3 months ago - /u/Jagex_Stu - Direct link

Greetings, fellow players! We've just posted a developer blog I wrote to contextualise my upcoming gamejam project.

I've also got a preview of the full patch notes below, hopefully releasing on 19th of February.

There's a narrow window today and tomorrow before it's code-frozen for release candidate testing on Monday. So if you foresee any issues with any of these changes, I welcome your discussion in the thread below.

Another Slice of H.A.M.
• No longer requires The Dig Site quest; made some dialogue referring to its earth sciences test conditional
• Now requires Goblin Diplomacy as The Lost Tribe no longer requires Goblin Diplomacy
• Plus added Archaeology VFX to the artefacts you dig up in the Dorgeshuun train station to make them easier to see, and corrected the Lumbridge swamp cave coordinate if you're thrown out when getting past the H.A.M. guards

Animal Magnetism; Ghosts Ahoy; Haunted Mine; Making History, Rum Deal, Wanted!
• No longer require Priest in Peril as they only require access to Morytania

As a First Resort
• No longer requires Zogre Flesh Eaters (for disease mechanic, removed with EoC)
• Moved Chief Tess' "Talk about Archaeology", "Talk about something else" prompt whenever you talk to her into her chat options

Azzanadra's Quest
• No longer requires 58 Prayer
• Updated some eligibility checks that did not include "Raksha, the Shadow Colossus" and "Desperate Creatures" quests

Back to My Roots
• No longer requires Fairy Tale I (unenchanted secateurs are equally supported)
• No longer requires One Small Favour (no longer required to craft a pot lid)

Between a Rock
• No longer requires 30 Defence. 5,000 Defence XP at quest complete converted to a lamp requiring 30 Defence
• Also converted 5,000 Mining and 5,000 Smithing XP to lamps

Blood Runs Deep
• No longer requires Hard Fremennik Area Tasks (padding)

Branches of Darkmeyer
• No longer requires Legends' Quest (holy water is given to you)

Brink of Extinction
• No longer requires 80 Defence

Children of Mah
• No longer requires Fate of the Gods (requires The Light Within which requires Fate of the Gods)
• Kharshai no longer spoilers most of the Sixth Age if you happen to talk to him while banite mining; this dialogue now occurs after accepting the Children of Mah quest

Curse of Arrav
• Downgraded requiring Troll Romance to requiring access to Trollheim (by defeating Dad during Troll Stronghold); Ali the Wise's dialogue line referring to your earlier tobogganing antics is now conditional
• No longer requires Shades of Mort'ton; the Pharoah Queen now provides you with a canopic jar of sacred oil instead of an empty canopic jar. (Note this does not affect Dimension of Disaster: Curse of Arrav)
• Now requires Temple of Ikov due to removing earlier requirements
• The special quest requirement "Fully restore Senliten" now appends your current % progress rebuilding the mummy.
• Removed "pickaxe" and "sacred oil" from the required items for Curse of Arrav

Curse of Zaros miniquest
• Now requires Temple of Ikov due to removing it from Desert Treasure
• Dhalak the Magician no longer spawns near the altar on the upper level of Edgeville monastery, so that 31 Prayer isn't potentially required. Instead his hint points toward the Wizards' Tower for 2 of his 3 possible paths

Dealing with Scabaras
• No longer requires Zogre Flesh Eaters (disease cure)
• No longer requires The Feud:
o Ugthanki dung can now be acquired without first completing The Feud
o Assistant archaeologist Kerner now has an option informing you where to source ugthanki dung
o The camel troughs in Pollnivneach now have an option to fill them if carrying red hot sauce (in addition to the option of using red hot sauce on a trough)
• Clarified text after accepting Dealing With Scabaras to make it clearer you need to climb the ladder east of the High Priest to continue

Defender of Varrock
• No longer requires Demon Slayer (was for Sir Prysin who doesn't feature in Demon Slayer rework)
• No longer requires Temple of Ikov due to adding this requirement to Curse of Arrav and While Guthix Sleeps
• No longer requires Garden of Tranquillity as Defender of Varrock doesn't require the queen's garden

Desert Slayer Dungeon miniquest
• No longer requires 70 Slayer to start, so you can train in the Smoking Kills dungeon prior to meeting the fourth boss' Slayer requirement.
o 70 Slayer is now mentioned in the quest overview's combat description

