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Itzmigu

Member Since 07 Nov 2016
Offline Last Active May 23 2024 05:52 PM
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#122239 Lizardman caves

Posted by Bloo2 on 03 October 2017 - 10:36 AM

I like the idea, but this doesn't need to be done anytime soon :P support the idea though




#122236 Lizardman caves

Posted by ClassicMax on 03 October 2017 - 10:17 AM

Hi, so what i'm suggesting is a new area for lizardman same as osrs.

 

Can have multiple rooms with different spawns, so some can have 2-3 shamans in, and some with only 1 shaman in, like below, and yes these are taken from osrs not by me.

 

2-3 Lizardman room.

 

 

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1 Lizardman room.

 

 

MYH0KML.jpg

 

 

 

Now these can be multi rooms or single way rooms, or it can just be a task area only i'll leave that for people to decide on, These caves like osrs would not have a safespot.

 

The shayzien armour has been suggested to be fixed in here http://www.alora.io/...ggested-topics/ and a re-work of the shamans, so i'm not going to suggest that, I'm Mainly focusing on providing a better area with more spawns so more people can hope to get the DWH.

 

 

I was thinking of the room with more spawns could be the task only area, and the room with only 1 spawn could be an instanced with a payable fee, or non payable like kraken ect.

 

Keen to hear the input of others so if you got any suggestions about this feel free to add them so we can discuss it.

 

Thanks.




#102588 [RAIDS] They NEED Re-Working

Posted by Sweaty on 24 July 2017 - 10:23 AM

support, pts should matter and so many shouldnt be lost dying in 7 man




#102585 [RAIDS] They NEED Re-Working

Posted by The Buttplug on 24 July 2017 - 10:19 AM

I agree with the point rework, but I don't agree with solo raids. Raids is supposed to be the top of the totem pole for PvM. Making it soloable will devalue the drops and make it even more pointless.


You know how easy it is to solo on 07? It's not SUPPOSED to be a team effort, though it does make it more fun.


#102451 [RAIDS] They NEED Re-Working

Posted by 1 on 24 July 2017 - 04:22 AM

I agree with randomising rooms. Will make raids more fun and increase activity.




#102435 [RAIDS] They NEED Re-Working

Posted by Hamster on 24 July 2017 - 02:30 AM

Good raiders need good rewards.




#102407 [RAIDS] They NEED Re-Working

Posted by The Buttplug on 24 July 2017 - 01:19 AM

RAIDS NEEDS TO BE RE-WORKED.

 

Let me just say, I don't completely agree with most on this topic. However,  I DO agree, with 90% of active raiders, that they need to be re-worked.

 

EXACTLY WHAT NEEDS TO BE RE-WORKED?

 

  • Points - They need to matter more than they do. I currently have 212 raids done, and I've always been decent at raiding, and I know what I'm doing, and points have never seemed to make a difference, considering I leeched a prayer scroll with 14 points. This alone will provide incentive for people to Raid more.
  • Make it Solo-able - Everyone who raids knows that it's hard to find even a 7 man team, because raids have become dead content. Please make it solo-able and scale accordingly, based on how many players are in the raid. The scaling by 7's is unbearable. 
  • Add new content within - Perhaps make it so we've got more/less rooms, at random, and add another boss within Raids. This will bring more attention to Raids, and provide incentive for people to want to try.
  • Donor Ranks - MAYBE allow donors to have a chance at receiving a 4th item while raiding. Maybe 10%?

 

Let's hear what you guys think, feel free to respond below!




#102392 [7/24/17] Bug fixes, New Instances, Risk protection system, PVP updates &...

Posted by Omicron on 24 July 2017 - 12:46 AM

Hey guys,
 
Today’s update brings with it a ton of bug fixes, likely more than any other update we’ve had before! We’ve also added some cool new content, including 3 new instances boss rooms, all of the infernal equipment effects, the herb sack and crucial PKP changes as well as other miscellaneous wilderness/combat fixes such as the Risk Protection System!
 
