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Yaz

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Everything posted by Yaz

  1. Hello Lunarians! We finally have a long over-due update on the current process of our revamp. Thank you for standing along side of us and allowing the staff to put time into re-developing and bringing you this project which will be better than ever. To answer all your questions, yes we are still working on Lunaris 2.0, however the staff team has come up with a few ideas with regards to getting the gameplay out to our players sooner. We will be revamping Lunaris 1.0 (The most recent Lunaris everyone has been playing) on the same code base. We will be making certain adjustments, and will be having a full eco-reset. We will have a transfer program for all of you loyal supporters, which will be released shortly. We figured it would be best to get you guys a server that you all have loved to play in the past, so that you can all enjoy the nostalgic Lunaris content. Please note, this is not a re-release of the exact same server. Changes are being made before it is re-released to make it better. This includes, but is not limited to: Changing the home area, certain drop tables, fixing the issues with the existing server and performing an eco-reset, since we believe this is the healthiest option. We would like to keep the classic Lunaris feel you all loved to play. Many players who we have spoken to, whom have played Lunaris in the past, have expressed the fact that they loved how Lunaris was, and miss the tight community it had, as well as its code. This being said, Lunaris 2.0 will still be in development, and will be released. The reason why we are mainly doing this, is because we did not anticipate the high costs of Lunaris 2.0's development process. We will be using the funds generated from Lunaris 1.0, in order to invest into the development of Lunaris 2.0. Now, although 1.0 will be released much sooner, and 2.0 is still in development, we would like to make something clear. We are not planning on shutting down 1.0 once Lunaris 2.0 is finished and ready to release. Ideally, we would like to run both servers at once, and provide our player base with variety. Not only will you be able to enjoy the nostalgic server that you all loved to play, but you will also be able to take advantage of the vast excitement in the OSRS based server (Lunaris 2.0). Lunaris 2.0 is taking a little longer than we expected, which is why we are making this move. We figured it was fair to our loyal supporters to enjoy a server while you wait for the development of 2.0. We want to give the community a fun experience while you wait. Lunaris 2.0 will be re-branded as a different server, and will most likely be re-named. It will however still be under the Lunaris brand, known as Lunaris Entertainment. Please also check the thread below, in order to get a better idea if you haven't already done so, on what Lunaris 2.0 will entail and what our plans are for it's development. We do not have an exact release date yet on Lunaris 1.0, however we are currently working on getting the new home map finished. The process is almost completed, so once that is done, we will provide you with a release date shortly. Most drop tables have been fixed, and once the eco-reset is complete, we will be sure to inform you all. Stay tuned in the discord and on the forums for more information on Lunaris 1.0's release date, as it will be coming very soon! Thank you for your patience and continued support. Regards, Lunaris Staff Team
  2. - Completely finished fletching. This should include every single fletchable item on OSRS including things like ogre comp bows and battle staff fletching - Completely finished all item on item crafting (things that do not require a world object, like a loom) - Completely finished all potion making. This includes every single potion such as Compost potions and fishing potions. It also includes Barbarian mixes - Added object skill creation support - Completely finished pottery crafting. (using the ^ system) - Finished weaving - Also finished herb cleaning. This wraps up the entire herblore skill. - Finished normal fire making. This includes all pyre logs and the ability to light fires with bows. Up next is firelighters and pyre ships - Realized there is something called power fire making. Where if you successfully light a log you can quickly light another one without having to crouch down. I just finished that part. I am now trying to do pyre ships but I am not sure where I will find the animations from - Finished fire lighters. I can not find animations for pyre ships so those will have to wait. Up next is light source creation and then woodcutting - Finished light source lighting / equipment lighting. This was just the fire making part - Finished tree chopping and bird nests. This should include all trees. It might not have since it's difficult to find all tree ids to configure but I guess that can be solved very easily later on if any are reported. Next up is canoes - Cooking is now all set. Might need to configure some more foods but the infrastructure is there. Even things like pizzas / tuna potatos and what not - Runecrafting is finished. This includes the ability to craft every rune (multi-runes also), tiara support for entering, rune pouches, and talisman locating - Smithing and smelting are both complete. This does not include super heating, I will do that when I tackle the magic spell books - Added mining support. Thus far we have every 'normal' ore working along with amethyst, essence, lovakite. Also added the effect for mining gloves (all 3 types) and the mining skill cape effect. All pickaxes also function along with gilded. Added prospecting for the above - Finished up mining excluding the minigames. The only non mini-game mining aspect I left out was dark essence mining for now - Realized that OSRS changed all ore ids so I fixed that up. I then changed prospecting to work off of location instead of depleted ore id so that I could reuse the same depleted ore object for different ore types. - Started on fishing, currently you can fish all 'normal' fish types. I also coded barehanded barbarian fishing. Next up I will finish barbarian fishing with the heavy poles, minnow fishing, and aerial fishing. - Finished up barbarian fishing with the leaping trout and what not and then started on minnow fishing. I unfortunately ran into a block with minnow fishing that I have yet to solve. - Got the majority of the actual fishing action for aerial fishing complete. I still need to do the non fishing part though (the shop and getting to the island pretty much). I will do this when I wake up - Finished aerial fishing which concludes fishing for now. There are still 2 very small mechanics I will have to come back to when I figure out the issue of teleporting monsters. Once I figure it out these 2 issues will take 25 seconds to fix. - Next up is adding a modular system for xp boosting outfits. - Added support for xp boosting outfits. Mainly did this for angler outfit but will be useful for the rest of the outfits too - Next up is agility. Things will start to slow down from here until the skills are finished as the complex skills are left to do - Finished the gnome agility course. Believe it or not this covers the majority of the fundamental agility system. The only thing now I need is to decide how I want to implement failing on some obstacles and then configure the rest of the obstacles / courses. - Finished Barbarian agility course. Unfortunately this took me longer than expected because I spent a ton of time trying to design a 'one size fits all' system. I came to the conclusion that each obstacle is just too different and designing a system that can handle all of them without obstacle specific modifications is unreasonable - Finished wilderness agility course. Next up is the rooftop courses - Finished draynor rooftop agility course. Next up is al-kharid - Finished up Al-kharid rooftop course. This included a nasty hiccup with pathing that took me forever to fix - Worked more on agility. I am about half way through the Varrock agility course. If you are wondering why the last devlog updates was 10 days ago it's because I was on vacation. I am back now and back to the grind - Finished Varrock rooftop agility course. Next up is canafis - Added the edgeville dungeon monster combat scripts as well as added Obor and the full boss mechanics with instancing - Finished Falador rooftop agility course - Finished Seers village rooftop course - Finished Pollniveach rooftop course - Finished Rellekka roof top course. One course left - Finished Ardougne course - Added marks of grace to all of the rooftop courses and added the graceful shop - Started Fight Caves. Most of it is done but there are some bugs that need to be fixed - Got runelite setup for development purposes - Fight Caves is finished. This includes support for all 63 waves along with all of the small minor mechanics to the monsters. Jad also has functional healers. Support for all 63 waves does not mean we will have all 63 waves. It just means that all 63 waves are functional if we wanted them. - Normal jewelry crafting is finished. Tomorrow I will do silver jewelry crafting which is handled a bit differently. - Thieving is partially done. This was by an outside hire developer and he unfortunately could not finish it. I will have to look it over and finish it up at a later date. - Finished silver jewelry crafting. Next up I will try to look over thieving and finish it up. - Identified and fixed a core clipping issue that was making the areas of the Barrows minigame (and more than likely other areas) un-walkable. This took me a couple of hours but was definitely something that could not wait. - Added support for the Lunaris 1.0 npc spawns that the balance team has been working on to 2.0 - Finished up Thieving which includes stealing from stall, chests, pickpocketing, and blackjacking. I have not done any minigames but those will come later separately. - Bone burying and bones on altar is now functional and a way to train prayer. Ectofuntus is also being developed - Realized I never made unstrung amulets string able so I also did that - Started farming, currently I got the majority of the infrastructure converted from the Lunaris farming recode I did a bit ago. Currently raking works but the infrastructure is there for most of everything. All I need to do is add the actions. - More work on farming. Now I have planting, growing, disease, curing, clearing, and inspecting completed. Next I will configure the different plant types and their small nuances. This will be the lengthiest part because of the nature of farming and all of the smaller special crops. - Even more work on farming. All normal patch types function and they all can be composted with every type of compost. I started on compost bins and the ability to make compost but I have not finished it. I do still need to add support for flowers protecting allotments as well - Continued farming work. Every 'normal' patch now functions properly along with all of their compost bins. The following patch locations are the 'normal' ones I am speaking about: *Catherby *South Fally *Hosidius *Ardougne *Phasmatis I have discovered a small bug with allotments and snape grass. I will need to spend a little time to understand what is happening and try to fix it - Compost bins are now fully functional with compost potions and volcanic ash upgrading. You can also rot tomatoes with the compost bins - Finished farming normal trees along with hardwood trees. Next up is fruit trees I still need to configure a few normal tree patch locations but that is simply entering the coordinates of the other patches I also noticed a small bug where the trees seem to be growing 2 stages at a time. I think this is due to me setting the growth times super low to test but I will investigate it more tomorrow and fix it. Lastly I still have to add the ability to pay farmers to protect your crops but since that's multiple different crop types I will do that all at once later. - Finished fruit trees. This includes every fruit type including dragon fruit. All that is left is hops, bushes, and 'other' patches - Finished hops farming and berry bush farming. All I have left for farming is to code 'special' patches like cacti patches and spirit tree patches, code paying farmer npcs for protection, and saving / loading all of your patches. - Added all skill cape emotes. I can not take credit for this as it was another developer
  3. Thank you for the post.
  4. I subscribed! Keep up the series bro, looking forward to seeing your progress. Just a friendly note, Lunaris is spelled incorrectly on the video itself.
  5. This is pretty cool! Well made guide with gear breakdowns. These bots are savages.....
  6. That would be pretty cool. So you are geared towards artisan? Are you looking to introduce a new skill that has yet to be created, and get some feedback/ideas from the community, or you wanted one that has polled on 07 but has not passed.
  7. It was a pleasure bro, you were a huge part in the success of Lunaris's community. Hope to see you during our relaunch!
  8. Yaz

