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
Fixed all skills to play their correct level up jingles
All skills except agility have 2 level up jingles
Most skills play a different jingle for new unlocks
Some skills have specific jingles based on level/range (Strength, Hitpoints, Hunter, Construction, Summoning)
Implemented furnace sound when crafting silver and gold jewelry at a furnace using moulds
Implemented emptying sound for fishbowls
Fixed cow milking sound so it plays for more than one bucket
Implemented sound when pushing a canoe into the water from a canoe station
Fixed quest complete jingles to play a random 1 of 3 quest jingles
Implemented jingle that plays when changing clothes at Thessalia in Varrock
Implemented jingle that plays when spying on a penguin
Implemented jingle that plays on login with completed grand exchange offers
Implemented sound when spinning items at a spinning wheel
Authentic subsystem supports saving/loading arbitrary data and resuming timer countdowns
Lots of documented CAPI functions for working with these new timers
Converted poison to new timers
Converted disease to new timers
Converted farming to new timers (CropGrowth and Compost)
Farming now syncs with 5 minute intervals on realtime clocks (authentic)
Converted seedling growth to new timers
Converted shooting star mining bonus to new timers
Converted entity freezing to new timers
Converted incubation to new timers
Incubation now supports using both incubators (so 2 eggs at once)
Converted miasmic states to the new timers
Converted god spell charged state to new timers
Converted teleblock to new timers
Converted skulled state to new timers
Converted Enhanced Excalibur special attack effect to new timers
Converted passive stat restoration to timers
Converted multicannon firing and decay to a timer