Will this also change the physical appearance of longbows?
Yeah, no more shield
Will this also change the physical appearance of longbows?
Yeah, no more shield
Some rare drop rates have been buffed slightly.
Can we be a bit more descriptive with this one?
We aim to discuss more specific numbers in a blog ahead of the launch as we just wanted to give a heads up in this post.
Will there be more source of teci? or is the plan to have everyone do raids no matter where they are in their progress? Because the items you're moving only required time investments, not mid-high tier pvm to get.
These creatures could drop burial charms more frequently or teci directly.
Please don't make Wrath an Airut drop. Locking such a useful and needed ability for Slayer behind 90 Slayer sounds awful
Not our intent.
We're looking at adding Beastmaster Hounds that will drop it at around 40-50 Slayer, with increased drop rates whilst on task
This has already been fixed. It's just awaiting being picked up and moved into an RC build
I wanna know just how the different shafts would work? like binding each log to its equal tier of tip? so oak would make oak shafts and feathered oak shafts would only be usable with iron arrow/bolt tips?
Yeah thats exactly it
An iron arrow (level 20), would need an oak shaft made from oak logs (level 20)
An Orikalkum arrow (level 60), would need a Mahogany shaft made from mahogany logs (level 60) and so on
Replacing Shieldbows with Long bows - in name only, or functionality as well? I know Shield bows aren’t used all that much, but would Long bows be?
It'd be functionally too, so there'd be no more weapon/shield hybrid and instead there'd be some sort of effect to distinguish between short and longbows. I've listed one example, but discussed with Mod Sponge that there might by other effects that work better. Taking any suggestions too!
Will this update look at Ascension bolts? Always felt weird to me that the basic version was level 90 and the tipped version was level 80.
I'll add it to our list, and poke around to find out why that might've been :)
I wish this would become an actual "skilling health" update.
Do you mind explaining? Do you not consider this a skilling health update? We certainly see it that way
Good afternoon everyone! It's Gamejam and I'm back once again, to share some updates on the Fletching re-tiering update which Mod Stu and I have been working on these past couple gamejams.
Fletching suffers from the same inconsistencies Mining & Smithing used to pre-rework, which makes levelling throughout the skill difficult especially as you reach the higher levels. With this update we plan to fix these inconsistencies - adding in and or re-tiering missing weapons and ammunition.
While we've been plugging away at it in dev during these last couple gamejams, we're now ready to share more specifics on what we're aiming to achieve. I've written up a design document which you can find here: ...
Read more External link →[removed]
External link →u/JagexRamen: could we not 'lose' the Godless NPC? I used to choose Godless. Perhaps I'm in a minority. But I always wanted more Godless, not less.
They're all still there! Chatting away around the campfire
Please also consider where the music tracks would be redistributed to. Electric Storm is too much of a gem to leave it buried as a music player-only track.
Already sorted, you'll get it when you next visit Mazcab
The Goebie settlement doesn't bother me at all but the big snowy patch in the middle of the desert is an eyesore.
It's on our list
Wow, wasn't expecting full removal of anima islands too.
- Tuska Warpriest and take a page from WE1 and 2 and have them drop from Airut uncommonly (they are 90+ Slayer) and creatures on Mazcab less frequently
- emotes to Armorsmith for 100 Teci each (they are just emotes)
- Tuska Storm Teleport Override and the Calibration Device (Wizard Chambers thing) for Esteem from Runespan
- Spear Overrides (gp only from one of the Goebie shops? unlocking the override was typically just 1 playthru of Anima islands))
- yeah, no clue what to even suggest for the abilities.
Yeah you're pretty much on track with how I was planning on distributing it all. Mostly all is going into the Goebie Armoursmith rewardshop for Teci, which will keep it all on thematic. It'd be a bit weird to have things scattered too far and wide.
I've had feedback that it's quite important for things like sacrifice/devotion to be accessible early on in the game, especially pre GWD1. Am looking at just making some tattered codices that you'd find on a saradominist/zamorakian altar and just having them super easy to pick up
Tuska War-priest and Wrath could come from Airut with the codex possibly tradeable to be in the same way other codices work.
Not fully settled on how, but not looking to spend too long on what is essentialy a small clean-up project.
Thanks for the feedback/suggestions
So are you removing Anima Islands or not? Top post says Wizard Chambers will still be there to access the islands, this post says it's getting binned.
Yes, removing Anima Islands and redistributing the rewards logically
Thanks for the info!
Slightly unrelated, but I noticed the tooltip for Primal armour spikes doesn’t explicitly mention that you have to be wearing melee armour for it to work, but the examine does.
Threw me for a loop a bit as someone new to those items
will add a job in for that too!