Note: Your client must be updated to be able to play after this update! Makes sure to restart the client launcher, and if that doesn't work (you'll know if your client gets stuck on the login screen) you must redownload from here.
 
 
Hotfixes:
  • 2 ticks (1.2 seconds) shaved off of the PvP PJ timer to make it a total of 4.8 seconds.
  • Spell casting distance increased by 1 tile, which makes it so that you can cast barrage from a total of 10 tiles away.
  • Fixed Trading post issue which caused only 1 item to show up when searching for a specific item.
  • Miscellaneous:
    • Obsidian armour now requires 60 defence. 
    • Kalphite Queen can no longer be safe-spotted.
    • Camo bottoms had a very high value and protected over other items. This has been fixed.
    • When listing a new item on the Trading post while you have no slots left, the error message will be clearly shown.
    • “Rare loot chance” bonus on killcount milestones was showing the wrong %. It maxes out at 33.3% increase, but sometimes for higher kill counts would show a greater increase for your drop rate boost. This has been fixed.
    • A ladder which allowed upper level no-clipping in Ardougne has been patched.
    • Slayer master dialogue will now properly close after you click to continue once you’ve been assigned a task.
    • Fishing catch message has been added.
      • Eg. “You catch some shrimp.”
    • Item fixes:
      • Bandos robe legs fixed:
        • Now tradable & equippable
        • Item bonuses/examine fixed
      • Farmer outfit is now tradable.
      • Clockwork suit will now turn you into a penguin/is tradable.
      • Bedsheet will now turn you into an echo-ghost/is tradable.
      • Flowers fixed:
        • Flowers previously would turn into other items when noted/unnoted. They should now note/unnote properly.
    • Purple Slayer helmet can now be imbued using an imbuement scroll.
    • Clan wars bug fixed:
      • The ability to still be in multi-combat after leaving clan wars has been fixed.
      • Logging out in Clan wars will also now be handled properly.
    • Claiming a vote book with a full inventory will now either place it in your bank or on the floor if your bank is full.
    • Ironman donation issue fixed:
      • When right clicking the Donation manager to claim donations, you would be told that Ironman cannot claim donations. This was old code from when there was no Ironman tab in the store, and this has been fixed.
  • Coal bag fix:
    • When smelting with the coal bag, it would delete all of your coal within the bag. This has been fixed to only take as many as necessary.
  • Max cape Ava’s effect:
    • The normal max cape will now have the Ava’s accumulator effect for arrow retrieval.
  • Drop yell changes:
    • Additions:
      • Crystal seeds will now appear over yell.
    • Removals:
      • Leaf-bladed items will no longer appear over yell.
      • Steam battlestaff will no longer appear over yell.
      • Dragon platelegs/plateskirt will no longer appear over yell
      • Dragon thrown axe announcements from Raids will no longer appear over yell.
  • Infernal cape changes:
    • Infernal cape no longer requires maxed skills.
    • Infernal Max cape (and hood) now goes to the lost items shop on death.
  • Ironman armour smuggle fixed:
    • When de-ironing, Paul previously checked players’ banks, inventories and equipment to make sure they emptied all of their ironman armour, but not their looting bag. The looting bag will now be checked.
  • Trading Post performance enhancement:
    • When searching for the most recent listings, only the 60 most recent will be within your local list.
      • This means that if you are sorting by price, it will not show every single 1gp offer when you list by lowest, only the newest 60 offers.
  • Bonus event changes:
    • When a bonus event is turned off, it will no longer say “Bonus XP active at 1.0x”, but it will rather say that the event is no longer active to prevent confusion.
  • Duel arena bug fix:
    • Sipping an anti-poison potion before a duel will no longer make you immune (entering the duel removes immunity permanently).
      • This also means that your anti-poison immunity will be reset upon death.
      • This fix was also applied to Anti-fire status, which isn’t as important but still a necessary fix.
  • Mystery box warning:
    • Due to requests by people who have accidentally opened their Mystery boxes / Super boxes, we have added an “Are you sure you wish to open this?” confirmation for the first box that you open, but all subsequent boxes will be opened without confirmation until you logout again (similar to ::empty)
      • Note: If you use the “Quick-open” option on an SMB, it will bypass this option since it was likely not a mistake if you’re right-clicking.
  • Clue bottle change:
    • The chance to receive a Clue bottle is higher. (~35% more likely)
    • The chance to receive Corrupted armour pieces from these clue bottles is much higher. (Double)
  • Bird nest change:
