The monkeys have gotten a bit boisterous, causing a tree in Karamja to topple.
What does this mean?
The monkeys have gotten a bit boisterous, causing a tree in Karamja to topple.
What does this mean?
There was a tree that made pathing when trying to kill some monkeys in karamja to be a pain, we removed it.
To the JMODs watching this post, thanks.
Question: what type of animal from Runescape or Oldschool Runescape would you want as a personal pet?
Nibbler
What was the raids points bug?
There were some instances where teams were not getting the correct amount of points in certain rooms when a clan chat channel was being used for multiple raids. This should no longer be the case.
Still no monkey backpacks........ :(
We've scheduled them in for next week assuming they pass testing without any issues -fingers crossed-!
Why does Hallowed Sepulchre get so many nerfs? Currently its not much more xp/HR than ardy rooftop. Also its way more intense. I dont get it. Another thing we get dead on release.
There is one nerf to floor 5 treasure encounters and it amounts to 120 xp per run which is miniscule (~720 xp/hr at 6 runs/hr to ~960 xp/hr at 8 runs/hr, assuming you were looting all 3 coffins on floor 5).
After reviewing data from the changes I made last week the gap from looting and not looting was just slightly too close together for my liking on floor 5 specifically meaning there wasn't really much benefit to skipping loot, you'd lose very little xp/hr for a lot of extra gp/hr. Now that choice should matter just a tiny bit more.
On the flip side we did just make one of the more annoying traps slightly nicer to deal with (North path fire trap on floor 4) which will probably off-set this a little bit for both types of playstyles.
Sorry this got longer than I intended but you asked for the reason haha. I'm actually pretty happy with where the Sepulchre is now. You're wrong that it isn't much more xp/hr than ardy rooftops, it's around ~20% better xp/hr at least even if you're taking the time to loot and hitting the timed benchmarks we established in last weeks post with the potential to be even higher if you get better than that which is very possible.
The inner square of rooms are now less randomised, and will always contain the same basic resources required to move on to the rest of The Gauntlet. Note that this doesn’t apply to the Corrupted Gauntlet.
In addition, demi-bosses are now easier to find. They will now spawn in 6 of the 12 highlighted areas on the map above.
Just to clarify, does the change to demi-boss spawns also apply to the Corrupted Gauntlet, or is it normal Gauntlet only?
The change to the inner rooms only affects the regular gauntlet.
The demi-bosses being easier to find applies to both.
The animations of certain items used for luring have been disabled on PvP worlds.
I think this is a huge win. no more booking stalling lures etc
If there are any others that come out after the update on PvP worlds please send an email to [[email protected]](mailto:[email protected]) so it can be reviewed and sent to the developers :)
Any ETA on the new superiors?
Mod Gee just finished making the superior Turoth. The aim is to release them all at the same time. There were a few feedback changes that needed to be made to the superior Wyrm, once those come in we can QA it. It may be awhile but once we know closer to the time we can confirm a release for them. Hope that helps and provides some insight for you!
and it enabled in the Settings menu
hate to be that guy but think you're missing a word here
Changed! Good spot!
It's just the first cycle there are only 3 hits - after that it reverts to 4. Not sure if that change was intentional - /u/JagexAcorn?
We are looking into and discussing internally. I'll edit this message if we make any changes :)
Edit: This is being fixed now! Should be live in the next 10-15 minutes.
Edit 2: The fix is now live let me know if you run into any other issues.
u/JagexAcorn are the changes to gauntlet for regular only or corrupted too? Specifically around staff max hit and spawns of demi-bosses
Demi-bosses and crystal staff max hit are for both versions of The Gauntlet :).
Hunleff can summon tornadoes now before the first ~6 attacks after entering the boss room. This previously wasn't possible. Is this intended?
Personally, I don't mind this change much, but it's not mentioned anywhere.
I've sent the query to the developer and they are looking into it now. I'll edit this reply when I have more information - thanks for letting us know!
Edit: This should now not be possible. Let us know if you run into anything else.
Is there anything that can be done about the final trap on the Floor 4 North path? every other obstacle you can either choose to do it slower and risk running out of time at the end or you can learn a specific pattern to get through the obstacle 99% of the time. But this one is entirely dependent on being able to dodge the arrows quickly enough to beat the sword/get to the teleporters to jump the sword. Every other obstacle has a good difficulty curve from beginning to end but this one obstacle is impossible without sheer luck since it's the only obstacle that needs significantly higher reflexes than the others. I really don't want to feel forced to get RuneLite just for the plugin that lets me see 5-6 tiles farther to essentially cheat my way through it.
I agree the difficulty spikes for this trap but that was intentional that they spike for both paths (I agree this one has a unique mechanic making it harder rather than just the arrows faster or more teleports active).
You can complete the trap by leaving as soon as it's thrown or as soon as it returns so there are 2 ways to beat it and I was able to beat it very consistently in internal testing before release and that was using the vanilla client so it is very possible.
Honestly I'm not sure entirely what you would want me to do about it to make it easier apart from perhaps having the sword idle for longer? Even then the timing I feel like is already rather generous to dodge even bad arrow patterns