game user interfaces, or even simple bug fixes, we’ve had to jump through several hoops to get things right. Brandon and the rest of the development team identified these problems all the way back in Lunaris 1.0. After the shutdown of Lunaris 1.0 we spent a lot of time to build and put together the foundation within the core system to allow for a modular game. The main objective now is to convert all of our code, using that modular system, so they can be “ plugged-in “ to the core. Just like the mouse and keyboard plug-in to the “core” computer. In essence, the old content code now needs to use the new system we have built. Now, let's talk about the benefits it will hold and the process we are taking to make this happen. Plug(in) And Play Imagine content such as Chambers of Xeric and Slayer being the mouse and keyboard we previously discussed above with the olden day computer. Right now, this content is hard-wired right into our modem, A.K.A the “core”. Why is this bad? This means that in order for a developer to build content for the game, they need access to our entire “core” in order to run the game to simulate and test their code. In essence, this means handing a developer the entire game in order to make simple updates such as bug fixes or a mini-game update. Currently we have to pick developers very cautiously because our game is at risk each time we hand it out. This new system will remove the “core” from the individual pieces of content the game offers, much like the mouse and keyboard becoming modular with the modem of the modern day computer. We will be able to hire developers to make updates without handing them the entire game. The developer will simply make an update “plug-in”, and we will be able to review the project and then insert it into our game. This will minimize our risk, and allow us to provide a huge quality of life improvement for our developers, giving them the ability to create and test their code securely and efficiently. In order to make this happen, all of the code will need to be reviewed and converted to the plugin system. Some things will be fast and take little effort to convert, while other things such as the combat triangle will take time and precision. We have to make sure that we cross our t’s and dot our i’s so that we ensure a smooth transition. We are estimating that with full focus we can get this task done in a timely manner, roughly a month. Thus allowing us to hire as many developers as we want without trusting them with our entire game. This is a system that will open doors for us that were never there before. Freeing us from the constraints of most Servers , allowing us to grow our game exponentially while protecting our community and the integrity of the game to the fullest extent. We hope this helps shed some light on the importance of this. Now that we have that out of the way, let's get into some art. Wait a Minute I know that some of you are probably thinking "Wait a darn minute, Brandon told us he was doing this months ago." and you would be right. Myself (Brandon) and another developer made the plugin system before Lunaris even relaunched and most of the new content has been programmed using it. The problem is when the plugin system was made it was determined that it would take too much time to convert all of the existing older code to the plugin system and we did not want to push the release out even further because we knew that everyone was very eager to play. That being said, when a developer makes any content using the plugin system they need the core to test the code and with most of the older code being bundled within the core it leaves too much risk for malicious developers to vindictively steal the Lunaris source code. Like we stated above, the main plan now is to go back and convert all of the legacy code to the new plugin system. Once this is complete we can distribute the core to content developers without any risk because while we provide them with the core to run and test their code we do not necessarily have to provide them with any other content. In essence this would leave malicious developers with a skeleton of Lunaris so stealing it would be useless. Why Does This Help Me? The reason why this helps Lunaris as a whole and especially the community is because it will allow the development team to grow and expand beyond anything we have ever had before. We can hire anyone who knows how to code risk free which allows multiple developers to work on very complex content simultaneously. For example this would allow complex pieces of content such as Chambers of Xeric, Theater of Blood, and Construction to be programmed at the same time by multiple different developers. This will allow for much more frequent content additions which will help Lunaris to grow as a whole. All of the content you or I could ever want would be at our finger tips. Art To transition a bit, we have some exciting news! A sneak peek into one of the many things we have been working on with the new Art Studio. Our new logo is underway, and here is the final result of our new logo icon to go with it! This felt like a small victory for us and we are very happy with the outcome. Let us know what you think in the comments below. Bugs & Quality of Life Players can now do the command ::vialsmash which can enabled and disabled with the same command Added timers to most potions! Fixed a bug with mob kill counts where some mobs such as Kree'Arra started a new kill count. Do not worry, both of your kill counts should work towards your Nex kill count. Rarity now saves on items that can be dismantled / Or Kit Example: AGS can be dismantled and also can be used on an Or Kit. Neitzinot Faceguard rarity bug fix. Players could roll rarity on the item and then dismantle the item, forcing the item to lose rarity and then put it back together and have the ability to roll a new rarity on the item. Created new skill guides in-game with the new configuration that was made, mentioned in the last post. Attack Strength Defence Magic Range Prayer Cooking Smithing Fletching Firemaking Herblore Crafting Runecrafting Agility Slayer “Gargoyle Smasher” is now an unlock in the slayer reward store. Added an option to Captain Clieve to travel to the Lizardman Battlefield. Motherload mine “rockfalls” are now significantly easier/faster to mine. Graceful will once again open up her shop when trading her. The pest control shop is now fixed. Fixed a bug where jewelry would sometimes teleport you twice. Fixed the goldsmith gauntlets xp reward. Added the special attack to Arclight and Darklight Thanks for reading our latest progress update! Our goal is to eventually implement solutions to all of the difficulties that we've encountered over the years - to anticipate the issues that players and server operators may face and have an answer for them. We're looking forward to working side by side with the community, and we'll be reaching out to ensure that we factor in your requirements and ideas. Keep an eye out for our next update. In the meantime, keep an eye on our official Discord , and social media feeds over the coming days - this blog isn't the only place you can see some new Lunaris material!
  2. Thank you for your suggestions! Do you mind taking a little bit of time and providing more depth to your thread? It is very useful to not only make a suggestion but also explain the value that you believe your suggestion would bring to Lunaris and what about it is beneficial. It is also useful to point out any potential arguments that could be made against your suggestion and explain why you think those arguments are valid or invalid. Thanks again!
