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Update 2 - CoX Rework + more [11-7-20]

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Another lovely update for you lovely people! 🙂 hope you all enjoy!


Our Chambers of Xeric now has some mechanics! 🙂😉 
olmforumspic.jpg

 

These mechanics will not be 1:1 with OSRS or anything over the top hard but they are implemented to make CoX (Raids 1) more of a fun and rewarding slight challenge
rather than something half-boring and half-afkable. 😛 🙂 

 

Muttadile.png
Muttadile

This lizardy-alligator looking fellow now has all 3 attack styles instead of just meleeing;

• Magic attack - white projectile
• Ranged attack - green projectile that venoms you
• And his melee attack if you are within 2 tiles of him



200px-Lizardman_shaman_(Lizardman_Temple).png
Lizardman Shaman

• Ranged attack - a little green projectile; one of his range projectile attacks can poison you
Lizardman alternates between range and melee if you are within melee distance.




Ice_demon.png
Ice Demon

• Magic attack - white projectile
• Ranged attack - green projectile
• Melee attack same as any other raids npc




250px-Vasa_Nistirio.png
Vasa Nistirio

• Magic attack - purple projectile
• Ranged attack - spiky grey ball looking projectile
• Special attack - blue projectile that stuns you for 1 second
• Vasa has no melee attack at all





200px-Vanguard_health_difference_near_threshold.png

fking_tekton_by_rs_legendarts_dbbuheg-pre.jpg
Tekton & the Vanguards

These fellows are still extremely straight forward just protect melee and smash through them.




j-alexander-legend-arts-olm4k.jpg
The Great Olm

Olm now has several different attacks he utilizes and they are as follow:

• Magic attack - purple projectile
• Ranged attack - green projectile
• Special attack (stun) - fast bright green dragon fire ball that stuns you
• Special attack (venom) - dark green dragon fire wave that envenoms you
• Special attack (heal) - pink dragon fire wave that damages you and heals great olm a random amount




🔻Other update patchnotes 🔻

• Buffed doubler gamble rate tiny bit and lowered minimum gamble requirement
• Added mithril seeds to supplies shop at home
• Fixed wrong Dbolts in starter kit
• Fixed some starter items
• Extended blood key time on ground before removal
• Added value to PKP and DP (so they can be gambled at ::doubler)
• Added Blowpipe to PKP store
• Raised TSoTD and BP value
• Added a few teleports
• Reworked fishing skill some for QoL
• Fixed some agility course requirements
• Fixed an announcement
• Fixed Revenant knight attack distance
• Fixed some gross text
• Added heavy ballista to pkp shop
• Fixed vote ::reward command saying not valid command and claiming anyways
• Adjusted a few items prices/values
• Fixed ironman shop access/restrictions
• Few other small things I can't remember
• Shortened Jungle demon respawn time
• Added more Jungle demon spawns
• Reduced Demonic Gorilla melee def
• Added drops to superior slayer npcs
• Fixed mithril seeds
• Added colored slay helm i creation + hydra slayer helm
• Added colored slayer items to npc's drop tables
• Fully coded in all slayer helms combat effect
• Fixed/adjusted some more item prices
• Reworked slayer skill menu
• Added slayer level requirement to Cerberus
• Reworked some drop tables some more
• Removed combat level requirement on Blood key pickup
• Changed some respawn times
• Made sand crabs aggressive and added more to their location
• Added some more tele commands for convenience
• Added Toxic blowpipe to donator store
• Added imbued heart to superior slayer monster rare drops
• Changed up rare slayer and rare pvp drop rewards
• Raised sand crab roam distance
• Adjusted some item values and raids token shop prices
• Added combat mechanics to Chambers of Xeric bosses
• Added heal box outside of raids
• Added more Blood key and Skotizo spawn locations
• Removed inability to use wildy agility course gate if in combat
• Added minimum combat level of 90 to pickup the Blood key
• Small buff to CoX rare rate

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thanks, just showed me how to raid xD 1 run was all it took. 8/8

 

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