Desert Treasure
• Replaced Priest in Peril requirement with requiring access to Morytania
• No longer requires Tourist Trap, Temple of Ikov, Waterfall Quest (only relation was also taking place near Baxtorian Falls and the Bedabin camp)
o Updated Azzanadra's ancient (appropriately enough) model in Desert Treasure's Jaldraocht Pyramid to a newer ghostly Azzanadra

Devious Minds
• No longer requires Troll Stronghold (no longer needed to access law altar)
• Lowered Wanted! requirement to Recruitment Drive, to complete the quest with Sir Tiffy

Dream Mentor
• No longer requires Eadgar's Ruse, to decouple the troll series from the Fremennik series
o The Oneiromancer now gives you a dream vial (herb) instead of an empty dream vial, so you don't have to acquire extra goutweed
• No longer requires combat level 85

Eadgar's Ruse
• Changed player dialogue when talking to Sanfew "Have you any more work for me, to help reclaim the circle?" to "Have you any more work for me?", since this refers to the plot of an older version of Druidic Ritual

Enter the Abyss miniquest
• Lowered Rune Mysteries to 5 Runecrafting, as Rune Mysteries was reworked so you no longer need it to access the rune essence mine, but player describes at least a basic knowledge of Runecrafting

Fairy Tale I
• No longer potentially requires Jungle Potion (replaced volencia moss with dragon bones as a potential item required to enchant secateurs)

Fairy Tale III
• No longer requires 37 Summoning, so fairy rings can be fully unlocked by Summoning pures
o Gnarly no longer bites you if your Summoning is lower than 37
• No longer requires 59 Magic, so fairy rings can be fully unlocked by Magic pures
o Using the fairy wand to heal patches and allies in the boss battle no longer requires 59 Magic

Family Crest
• Quest overview now displays 59 Magic as a suggestion

Fremennik Sagas - moved their unabridged requirements in the quest overview into suggested "To play the unabridged version" section:
• Three's Company: 30 Attack, Ranged and Magic
• Nadir: 60 Attack, 45 Thieving, 55 Dungeoneering
• Thok It To 'Em: 70 Strength
• Thok Your Block Off: 75 Strength (also requires Thok It To 'Em)

Heroes' Quest
• No longer requires Druidic Ritual, Lost City and Merlin's Crystal (padding)

Hero's Welcome
• Lowered Tai Bwo Wannai Trio and Master Barbarian Skilling to "Access to the Ancient Cavern from Barbarian Training"

Horror from the Deep
• Added Bar Crawl miniquest requirement (as you must complete Bar Crawl to complete Horror from the Deep)

In Memory of the Myreque
• Added Legends' Quest to make the holy water for Safalaan's statue (due to removing Legends' Quest from Branches of Darkmeyer)
• No longer requires you to wait 10 days to complete each of Veliaf's myreque statues

King's Ransom
• No longer requires 65 Defence. 33,000 Defence XP converted to a lamp requiring 65 Defence
• No longer requires 45 Magic. 5,000 Magic XP converted to a lamp requiring 45 Magic

Legacy of Seergaze
• Desert Treasure is now a suggested quest (Malak talks about Lord Drakan alive and in power, and you cannot defeat Dessous with methods discovered during Myreque series, eg ivandis flail)

Legends' Quest
• No longer requires Family Crest (only connection is you fight a demon)
• No longer requires Underground Pass (no connection)
• No longer requires Waterfall Quest (only connection is both give access to mithril seeds)
• Lowered Shilo Village to Jungle Potion (don't need to enter Shilo Village, but do need Jungle Potion to make a bravery potion)

Lost Toys miniquest
• Lowered Lord of Vampyrium to Branches of Darkmeyer (as the icyene graveyard is accessible for the Booboo plushie thanks to Archaeology's Everlight)

Lost Tribe
• No longer requires Goblin Diplomacy, as Another Slice of H.A.M. now requires Goblin Diplomacy, and you can complete the section with General Bentnoze and General Wartface in Goblin Village without completing Goblin Diplomacy
• When reading the book of tribal symbols in Varrock palace library, Reldo now suggests talking to the generals in Goblin Village to learn more about the Dorgeshuun tribe, so that the quest journal has a clearer objective
• Reldo now asks you to bring him a restored Dominarian device at 84 Archaeology (when you can restore a Dominarian device) instead of every time you talk to him at 42 Archaeology (the level when you unlock Everlight)
• Rewrote the dialogue tree for General Bentnoze and General Wartface in Goblin Village, so that they can discuss the Lost Tribe independently of Goblin Diplomacy. As a side benefit, moved their "Talk about Archaeology" from an opening confirmation into their core dialogue tree
• Removed "Pickaxe" from Lost Tribe's required items in quest overview, since the default pickaxe on tool belt works