    • The chance to receive an Evil chicken outfit piece from sacrificing your Bird’s egg to an Altar has been increased.
      • Remember that the Woodcutting Guild altar highly increases your chances as well!
  • Completionist Monkey “Cape” changes:
    • To match the Infernal cape, the Monkey has been given boosts to its stats:
      • +1 boost to all defence stats to make them +12.
      • +3 boost to Slash/Crush attack stats.
      • +4 boost to the strength bonus
    • You must now have an Infernal cape to obtain/wear the Monkey cape.
  • Jad prayer check changes:
    • When fighting TzTok-Jad (Or the Inferno version of Jad), players with a bad connection (eg. From Australia) had difficulty properly timing their prayer switches. To combat this, we’ve made it so that the prayer check for Jad is 1 tick later on ranged attacks (magic was fine), giving you 600ms more to properly switch to the correct protection prayer.
  • Instance updates:
    • As per your requests, we’ve spent some time adding new instances!
      • Dagannoth Kings Instance:
        • This instance costs 5M before any deductions, for 90 minutes.
        • All 3 kings are present and will respawn according to their usual respawn time.
      • Kalphite Queen Instance:
        • This instance costs 3.5M before any deductions, for 90 minutes.
        • All NPCs in the original Kalphite Lair are present.
      • KBD Instance:
        • This instance costs 3.5M before any deductions, for 90 minutes.
        • Unlike the usual instance entrances which are outside of the instance, the KBD instance can be created from within the lair due to the outside having aggressive spiders. Simply right-click the lever to create or join an instance.
  • Kalphite lair changes:
    • When teleporting to the Kalphite queen, you will be placed at the entrance right before the final lair, so that you can create an instance from the tunnel object.
    • The crevice shortcut within the Kalphite lair now works for those who have 86+ Agility.
  • Monster changes:
    • King Black Dragon fixes:
      • KBD’s combat was similar to regular Dragons’ mechanics, when he should have a few different attacks + the ability to poison, freeze or weaken players. These have all been fixed.
        • With this update, it is possible to take up to ~10-15 damage from his magic based attacks even if you are using an Antifire potion AND a Dragonfire shield. 
      • Additionally, sometimes the KBD would not attack you from a distance. This should be fixed.
      • Respawn time is now set to 10 seconds as it is in OSRS.
      • Attack speed has been increased. 
    • Dragon fix:
      • Dragonfire max hit reduced from 65 to 50.
    • Respawn time fixes:
      • Most enemies, including bosses, will now respawn 25% faster.
      • Special respawn fixes:
        • Giant mole now respawns in 10 seconds.
        • KBD now respawns in 10 seconds.
    • Technical issues fixed:
      • Nulling issue:
        • Sometimes, NPCs (e.g. Kalphite Queen) would not actually take any damage until another player joined your area. This should be fixed
      • Long-range attack fix:
        • Sometimes while at the event area above GE, some enemies would be able to attack you from the top floor although you were on the bottom. This should be fixed.
          • Specifically, the Corporeal beast had a bad distance check which made this bug possible.
  • Private messaging update:
    • Staff can now reply to players who have their private messaging off or on friends-only (by using tab-to-reply).
      • Additionally, staff members can bypass the ignore list and PM another player.
    • If players have their private messaging off and they PM someone, their private messaging setting will automatically turn on. This way, anyone they messaged should be able to reply.
      • If the player they are messaging is a friend, it well be set to “Friends”.
      • If the other player is not a friend, it will be set to “On”.
  • Infernal item effects:
    • Infernal axe effect:
      • Chopping trees with the infernal axe will grant a 1/3 chance the logs will be burnt as they are chopped, which will give 50% of the Firemaking experience that would usually be gained by burning the logs.
    • Infernal pickaxe effect:
      • Mining rocks with the Infernal pickaxe will grant a 1/3 chance the ore will be smelted into a bar (or completely incinerated if there is no bar for that ore), which gives 50% of the Smithing experience that would usually be gained by smelting the bar.
    • Infernal harpoon effect:
      • Unlike the other two Infernal items, this item was previously not obtainable.
        • You can now create this item by using a Smouldering stone on your Dragon harpoon!
      • Effect:
        • Fishing with the Infernal harpoon will grant a 1/3 chance the fish will be cooked, granting 50% of the usual Cooking experience.
    • Note:
      • These effects will be applied whether the item is equipped or simply in your inventory.