  3. Content Update: May 6 2020 Hello! In this post, we're going to unveil the improvements that we've made to Lunaris throughout the last couple of weeks. We want to say thank you to the community for the thoughtful response that these developer posts receive. Your encouragement, feedback, and questions all mean a lot to us. It's been a long road to get to this point, and every step of the way the needs of the community have been at the forefront of our minds. Delivering a game that empowers players and continues to grow to live up to your expectations. This is our number one priority - thank you again for your support! Work on Lunaris continues! Let's take a look at the progress we've made recently. Lizardman Shaman The Dragon Warhammer is finally here! It's been long overdue we know, but we are very happy with the end result of these farm heavy beasts. We added all of the classic mechanics as close as we could to give players the authentic fun experience that Lizardman Shamans always provided. There is still a small issue where if a player stands diagonally away from Shamans while being close to the corner pillars the player will moon walk into the wall, getting stuck. This is an issue that does not happen very often. We are working hard to fix the issue. Lizardman Shaman can be accessed by talking to Captain Clieve just South of the Raids One bank. We added the two main locations for killing Shamans, Lizardman Temple and Lizardman Caves. A player can obtain a Xeric's Talisman from Shamans to teleport to these locations much faster. We cut out the hassle of having to continuously charge this talisman with fangs after the initial talisman is created. Shayzien Armour We have added Shayzien Armour , Tiers one, two, three, four and five. This armor will greatly help in killing Lizardman Shaman by reducing the damage taken from the Acid Splat special attack. The Tier Five Shayzien Armour will negate the full damage amount of acid split damage. Note: Shayzien Armour does not negate ALL damage dealt by Lizadrman Shaman, this armour only helps with the Acid Splat. Players are still recommended to pray from RANGE and dodge the " Leap special attack ". Shayzien Armour can be obtained by killing the Shayzien guards. A few of these guards are roaming around Captain Clieve however the best place to kill theses NPC's are in the Lizardman Temple and Lizardman Caves. Superior Slayer Monsters We have made a big addition to slayer by introducing Superior Slayer Monsters. This content will enhance the player experience while doing slayer and provide the proper way to receive the Dust Battlestaff, Mist Battlestaff, Imbued Heart, and Eternal Gem. In addition to guaranteeing an ancient shard used to charge the powerful Arclight! Superior slayer monsters are more powerful versions of normal slayer monsters that have a chance to spawn upon the death of one of its normal counterparts and will only occur while on-task. Once a superior slayer monster has spawned it is only attackable by the spawning player. A superior monster will de-spawn from the world if ignored for a short period of time. Should the player die while fighting it or teleport away, the monster will de-spawn soon after. In addition, once one superior has appeared, another one will not spawn for that player until it is killed or de-spawns. In single combat areas, a superior slayer monster can be attacked even if you are under attack by another monster; when this happens, the standard monster will stop attacking you. In multi-combat areas, it is possible for multiple superior slayer monsters to appear simultaneously if multiple monsters are killed at the same time. Venenatis Coming in hot to spice up the wilderness boss content even more is Venenatis! This high hitting spider will provide great resources and alchables while giving players the opportunity to hit the Treasonous ring, the best stab ring in the game undoubtedly. We tried our best to provide accurate mechanics to Venenatis to give the players the fun experience they are lusting for. Protect from Magic and anti-poison potions are highly recommended. Bugs & Quality of life The Glod pet special ability cost was overlooked and was still set to the prior revision cost of 1,000,000 GP. This cost was reduced to a more comfortable price of 25,000 GP We updates the Multi-Combat zones in the wilderness to match Runescape. Note: keep an eye out for any mistakes that could have been overlooked (Ex: wrong multi areas or single zones). Fixed a bug with the drop-table simulator. Sometimes the simulator would not show all of the items on a specific drop-table Example: Vissage from KBD would not show on the simulator although the item could be obtained. Fixed a special attacl on Corpral Beast. Corp was draining all combat stats. This was updated to only drain Magic and Prayer and only takes places on a successful hit. Updated Void Knight Mace - Now gives the ability to auto-cast Crumble Undead, Wave Spells, Surge Spells, and Claws of Guthix. Twisted Bow speed has been reduced to the proper speed of 6 Ticks. Nex killcount requirement has been reduced, from 250 kills for each godwars boss down to 150 kills for each boss. (edit: sorry this was unfortunately forgotten about and will be added for the next update) Fixed an issue where players could reclaim as many pets as they wanted as long as they had the GP needed for the claim fee. This was essentially allowing players to dupe pets. Removed Buckets of Slime from barrows minigame. Fixed a bug with the auction house that would not allow players to sell Uncut Gems. We have adjusted experience rates in Cooking, Woodcutting, Fletching, Fishing, Firemaking, Smithing, Mining, Hunter, Slayer, and Crafting. Fixed a bug with Safe PVP. If a player teleported out of Safe PVP zone they would not be able to attack npcs or players. We reduced the farming disease rate by 25% The consumable shop has had some adjustments. Added coconuts to the list of materials that can be used to make super compost. Fixed an issue where the compost bin would stay in the " fermenting stage ". Removed the secateurs requirement to pick fruit tree fruit. Added the proper display message to appear when a player equips skilling XP boosting gear such as the Angler outfit, Prospector armor etc.. Added Magic Short Bow special attack sound. Added the Deep Wilderness Dungeon agility shortcut. Requires 46 agility to use. Mini-me pets can no longer be lent via item lending. Decanting noted potions now works for a fee of 10gp per potion. Fixed Aviansies for GWD killcount. Some Aviansies would not count toward Armadyl total killcount. Fixed a bug with using Advanced Teleports. If players teleported using an advanced teleport and then activated their quick prayer once arriving at the destination the player would be taken to another travel spot and another travel pass would be consumed. Took away the Barrows teleport option from the Tall Tree in Canifis. Slightly nerfed Godwars Minions combat attacks. These NPC's were hitting too consistent and too hard. Added impling spawns on the Runescape mainland, this will help with ambient life and a better playing experience overall. Players can now make the Heavy Ballista from scratch as long as they have all of the required ingredients. Added an alternative item creation with allows a Torstol UNF potion to be used in making a Super Combat Potion. Finally, we've got a few cool things to share with the community. We've started to put together a creative team to help support the Lunaris ecosystem, in and out of the game. If you made it this far, comment which one of the below you like the best.
  4. I think a big problem with substituting crystal keys is that it kind of devalues the crystal keys even further than what they are now. I think some people mentioned making clue drops rare from crystal keys but this also has the problem of devaluing the not yet released clue scrolls. If people get the clue rewards now passively from crystal keys they will not be motivated or excited to explore clue scrolls when they are released.
  5. Not a bad guide, if anyone does the inferno and runs into any problems please file a report 🙂
  6. Brandon