Love Story
• No longer requires Recipe for Disaster: Freeing Sir Amik Varze
• Zenivivia dialogue that refers to Swan Song's removed requirements (One Small Favour and Garden of Tranquillity) is now conditional

Lunar Diplomacy
• No longer requires Shilo Village quest (as of the Mining & Smithing rework, not required to access gem rocks in Lunar Isle Mine)

Mighty Fall
• Lowered My Arm's Big Adventure and Hunt for Surok from quest requirements to suggested quests (Chosen Commander is still required, as The Mighty Fall completes it to stop Zanik from wandering the world)

My Arm's Big Adventure
• No longer requires The Feud as you can get ugthanki dung without it
• Murcaily no longer requires and deducts 60% Tai Bwo Wannai Cleanup favour when My Arm gathers gout tubers

One of a Kind
• Lowered King's Ransom to Holy Grail

One Small Favour
• No longer requires Druidic Ritual, as Druidic Ritual was reworked so you no longer require it to train Herblore
• No longer requires Rune Mysteries, as Rune Mysteries was reworked so you no longer need it to access the rune essence mine. Cromperty dialogue now acknowledges if you've met Sedridor via Rune Mysteries, but Rune Mysteries is no longer required to talk to him in One Small Favour
• Changed the text "Tassie shows you how to make pot lids." to "Tassie shows you how to seal the pot perfectly.", since One Small Favour hasn't been required to make pot lids for a long time

Recipe for Disaster: Freeing the Lumbridge Sage
• No longer requires Big Chompy Bird Hunting, Biohazard, Demon Slayer, Murder Mystery, Nature Spirit, Priest in Peril, Restless Ghost, Witch's House
• In the sage's egg puzzle:
o Updated King Lathas, Pirate Pete and Hetty to match their overworld appearance
o Changed the Islwyn quiz to Sir Amik and other White Knights, as Islwyn is dressed similarly to other elves
o Changed the Velorina quiz to Thessalia and similar names

Ritual of the Mahjarrat
• Lowered Fairy Tale III to Fairy Tale II as only required for access to fairy rings
• Lowered Rocking Out to Cabin Fever as only required for access to Mos Le Harmless

Rum Deal
• No longer requires Zogre Flesh Eaters for disease mechanic (removed with EoC)

Swan Song
• No longer requires One Small Favour (no longer required to craft a pot lid)
o Master Crafter's dialogue about Tassie Slipcast teaching you to make pot lids is now conditional
• Lowered Garden of Tranquillity from a requirement to a suggestion (since Wise Old Man is temporarily unavailable during Swan Song)
• No longer requires 101 Quest Points
• Moved the Wise Old Man's "Talk about Archaeology", "Talk about something else" opening confirmation to an option in his dialogue tree.

Tail of Two Cats
• Removed Gertrude's Cat requirement since it requires Icthlarin's Little Helper which requires Gertrude's Cat

Throne of Miscellania
• No longer requires Heroes' Quest (throne room guard now acknowledges if you've completed Heroes' Quest instead of requiring you to complete Heroes' Quest)

Wanted!
• No longer requires The Lost Tribe (to decouple the Temple Knight series from the cave goblin series)
o Consequently replaced the step where you find a bone spear leading to the Dorgeshuun mines with finding a rune platebody leading to Oziach's Armour in Edgeville (since as of the Mining & Smithing rework, Dragon Slayer is not required to equip a rune platebody)
• No longer requires 33 Quest Points (requiring Recruitment Drive and the Enter the Abyss miniquest already makes you fairly noteworthy)

While Guthix Sleeps
• No longer requires Hand in the Sand (can now get rose-tinted lens from Betty in Port Sarim without Hand in the Sand)
o Rewrote Betty in Port Sarim's dialogue tree so that you can enrich a snapdragon seed independently of completing Hand in the Sand
• No longer requires King's Ransom (whether or not King Arthur is still stoned doesn't affect the elite black knight catacombs)
• Added Shilo Village (to access Duradel) and Temple of Ikov, due to removing them from pre-requisite quests

Zogre Flesh Eaters
• No longer requires Jungle Potion (padding)

External link →
3 months ago - - Direct link
Mod Stu has been working on cleaning up some of the more tangled quest requirements...
3 months ago - /u/Jagex_Stu - Direct link

Greetings, fellow players! We've just posted a developer blog I wrote to contextualise my upcoming gamejam project.