    SitDown ~pk cc

    This is awesome - Best of luck running the Wilderness. What is your team's # name???
  9. Lunaris will be here for when you decide to come back!
  10. This is a really great idea - Needs some more work done with regards to the rewards, but thats what these forum posts are for! Recommend some rewards for this suggestions guys.
  11. Yaz

    max

    Best of luck bro, be sure to keep us updated!
  12. Please message me in-game or on discord if you are interested in bulk donation deals ($125+), on route to Sponsor or Investor rank!
  13. Welcome to the Forums Atem.
  14. POGS! Lots of bank to be made, thanks for hosting Solarium!
  15. Yaz

    Dev Log - June. 14. 2019

    CONGRATULATIONS TO IRONRULE! @Ironrule2451 Message me on discord, forums or in game to choose your number from 1-28. Good luck.
  16. ============================= PUSHED UPDATES ============================= Bug Fixes: - Fixed a bug with mining. This not only affected amethyst mining but all mining. For anyone interested it was a clipping issue Quality of Life changes: - Added a brand new system to be able to spawn ground items that respawn without placing them in the code. This system allows for me to place them on the dev server and have them save. This is just one example of a tool that will speed up development in the future - Rewrote a bit of the dragon fire mechanics to support dragons having magic attacks that are not fire. Once I can find the correct graphic ids for dragon fire I can fix it visually also. If you know it feel free to let me know - Added a system to programmatically register climbable objects as they are loaded into the map in an attempt to make all climbable objects around Lunaris function properly. This is basically an attempt to make things like staircases and ladders work properly in one swoop instead of manually going around the map and adding support for every ladder. This system is by no means perfect and does not function in all cases. It will not work in most caves because of the way it tries to link ladders together. For anyone who is interested the system basically reads the ladder and then modifies the height level by -+1 and scans the local area for another climbable object. The scan radius is determined by the size of the object originally found. If the scan returns a positive result then the two are attached. So far the system searches for ladders and staircases. If I think of more then I will add other objects types. If anyone knows a better way to do this that would support cave entrances / trapdoors feel free to let me know - Reworked all of the easy slayer tasks. There is now 17 different easy slayer tasks in the pool Additional Updates: - Added the divine spirit shield. This will be EXTREMELY RARE. This item will be extremely rare and will have prestige requirements to wear / craft. We are making the shield so rare because of how good that it is. If you are farming for this item it will be a long grind =========================================================================================== - Added ring of vigor =========================================================================================== - Made around 60 new combat scripts for monsters. This is mainly for the slayer update but effects a lot more than slayer ===========================================================================================- - Added the brutal dragons =========================================================================================== - Added killerwatts to the game. These are pretty cool and I completely forgot that these even existed =========================================================================================== - Finished completing the missing combat scripts for the monsters that the balance team has placed thus far. This was a little less than 200 different monsters =========================================================================================== * Post a comment with your favourite update - Have a chance to win an item from a juicy 1-28 goodiebag! Winners drawn on June 21st, 2019. * Check out the winner from the last dev-log forums post below! Gratz to Pup - Pm me on the Forums, Discord or In-Game to claim your reward!
  17. Yaz

