Kris is responsible for most of today's update so we'll be using the developer-blog style that he's typed the notes in today. We have a nice format for regular development blogs in the future so you can expect to know what we're up to all of the time
The long-awaited Rise of the Six has finally reached Ataraxia!
Sliske's beefed up the Barrows Brothers, and that means one beast of a boss battle. In Rise of the Six, you'll team up in fours to face all six siblings at once - each one more powerful than he's ever been - and earn some monstrously good rewards. Loot includes level 90 shields for each combat type; materials for smithing level 90 power-type melee armour!
The battle consists of two separate parts - fighting the wights & escaping the collapse. In order to take up the battle, a group of four players is required along with a barrows totem. Players will begin the journey north-west of barrows, where they may enter a well to instantiate the fight. After everyone is ready, Sliske will unleash all six of the wights on the players, three on each side.
The wights all have a unique attacks which they may use against the players; below is the elaboration of the attacks:
After the death of the wights, players will have one more challenge to go through - the escape. All malevolent energy obtained from within the chest will be in an unstable state and must be brought outside the cavern through the tunnels to stabilize them. Once the players go away from the fight arena, the cave will begin collapsing as the portal holding the cavern together collapses as the wights die - the players will then have 30 seconds to escape the tunnels, albeit slightly altered ones. Rocks will begin falling from the sides, shadow pits all throughout the tunnels begin to bloom and all the bridges break - players will have to use whatever methods of escape are given to them, one at a time. Players who manage to escape will have their energy stabilize - the rest however vanish.
We have come to the conclusion that the current state of combat in Ataraxia is terrible and needs changing immediately. Due to this decision, we have changes the bonuses on more than a thousand items to ensure they're all scaled accordingly to their tiers and types. A lot of weapons have had their attack speed changed due to this to what they should've been in the beginning. We realize this may cause some controversy within the community but it is the best for future of Ataraxia.
Besides changing the bonuses on weapons and equipment, we have also modified the levels on the monsters you find across Ataraxia. Previously, only approximately 400 monsters had bonuses other than a clean slate. After this update however, close to 8000 monsters will be using bonuses assigned to them. This change affects slayer monsters the most - previously they could all be damaged with any weapon as majority of them were bonusless - however this is no longer the case. A lot of the monsters now have defence and accuracy levels higher than some of the bosses you may find. However in the case of slayer monsters, their weaknesses can be exploited to gain maximum efficiency and similar rates as to before this update. We realize this is also a point which may cause controversy, however the change was necessary to stop players in maxed armours from being completely untouchable and allowing them to AFK through the fights. Of course this will still very much be possible with a lot of the monsters, but it certainly will help against the higher combat ones.
On another note, all NPCs have had their attack speeds adjusted to what they should've been. I have also patched up the attack and death animations of a lot of existing monsters, to enhance the gaming experience.
PvP Death rework
After seeing countless reports from the community regarding the current state of PvP, we have began giving our best to combat this issue. We've already reworked several parts of combat, but also worked on other somewhat irrelevant parts, such as teleporting and magic spells. We will begin doing our best to ensure players have an enjoyable experience battling against each-other. The rework has changed a lot within the PvP.
Items lost within death now corresponds to the items lost within death interface, so you may completely rely on it now.
All protection prayers as well as skulling/unskulling now affect the items lost there.
Dying to a monster with no damage taken from any player will result in the items dropping on the ground in the state they were on before the death.
Dying to a player will result in all unprotected untradeable items to turn to coins. There are some exceptions to this which can be found within the spoiler below.
Upon death to a monster (with zero damage taken from players), players will have 3 minutes to run back and pick their items up, after which the items become publicly available for anyone to take for an extra minute.
Bugfixes & Minor changes
Anima core crafting has been patched up; you will now require all four essence and you will be given the correct respective armour piece in exchange.
Shops will no longer shop the (ironman) at the end of them for players who aren't ironmen.