I've also got a preview of the full patch notes below, hopefully releasing on 19th of February.

There's a narrow window today and tomorrow before it's code-frozen for release candidate testing on Monday. So if you foresee any issues with any of these changes, I welcome your discussion in the thread below.

Another Slice of H.A.M.
• No longer requires The Dig Site quest; made some dialogue referring to its earth sciences test conditional
• Now requires Goblin Diplomacy as The Lost Tribe no longer requires Goblin Diplomacy
• Plus added Archaeology VFX to the artefacts you dig up in the Dorgeshuun train station to make them easier to see, and corrected the Lumbridge swamp cave coordinate if you're thrown out when getting past the H.A.M. guards

Animal Magnetism; Ghosts Ahoy; Haunted Mine; Making History, Rum Deal, Wanted!
• No longer require Priest in Peril as they only require access to Morytania

As a First Resort
• No longer requires Zogre Flesh Eaters (for disease mechanic, removed with EoC)
• Moved Chief Tess' "Talk about Archaeology", "Talk about something else" prompt whenever you talk to her into her chat options

Azzanadra's Quest
• No longer requires 58 Prayer
• Updated some eligibility checks that did not include "Raksha, the Shadow Colossus" and "Desperate Creatures" quests

Back to My Roots
• No longer requires Fairy Tale I (unenchanted secateurs are equally supported)
• No longer requires One Small Favour (no longer required to craft a pot lid)

Between a Rock
• No longer requires 30 Defence. 5,000 Defence XP at quest complete converted to a lamp requiring 30 Defence
• Also converted 5,000 Mining and 5,000 Smithing XP to lamps

Blood Runs Deep
• No longer requires Hard Fremennik Area Tasks (padding)

Branches of Darkmeyer
• No longer requires Legends' Quest (holy water is given to you)

Brink of Extinction
• No longer requires 80 Defence

Children of Mah
• No longer requires Fate of the Gods (requires The Light Within which requires Fate of the Gods)
• Kharshai no longer spoilers most of the Sixth Age if you happen to talk to him while banite mining; this dialogue now occurs after accepting the Children of Mah quest

Curse of Arrav
• Downgraded requiring Troll Romance to requiring access to Trollheim (by defeating Dad during Troll Stronghold); Ali the Wise's dialogue line referring to your earlier tobogganing antics is now conditional
• No longer requires Shades of Mort'ton; the Pharoah Queen now provides you with a canopic jar of sacred oil instead of an empty canopic jar. (Note this does not affect Dimension of Disaster: Curse of Arrav)
• Now requires Temple of Ikov due to removing earlier requirements
• The special quest requirement "Fully restore Senliten" now appends your current % progress rebuilding the mummy.
• Removed "pickaxe" and "sacred oil" from the required items for Curse of Arrav

Curse of Zaros miniquest
• Now requires Temple of Ikov due to removing it from Desert Treasure
• Dhalak the Magician no longer spawns near the altar on the upper level of Edgeville monastery, so that 31 Prayer isn't potentially required. Instead his hint points toward the Wizards' Tower for 2 of his 3 possible paths

Dealing with Scabaras
• No longer requires Zogre Flesh Eaters (disease cure)
• No longer requires The Feud:
o Ugthanki dung can now be acquired without first completing The Feud
o Assistant archaeologist Kerner now has an option informing you where to source ugthanki dung
o The camel troughs in Pollnivneach now have an option to fill them if carrying red hot sauce (in addition to the option of using red hot sauce on a trough)
• Clarified text after accepting Dealing With Scabaras to make it clearer you need to climb the ladder east of the High Priest to continue

Defender of Varrock
• No longer requires Demon Slayer (was for Sir Prysin who doesn't feature in Demon Slayer rework)
• No longer requires Temple of Ikov due to adding this requirement to Curse of Arrav and While Guthix Sleeps
• No longer requires Garden of Tranquillity as Defender of Varrock doesn't require the queen's garden

Desert Slayer Dungeon miniquest
• No longer requires 70 Slayer to start, so you can train in the Smoking Kills dungeon prior to meeting the fourth boss' Slayer requirement.
o 70 Slayer is now mentioned in the quest overview's combat description