      • The images below are missing the puff of smoke that happens when any of the Infernal item effects occur. This is working properly in the live game, though.
  • Skilling shop changes:
    • All logs except for the regular logs have been removed.
  • Bond changes:
    • Bond allowance feature:
      • When purchasing tokens through the store, you will be given bond allowance for every $10 you spend. For example, if you spend $100 you are allowed to buy 10 bonds. This is displayed on the store page next to your token count.
        • If you open a bond in-game, you are not allowed to buy another bond with the tokens as you will not be given any allowance increase.
    • Untradable bonds:
      • If you obtain/buy a bond in-game (through the Trading post / trading / staking / picking one up / etc) it will become untradable.
        • You can still open this bond for personal use.
          • To make it tradable again, you can use the right-click option on the bond to “Convert” it for 5,000,000 gp.
          • Bonds purchased from the store are still in their tradable form, it is only turned into the untradable form if you trade it to someone else.
    • Notes:
      • Anybody who had tokens before this update has automatically been given bond allowance relative to their existing balance. All future purchases are automatically handled.
  • Trading post fees:
    • In order to keep the economy healthy, we’ve decided to add a tax to the Trading post to slowly remove gold from the economy. This tax is already  included in the price that you see when browsing the TP, so it will barely be noticed but it will have a very positive impact on the economy and keep item prices low and affordable for new players and current players alike.
      • The current rate is 5%, subject to change.
      • The maximum price of an item has been reduced from 2,147,483,647 to 2,045,222,520 in order to make room for tax on an expensive item.
      • If you place an item on the TP for 100k, the buyer will see a cost of 105k.
  • Server logs fix:
    • Trade log fix:
      • Many staff members know that we have had a major issue with our trade logs where they would sometimes not appear on the staffCP. This has been fixed for all future trades and no logs should go missing.
    • Trading post logs fix:
      • Trading post logs will now show the correct time on the StaffCP as well as the item name alongside the item id. Old logs from before this update will show the item id as usual , but “Unknown” as the item name.
      • Additionally, trading post logs are a bit easier to read. They previously showed 2 logs for the same transaction, but should now only show one.
      • Prices/amounts are also now properly formatted for readability. 
    • General log fix:
      • Sometimes if an action was done close to a server update, the logs would not be submitted as they are queued every few minutes. The system has been reworked to ensure that these logs are submitted as soon as the server has kicked off any online players, and no more logs should go missing.
    • Stake logs change:
      • Stake logs will now clearly identify who the winner of the stake was. On the StaffCP, the name highlighted in green is that of the winning player.
  • Trading bug fixed:
    • A bug which allowed you to open a trade with a different player(cancelling the old trade) if you were already in a trade has been fixed.
  • Ignore list bug fix:
    • Some players may have been affected by this bug in the past, where some names on your ignores list would cause your client to always crash on login until we clear your ignore list. This has been permanently fixed.
  • Herb sack:
  • Eternal fire added to ::gamble area near castle wars:
    • This should make firemaking a bit more entertaining and bring more action to the gambling area.
    • Thanks to @Pancakes for the suggestion!
Wilderness/PVP/Combat updates:
  • PKP Imbuement warning:
    • When using an item to imbue on the Emblem trader, you will now be presented with a confirmation dialogue to make sure you want to imbue it.
  • Wilderness changes: (Thanks to @MADASFUCK and others for suggestions)
    • Wilderness monster respawn rates:
      • Any monster less than level 100 and in the wilderness will now have a longer respawn time so that they are less of an annoyance after being killed.
    • Dark castle doors fixed.
      • This map was broken due to a recent OSRS update which caused doors to be missing. This has been fixed.
  • PKP changes:
    • Imbuement cost for rings reduced from 3500 to 2500.
    • Replacements:
      • Dagannoth rings in the shop have been changed to the imbued version by default.
      • Staff of the dead has been replaced with the Toxic staff of the dead 
    • Removed items:
      • Abyssal whip
      • Godswords:
        • Saradomin, Zamorak and Bandos godswords
      • Armadyl crossbow
      • Armadyl armour set
      • Bandos armour set
    • Added items:
      • Necklace of anguish
        • 10,250 points
      • Barrows armour sets:
