Made the wilderness teleport obelisks roll the destination obelisk fairly
Improved obelisk teleport positioning logic
Made the obelisk teleport capture a 3-by-3 bounding box of players, in accordance with the teleport animation
Modified default audio radius default parameter to be safer, 8 tiles instead of 15
Improved location/direction based sounds
Fixed the way sounds are handled for magic spells (All modern and ancient combat spells. All lunar teleport spells.)
Magic spells now correctly fade in volume the further away you are from a target/player casting or being hit by a spell. The sound starts to fade after a few tiles until it cant be heard anymore
Refactored lunar teleport sounds to use playGlobalAudio
Humidfy now can be heard globally by other players
Fixed Lunar fertile soil spell graphics and animation to be authentic
Weapon attack sounds now start to fade after a few tiles until it cant be heard anymore
NPC attack sound now fades with distance
NPC hurt sound now fades with distance
NPC death sound now fades with distance
Fixed combat punching sound when no weapon is equipped so it can be heard globally
Fixed a issue where you would hear a punching sound when casting any combat spell
Fixed male player hurt sounds when in combat
Implemented female player hurt sounds when in combat
Failing agility obstacles will now play the correct hurt sound based on gender
Fixed low wall agility pyramid sound
Fixed taking damage from dying of thirst in the desert to use correct sounds
Fixed the sound of drinking from a waterskin in the desert
Implemented sound when attaching godsword blades to a hilt
Fixed rune essence mine teleport sound so it no longer loops 10 times and plays authentically
Implemented undead tree attack sound at Draynor manor
Implemented all ectofunctus bone grinder sounds and the sound when offering to the ectofunctus
Implemented mort myre ghast attack and player hurt sounds
Fixed thieving pickpocket fail sounds
Implemented falador guards combat sounds
Implemented varrock guards combat sounds
Implemented draynor market guard combat sounds
Implemented cyclops combat sounds (warriors guild cyclops)
Implemented animated armor combat sounds (all warriors guild animated armors)
Implemented white wolf/big wolf/wolf combat sounds (wolves on white wolf mountain)
Time until next random event now persists across logins
Events will no longer spawn while the player has an interface like the bank open
Replaced the slurry of random event commands with a singular ::revent admin command
Random events now support being associated with multiple skills
Random event selection is now more robust
Players will no longer get skill-based random events if more than 2.5 minutes have passed since training the skill
Killing the hostile event now removes all built up threat
Hostile event can now follow the player up/down stairs, through cave entrances, etc.
Hostile event now applies disease status for 25 hits when killed
Reduced the threat gained by killing NPCs by 5x
Increased the threat gained by brawlers drops by 3.75x
PvP gear drops now award maximum threat (30 minutes to return to zero)
In summary, the hostile event will trigger less often but will be more dangerous
Added a threat system to the deep wilderness that increases as a player kills NPCs to add balance to lucrative drop rates of PvP items in the deep wilderness
Threat decreases with time
Threat only increases in the deep wilderness
As threat increases, the risk of encountering hostile wilderness events increases
Hostile wilderness events may spawn anywhere in the wilderness
Improved the safety checks on items dropped in PvP
Untradeable items dropped in PvP will now yield an amount of coins proportional to the item's high alchemy value, and delete the item. This amount is halved if the killer doesn't have the level for high alchemy. An additional 250 gp is deducted (after halving, if applicable) from all items to account for the hypothetical cost of a nature rune
Added admin command to view threat level ::dwthreat
Fixed regression - house teleport and teletabs not working due to being teleblocked by the cast
Fixed regression - WildernessGateHandler now only prompts the player and applies the skull when interacting with the gates in the wilderness and not other gates