Desert Treasure
• Replaced Priest in Peril requirement with requiring access to Morytania
• No longer requires Tourist Trap, Temple of Ikov, Waterfall Quest (only relation was also taking place near Baxtorian Falls and the Bedabin camp)
o Updated Azzanadra's ancient (appropriately enough) model in Desert Treasure's Jaldraocht Pyramid to a newer ghostly Azzanadra

Devious Minds
• No longer requires Troll Stronghold (no longer needed to access law altar)
• Lowered Wanted! requirement to Recruitment Drive, to complete the quest with Sir Tiffy

Dream Mentor
• No longer requires Eadgar's Ruse, to decouple the troll series from the Fremennik series
o The Oneiromancer now gives you a dream vial (herb) instead of an empty dream vial, so you don't have to acquire extra goutweed
• No longer requires combat level 85

Eadgar's Ruse
• Changed player dialogue when talking to Sanfew "Have you any more work for me, to help reclaim the circle?" to "Have you any more work for me?", since this refers to the plot of an older version of Druidic Ritual

Enter the Abyss miniquest
• Lowered Rune Mysteries to 5 Runecrafting, as Rune Mysteries was reworked so you no longer need it to access the rune essence mine, but player describes at least a basic knowledge of Runecrafting

Fairy Tale I
• No longer potentially requires Jungle Potion (replaced volencia moss with dragon bones as a potential item required to enchant secateurs)

Fairy Tale III
• No longer requires 37 Summoning, so fairy rings can be fully unlocked by Summoning pures
o Gnarly no longer bites you if your Summoning is lower than 37
• No longer requires 59 Magic, so fairy rings can be fully unlocked by Magic pures
o Using the fairy wand to heal patches and allies in the boss battle no longer requires 59 Magic

Family Crest
• Quest overview now displays 59 Magic as a suggestion

Fremennik Sagas - moved their unabridged requirements in the quest overview into suggested "To play the unabridged version" section:
• Three's Company: 30 Attack, Ranged and Magic
• Nadir: 60 Attack, 45 Thieving, 55 Dungeoneering
• Thok It To 'Em: 70 Strength
• Thok Your Block Off: 75 Strength (also requires Thok It To 'Em)

Heroes' Quest
• No longer requires Druidic Ritual, Lost City and Merlin's Crystal (padding)

Hero's Welcome
• Lowered Tai Bwo Wannai Trio and Master Barbarian Skilling to "Access to the Ancient Cavern from Barbarian Training"

Horror from the Deep
• Added Bar Crawl miniquest requirement (as you must complete Bar Crawl to complete Horror from the Deep)

In Memory of the Myreque
• Added Legends' Quest to make the holy water for Safalaan's statue (due to removing Legends' Quest from Branches of Darkmeyer)
• No longer requires you to wait 10 days to complete each of Veliaf's myreque statues

King's Ransom
• No longer requires 65 Defence. 33,000 Defence XP converted to a lamp requiring 65 Defence
• No longer requires 45 Magic. 5,000 Magic XP converted to a lamp requiring 45 Magic

Legacy of Seergaze
• Desert Treasure is now a suggested quest (Malak talks about Lord Drakan alive and in power, and you cannot defeat Dessous with methods discovered during Myreque series, eg ivandis flail)

Legends' Quest
• No longer requires Family Crest (only connection is you fight a demon)
• No longer requires Underground Pass (no connection)
• No longer requires Waterfall Quest (only connection is both give access to mithril seeds)
• Lowered Shilo Village to Jungle Potion (don't need to enter Shilo Village, but do need Jungle Potion to make a bravery potion)

Lost Toys miniquest
• Lowered Lord of Vampyrium to Branches of Darkmeyer (as the icyene graveyard is accessible for the Booboo plushie thanks to Archaeology's Everlight)

Lost Tribe
• No longer requires Goblin Diplomacy, as Another Slice of H.A.M. now requires Goblin Diplomacy, and you can complete the section with General Bentnoze and General Wartface in Goblin Village without completing Goblin Diplomacy
• When reading the book of tribal symbols in Varrock palace library, Reldo now suggests talking to the generals in Goblin Village to learn more about the Dorgeshuun tribe, so that the quest journal has a clearer objective
• Reldo now asks you to bring him a restored Dominarian device at 84 Archaeology (when you can restore a Dominarian device) instead of every time you talk to him at 42 Archaeology (the level when you unlock Everlight)
• Rewrote the dialogue tree for General Bentnoze and General Wartface in Goblin Village, so that they can discuss the Lost Tribe independently of Goblin Diplomacy. As a side benefit, moved their "Talk about Archaeology" from an opening confirmation into their core dialogue tree
• Removed "Pickaxe" from Lost Tribe's required items in quest overview, since the default pickaxe on tool belt works