    Tip of the day!

    Lol very true, we do limit a few places but not many!
  7. This is not a bug. You need to use the small window at the bottom of your bank. Nothing shows up there because it is scrolled down 😮
  8. Very nice, also please do not enter me into the giveaway of course. 🙂
  9. All pretty great feedback tbh, thank you for the post. I am excited to inform you however that our website will be getting some much needed love in the very near future.
  10. You have my vouch for Helper. You are currently a great Trusted Member and I believe you would make a great Helper. Thank you for participating in the community especially in these dire times 😛
  11. Not bad at all, keep up the grind. I really enjoy reading these types of threads especially because they normally reveal someone's true wealth 😄
  12. I completely agree and this should (and will) be added. Thank you for the suggestion.
  13. Not to spam up the thread but nice. I am excited to see that you are recruiting for the oldest active clan on Lunaris. If you guys are in need of a clan this one is great and consists of a lot of veteran players. I would recommend this clan to anyone who is looking for one.
  14. Thank you for your application! Someone from the team will respond as soon as they can. My personal opinion though is you have a pretty nice application 🙂 you have my vouch.
  15. Very cool idea but I hope you are giving away duplicates especially because you are an iron man. Do you have duplicates of the bunny pieces?
  16. I also think that this is a very interesting concept. I have explored something similar in the past and I definitely think we could fit something similar into Lunaris. This specific post and the things laid out seems very similar to Minecraft's enchanting.
  17. Wow, this is a fantastic application. One of the better ones I have seen yet. I absolutely have noticed your forums activity since you joined and I always love interacting with you and I would love to have you join the team, that being said you have my vouch.
  18. Brandon

    Items on death

    Thank you, this will tell me if it is in fact the same bug as before. I guess it's unlikely that it's different however I am rather certain the fix I put in place was effective. I guess there could be a specific situation or something. Do you happen to know if at least the issue is less common than it was before the patch?
  19. Brandon

    Items on death

    Yeah but what I mean is get ready to look very quickly and right when you teleport in try and see. I was able to do this when testing the older bug.
  20. Brandon

    Items on death

    If you die again please try to see if they are shown for a split second before disappearing 🙂 Also was it always only some of your items? Does this bug seems to differ at all from before?
  21. Very nice and well deserved, congratz 🙂
  22. Brandon

    Items on death

    Do you happen to know if when teleporting back in you were able to see the items for a split second before they disappeared?
  23. This is a pretty cool idea for a thread tbh. Good luck 🙂
  24. Welcome to Lunaris friend 🙂
  25. To be clear we will still be fixing bugs and doing smaller updates while expanding our team 🙂
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