    Our current situation

    An update on where we are Hello everyone, I would like to address something that has occurred over the course of the last few days, of which you all have most likely been aware of. Our head administrator and staff manager Justin, has been away for a few days. Both me and Brandon would like to update you, as we feel we owe it to our players to hear it from us, rather than the word being spread externally. At this point in time, Justin has left the team here at Lunaris, and will not be returning as it stands. Obviously, this was a decision of which we were not aware of, as we believed that he would be coming back after a couple days, since he had to handle something in real life. This being said, do not worry, Justin is OK and there is nothing wrong with his health or well-being. The reasoning behind his decision of leaving Lunaris has not been directly coordinated with me nor Brandon. This being said, we are continuing operations and will continue to remain online. I will be taking over operations and the staff management, in addition to my current responsibilities as marketing/business manager. We are going to try our best to move past this, but please note: This will not be a smooth transitional period. It may be a difficult process, as our staff team has been cut, and certain obligations may not be able to be handled at the same pace they were before. Any update or decision that is made, we will assure you that you guys will be notified. We appreciate all the support everyone has shown, and the continuous faith you all have in Lunaris. If you have any further questions or concerns, please feel free to reach out to me directly, or contact a staff member. Thank you for your cooperation.
  18. Sad, i didnt get them digits
  19. Well done to the winners and everyone who participated, thanks for coming out!
  20. Awesome, much appreciated for this. We can now guide players to this forums post!
  21. ============================= PUSHED UPDATES ============================= Bug Fixes: - Fixed a bug with the tutorial - You can now pickup your dwarf multi cannons without issue - Fixed a bug where ancient magics would consume runes for every monster hit instead of every spell cast - Fixed a bug where you would sometimes believe you did not get your vote points (when you did) - Fixed the way the morrigans leather body renders on your character - Fixed a bug with items that give infinite runes like fire staffs - Fixed a bug where multiple Zulrah will sometimes spawn (I think I fixed it, never really identified the cause) - Fixed a bug that caused squires to spawn as goblins sometimes - Fixed up a client feature that I accidentally broke in a recent client update - Fixed a bug with the ava's assembler. It will no longer ever drop arrows to the ground - Fixed a bug where corporal beast would continuously regenerate his health. - Fixed a bug where wilderness teleports would double charge you from the Lunar Wizard - Fixed a bug where some pickaxes would have the wrong attack styles Quality of Life changes: - Added timers for Fight caves and Vorkath - Added kill timer to Nex - Added the ability to zoom in and out on your mini-map - You can now use multi attack spells in pest control - Added the poison / venom display to the health hud (the orb). You can also click on it when you are poisoned or venomed to automatically drink a cure if you have one. - Added the ability to link your forum account and your discord account Checkout ::thread 676 - Added the ranks 'top donator', 'duo ironman', and 'donator' to the game -> forum rank list. This means that the game will automatically assign these ranks on the forums to those who linked their accounts Thanks @Pookie He did these for the most part, not me - Added camera movements to the tutorial. This means it will almost seem like a cutscene - Added anti-venom and anti-venom+ - Did a ton of the slayer task update - Added the new skilling creation interface to all skills (all I could think of) that create items - Added amethyst mining - Added amethyst arrows, bolts, and javelins. I also added the ability to craft these items - Changed the fletching framework to support multiple requirements for each individual fletchable item - Added the ability to fletch the various wooden shields. The skilling creation interface enabled this to be possible. See above. (I still need to add stats / skill reqs to these shields) - Added the ability to make arrowshafts with redwood logs - Finished adding the wooden shields. This includes bonuses and defense level requirements - Finished adding all of the leather shields. This includes equip requirements, bonuses, and crafting - The leather hoarder perk now works with lava dragons - Rune pouches no longer have an option named 'Null' Additional Updates: - Restored Big Blacky's drop table =========================================================================================== - Started the Zulrah Rework. So far I have only changed the teleport to take you to the doc instead of her shrine and made melee minis not be able to attack her (you can still use minis but you must use a ranged or magic mini) =========================================================================================== - Severely nerfed the snakelings in Zulrah =========================================================================================== - Added a cap to the amount of snakelings that can spawn at once when fighting Zulrah =========================================================================================== - Added support for Zulrah to have specific rotations =========================================================================================== - Added support for Zulrah to shoot poison clouds =========================================================================================== - Worked extensively to finish the Zulrah rework. This means that Zulrah will be less braindead but more rewarding for the players willing to learn how to kill her. Drop rates still need to be reworked to drop items MORE FREQUENTLY =========================================================================================== - Hit splats that hit your mini-me now appear on both your mini-me and yourself. This is strictly visual and has no real affect. We did this to be able to see visually the amount of damage is being reflected from your mini-me pet to yourself =========================================================================================== - Added KQ to her lair and also added all of the kalphites. There is not a teleport though =========================================================================================== - Added a ton of balance tool features =========================================================================================== - Before the system could only support one set of requirements for each fletchable type Eg. Items that required magic logs could only all require the same amount of magic logs. Now one item can require a magic log while another item can require 2 magic logs and other items ===========================================================================================
  22. Glad to have you Xanterra, havent seen you in a while! Looking forward to re-connecting my friend. Let me know if you need anything.
  23. Yaz

    Dev Log - June. 9. 2019

    Post a comment with your favourite update, like Solarium ^ - Have a chance to win an item from a juicy 1-28 goodiebag! Winners drawn on June 14th, 2019.
  24. It's going to happen, lets do it lads!
  25. Best of luck Legal, wishing you all the best. We appreciate all the support and time you put into Lunaris. We will be here for when you come back, hope to see you soon.
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