        • Dharok set
          • 6.5k points
        • Ahrim’s set:
          • 6k points
        • Karil’s set:
          • 4.5k points
        • Verac’s set
        • Torag’s set
          • 3.5k points
      • Granite maul
        • 2,250 points
      • Dragon claws
        • 23.5k points
      • Fighter torso
        • 1.5k points
      • Anglerfish pack of 50
        • 450 points
      • Super combat potion (3) pack of 50
        • 650 points
    • Price changes:
      • Armadyl godsword lowered to 10,250 pts
      • Abssal tentacle raised to 9,250 pts
      • Dark bow lowered to 3,250 pts
      • Master wand lowered to 500 pts
      • Ranger boots raised to 5,150 pts
      • Malediction ward lowered to 4,500 pts
      • Odium ward raised to 12,500 pts
      • Spirit shield lowered to 350 pts
      • Blessed spirit shield lowered to 4,000 pts
      • Dragonfire shield raised to 8,500 pts
      • Dragon defender lowered to 1,500 pts
      • Amulet of torture raised to 10,250
      • Archers' ring raised to 5,150 pts
      • Berserker ring raised to 5,150 pts
      • Ring of wealth scroll raised to 4,750 pts
      • Fire cape lowered to 2,000 pts
  • PVP Risk protection system:
    • Due to high demand, we’ve added a risk protection system which should prevent ragging, among other annoyances within the wilderness.
      • Here’s how it works:
        • ONLY APPLIES IN SINGLE-COMBAT ZONES:
          • You can no longer attack another player that has more than 5x your risked wealth in the wilderness.
            • For example, if your current calculated wealth is 1m, but the other person’s risked wealth is 10m, that’s 10x your wealth so you won’t be able to attack.
              • With this being said, we’ve left the decision to fight in the hands of the wealthier player, so if they attack you first, you’ll still be able to if you attack them back. You’re just not allowed to initiate the fight if you are risking < 5x what they are.
      • Notes:
        • When attempting to attack them, if you don’t have enough risked wealth, you will be told how much you are risking and how much more you must risk to be able to fight them.
        • The risk calculation is based on items that would be lost upon death. This means that if you are not skulled, your 3 best items will NOT be calculated in your risk.
          • This calculation also has the proper value for any emblems you are carrying.
        • You can also type ::risk to check how much you’re currently risking and the maximum risk of other players that you can attack.
  • Bounty hunter changes:
    • Changes due to risk protection system:
      • Similar to the risk protection system, the bounty target system will now only try to match you with players who have similar wealth as you.
        • This means that if the player is not able to attack you or you are unable to attack them due to major differences in wealth (one of you has 5x more risk), then you simply won’t be matched with that player.
  • Combat fixes:
    • Range special attacks (ACB, Dark bow, etc) hitting through protection prayer has been fixed.
    • Magic attack distance increased to allow you to attack from further away.
    • Void Mage buff:
      • Wearing any Void Mage set will now yield 45% Magic accuracy increase instead of the previous 30%.
      • Additionally, wearing the Elite set will yield a 2.5% damage boost which stacks with other boosts (eg. TSOTD damage boost).
    • PJ Timer entirely reworked to be more accurate/based on the game clock and not the system clock. Slightly extended in PVP combat as well.
      • The timer has been set to 10 ticks, or 6 seconds.
Website updates:
  • Game Activity linked to website:
    • The server will now periodically submit all of the recent news announcements in-game to the homepage on the website (every ~3 minutes)
      • Every single log that shows up in-game (rare drop announcements, ironman de-ironing, maxed skill achievements etc) will be shown on the homepage.
      • These logs have also been linked to each user individually, and you can view their forum profile to see their most recent activity!
  • Many miscellaneous forum/homepage fixes since the new design was pushed
  • Some users did not have “quote” or “multi-quote” buttons to reply to threads(this seems to have been an issue since Alora’s release), this has been fixed.
  • Color-picker feature:
    • You can now choose between having the color-effect on the website or simply choosing for the page to remain one color of your choice!
  • The board index of the forum (where you can view every section) has been given a slight makeover, with alternating background colors for different sections.
  • Fixed malformed tables on staffCP after new forum update.
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Considering the size of this update, there very well may be some bugs that will present themselves. Should you find any bugs, please report them in the correct section so that they can be addressed immediately.
 