Trimmed completionist's cape no longer has a hidden requirement of 1 million gold pieces donation to the well of goodwill.
A bug caused by several threads modifying the same list, causing a global null in ataraxia has been patched.
Players can now use dyes on malevolent armours (Was previously not possible even though the armours were not obtainable).
When obtaining your crystal pickaxe or hatchet from Lady Ithell, you will now receive the respective tool in your inventory, instead of it immediately going to your toolbelt.
All input dialogues (The ones where you type and enter a name, a number or any text) have now been patched up - they will no longer mix up if you cancel them at any point. Additionally, they will now automatically close when an interface closing event, such as walking is ran.
WildyWyrm has had its health bar patched - you will now see from the start until the end as its health bar drops, rather than it starting after 20,000 hitpoints remaining.
Combat projectiles have had slight alterations made to them, specifically in close combat.
Everyones friend -and ignore lists will now be cleared from invalid entries that were previously added there due to the old networking messing up. Additionally, two new commands have been made available for all players. ;;emptyignorelist & ;;emptyfriendslist - Warning: These commands will immediately wipe your entire list when used without a warning, so make sure you really wish to delete them.
Ignore list has now been made to work - This extends to every possible chat interaction throughout the game (Public chat, friends chat, clan chat, clan guest chat as well as private messages).
Coin accumulator has received some changes. Previously, it would only pick up certain coin stacks dropped by monsters. Now however, any coin stack dropped by a monster will automatically be put into your coin pouch.
When using bank equipment on the bank interface, your aura will now be banked as long as it is inactive. Active auras will remain worn.
Malevolent kiteshield, vengeful kiteshield & merciless kiteshield have received a special option on them; When worn, players can use the provoke option on them if they're in combat to gain the attention of the monster they're attacking. This can be extremely useful in group bossing as it can help you save a team-mate in need. It has a cooldown of 30 seconds and it can only be used against monsters.
The charm collector will now automatically pick up any charms dropped by nihils and murpah.
Players can now purchase malevolent plates from the grand exchange as an unlimited item.
An issue with NPCs render animations and secondary bars now displaying has now been patched. Additionally, Khaled (Cjay) has implemented RS3 hitbar support to our client, meaning we can now use a variety of different hitbars.
When casting spells, previously if you drank a brew you could occasionally get the message that your magic level isn't high enough to cast this spell. This is no longer an issue and your magic level is based on your highest level now - whether it's the boosted level or the actual level, the highest of the two will be used to determine the requirement.
Avaryss' and Nymora's hitbars have now been updated to use the new blue/orange bars.
Avaryss' wall charge attack has now been patched up. It no longer chains together and the animation transitions are smooth.
CM Gregorovic hopefully no longer glitches up and becomes unkillable. I've also smoothened up Gregorovic's animation transitioning.
You can no longer smith IV bars in Artisan's workshop for massive experience drops using the ordinary anvils - they can only be used for ceremonial sword making.
You can no longer glitch up and bank using the bank command in certain areas. I've added restrictions to Vorago, Kalphite king, The Heart, Godwars dungeon as well as corporeal beast.
On other news, I have now began working on the upcoming slayer update. We will try to patch up as many bugs as we can find with the existing content during this time, as it has become a serious issue. For those unaware yet, the slayer update will consist of a full rewrite of the skill. I will be implementing close to 150 different slayer tasks as well as all of the existing slayer masters, including the newly added Morvran. Certain monsters will require players to wield certain items to be able to defeat them, or block damage from them. However on the plus side, all boosting-items will now be patched up properly and players will be able to merge different monsters - for example greater demons with Zamorak godwars to gain greater loot while training slayer, not to mention much higher hits and accuracy due to the boosting items.
Noele - RoTs Map generation
VR4 (David) - Balancing the bonuses of items.
Cjay0091 (Khaled) - Implementing RS3 hitbars.
All the people with whom I tested Rise of the Six & other content - there's too many of you so I'll keep it short.