What crawls underneath Falador park? 3 - 4 Feb updates!

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Ain
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Ain » Thu Feb 04, 2016 7:11 pm

Why did you make wingman skree apply poison lol

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Tail spin » Thu Feb 04, 2016 8:23 pm

Ain wrote:Why did you make wingman skree apply poison lol
I'm curious about that too, it says nothing about it being poisonous on the osrs wiki
http://2007.runescape.wikia.com/wiki/Wingman_Skree


If anything was going to be made poisonous, why not kril, the zammy boss?
http://2007.runescape.wikia.com/wiki/K%27ril_Tsutsaroth

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Re: What crawls underneath Falador park? 3 Feb updates!

Post by Smdjagex » Thu Feb 04, 2016 9:50 pm

Mike wrote:Updated on 4 February 2015
> Poison (and also extra poison, super poison and smoke spells) can now also be applied to any NPC, except for NPC's immune to poison (as listed here)
> The Giant Mole has been added as an Elite slayer task
> The Giant Mole will not burrow as often as it used to
> The Giant Mole is now registered in your POH bookcase
> Wingman Skree (GWD, Armadyl boss room) and the Giant Mole now also have poisonous attacks
> The Giant Mole now also drops metal spades (uncommon)
> The drop rate on mole claws has been buffed a lot and is now a common drop (once every 2 - 10 kills)
> The Mole Claw's special (when operating a pair of claws) will now always apply poison on your next non-zero hit. Previously, it only applied poison some of the time rather than guaranteed on your next non-zero hit.
> The Mole Claw's special can now be used against the Giant Mole to stop it from burrowing (this lasts until it dies)
> The Giant Mole's lair is now completely multi-combat
> Fixed Giant Mole drops for Ironman mode players
> The damage you deal to a Giant Mole no longer resets when the Mole burrows
Should make mole viable. good shit mike
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Jade » Thu Feb 04, 2016 10:37 pm

Feb 4 updates really make everything sound more with with all the poison themes c:
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Mike » Fri Feb 05, 2016 12:29 am

Tail spin wrote:
Ain wrote:Why did you make wingman skree apply poison lol
I'm curious about that too, it says nothing about it being poisonous on the osrs wiki
http://2007.runescape.wikia.com/wiki/Wingman_Skree


If anything was going to be made poisonous, why not kril, the zammy boss?
http://2007.runescape.wikia.com/wiki/K%27ril_Tsutsaroth
I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.

Also, if all goes well, we will hopefully be able to release a next boss next week.
After that, we'll mostly be focusing on some other small content as well as getting more of that 'plain old fun' feeling back into the game. It's always nice to have some more things that people can grind or camp, but in the end, all we want is plain old fun. So we'll try to get some more of that into the game in small but nice updates over the course of the month.

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Rawr » Fri Feb 05, 2016 12:49 am

Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.[/quote]
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by The underdog » Fri Feb 05, 2016 1:06 am

And don't forget about the honor wilderness scouting issue pls, to bring the 'plain old fun' back to the wilderness.
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Simon » Fri Feb 05, 2016 1:43 am

nvm
Last edited by Simon on Fri Feb 05, 2016 3:53 am, edited 3 times in total.
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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Im on meth » Fri Feb 05, 2016 1:54 am

Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
Please incorporate these. I'd also love to see the Nex effects added so team PvMing is more of a necessity.

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Re: What crawls underneath Falador park? 3 - 4 Feb updates!

Post by Hayden » Fri Feb 05, 2016 1:58 am

Rawr wrote:
Mike wrote: I'm in the process of adding some extra effects to monsters (especially bosses) to make them more of a challenge, I'd love to hear suggestions for extra poison/weakening/healing/freezing/other effects on NPC's and bosses, so they're more interesting to fight against.
As taken from OSRS:

General Graardor - usually uses melee (max hit 60~). Occasionally uses range (max hit 35).
Kree'Arra - uses range (max hit 71) & magic (max hit 21, hits everyone in room). Will use melee, if no one is attacking him. Special attack that will push players into nearby walls and deal high damage as a result, unless player is already adjacent to a wall.
Zilyana - uses melee (max hit 27) & magic (max hit 27, but hits twice).
Zamorak - also uses melee (max hit 47) & magic (30 max hit). Poison damage, starting at 16 and going down as usual. Random ability that will hit through prayer, and drain prayer points by half.
Corporeal Beast - all non-spear weapons deal 50% damage. Summons dark core at ~50% HP that deals damage to players and heals CB for any damage DC deals, but attack can be avoided if the player moves out of the way of the core before it lands on their square.
Daggonath Kings - each one is weak to a specific combat style; if you don't use this style, you won't hit very much. Rex = Melee, so weak to Magic ; Prime = Magic, so weak to Range ; Supreme = Range, so weak to Melee.
Kalphite Queen - 100% accuracy for range and magic attacks, but can still hit 0 if rolled. Melee does not have 100% accuracy. Max hit for all styles is 31. Range attack will hit any player nearby the targeted player, whereas the Magic attack will 'bounce off' players until there is no target within a square to bounce off.
Barrelchest - prayers are disabled as soon as he attacks you.
Tormented Demons - relatively low damage, but very accurate and protection prayers block all damage. Uses all three attack styles. They chance attack styles every ~15 seconds and their protection prayer changes after they take X amount of damage, to whatever was dealing them the most damage prior. Creates a 'fire shield' that reduces damage taken by 75% unless Darklight is used, which disables the effect for 60 seconds.
Ice Strykewyrms - without a Fire Cape (or Max/Comp), they can't be attacked. Fire spells deal x2 damage. They use melee and magic.
Honestly, I think most people would hate all of these. People don't seem to want harder bosses

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