 
Enjoy! :)
Omicron


#100492 Lizardman Shamans

Posted by Diva on 18 July 2017 - 03:50 AM

Support on both of Monaco's suggestions; thanks for posting it!




#100484 Lizardman Shamans

Posted by HC King on 18 July 2017 - 03:28 AM

Support 100%, being a hardcore ironman, disconnecting there would guarantee a death




#100483 Lizardman Shamans

Posted by Postimees on 18 July 2017 - 03:22 AM

Definitely agree with this, they are very annoying to kill, praying just doesn't work on them and they waste way too many supplies. Just makes the grind for a dragon warhammer much worse on ironmen than it should be.




#100480 Lizardman Shamans

Posted by 1 on 18 July 2017 - 03:15 AM

At the moment, lizardman shamans are harder to kill than on OSRS and are too OP relative to the other bosses on Alora. To "nerf" them a bit, either:

 

- Make it so that protection prayers work against them, so that you aren't just hit constant 28s with the acid attack regardless of prayers/def bonus.

- Make Shayzien armour work properly (making their acid attacks deal 0 damage).




#100300 Ancient mace

Posted by Julmuri on 17 July 2017 - 11:10 AM

After Ransu did start a topic about fixing dragon spear, i started to think why there isn't ancient mace's? That would made pking more intresting, and probably take some more pk activite to servers tho.




#99208 Preparing for construction

Posted by MatzOnOrbik on 13 July 2017 - 09:28 AM

construction is supposed to be an expensive skill




#81731 Recent Hackings

Posted by Ultistic on 16 May 2017 - 04:43 AM

Hey guys,

 

There are some rumors going around that a popular server's database was leaked (Don't be alarmed, it isn't ours). If you don't have 2FA activated onto your account we all HIGHLY recommend that you activate it today. Here is a guide on how to set it up - http://www.alora.io/...tication-guide/

 

We encourage you to activate 2FA so you have the highest level of protection on your account. If your account is hacked there will be nothing we can do as we have offered you security for your account. If you use the same password on ANY other services I suggest you change them to something unique that you don't use anywhere else even if you have 2FA activated. If you have any further questions please don't hesitate to PM me directly on forums.

 

Regards,

The Alora Administration Team