Love Story
• No longer requires Recipe for Disaster: Freeing Sir Amik Varze
• Zenivivia dialogue that refers to Swan Song's removed requirements (One Small Favour and Garden of Tranquillity) is now conditional

Lunar Diplomacy
• No longer requires Shilo Village quest (as of the Mining & Smithing rework, not required to access gem rocks in Lunar Isle Mine)

Mighty Fall
• Lowered My Arm's Big Adventure and Hunt for Surok from quest requirements to suggested quests (Chosen Commander is still required, as The Mighty Fall completes it to stop Zanik from wandering the world)

My Arm's Big Adventure
• No longer requires The Feud as you can get ugthanki dung without it
• Murcaily no longer requires and deducts 60% Tai Bwo Wannai Cleanup favour when My Arm gathers gout tubers

One of a Kind
• Lowered King's Ransom to Holy Grail

One Small Favour
• No longer requires Druidic Ritual, as Druidic Ritual was reworked so you no longer require it to train Herblore
• No longer requires Rune Mysteries, as Rune Mysteries was reworked so you no longer need it to access the rune essence mine. Cromperty dialogue now acknowledges if you've met Sedridor via Rune Mysteries, but Rune Mysteries is no longer required to talk to him in One Small Favour
• Changed the text "Tassie shows you how to make pot lids." to "Tassie shows you how to seal the pot perfectly.", since One Small Favour hasn't been required to make pot lids for a long time

Recipe for Disaster: Freeing the Lumbridge Sage
• No longer requires Big Chompy Bird Hunting, Biohazard, Demon Slayer, Murder Mystery, Nature Spirit, Priest in Peril, Restless Ghost, Witch's House
• In the sage's egg puzzle:
o Updated King Lathas, Pirate Pete and Hetty to match their overworld appearance
o Changed the Islwyn quiz to Sir Amik and other White Knights, as Islwyn is dressed similarly to other elves
o Changed the Velorina quiz to Thessalia and similar names

Ritual of the Mahjarrat
• Lowered Fairy Tale III to Fairy Tale II as only required for access to fairy rings
• Lowered Rocking Out to Cabin Fever as only required for access to Mos Le Harmless

Rum Deal
• No longer requires Zogre Flesh Eaters for disease mechanic (removed with EoC)

Swan Song
• No longer requires One Small Favour (no longer required to craft a pot lid)
o Master Crafter's dialogue about Tassie Slipcast teaching you to make pot lids is now conditional
• Lowered Garden of Tranquillity from a requirement to a suggestion (since Wise Old Man is temporarily unavailable during Swan Song)
• No longer requires 101 Quest Points
• Moved the Wise Old Man's "Talk about Archaeology", "Talk about something else" opening confirmation to an option in his dialogue tree.

Tail of Two Cats
• Removed Gertrude's Cat requirement since it requires Icthlarin's Little Helper which requires Gertrude's Cat

Throne of Miscellania
• No longer requires Heroes' Quest (throne room guard now acknowledges if you've completed Heroes' Quest instead of requiring you to complete Heroes' Quest)

Wanted!
• No longer requires The Lost Tribe (to decouple the Temple Knight series from the cave goblin series)
o Consequently replaced the step where you find a bone spear leading to the Dorgeshuun mines with finding a rune platebody leading to Oziach's Armour in Edgeville (since as of the Mining & Smithing rework, Dragon Slayer is not required to equip a rune platebody)
• No longer requires 33 Quest Points (requiring Recruitment Drive and the Enter the Abyss miniquest already makes you fairly noteworthy)

While Guthix Sleeps
• No longer requires Hand in the Sand (can now get rose-tinted lens from Betty in Port Sarim without Hand in the Sand)
o Rewrote Betty in Port Sarim's dialogue tree so that you can enrich a snapdragon seed independently of completing Hand in the Sand
• No longer requires King's Ransom (whether or not King Arthur is still stoned doesn't affect the elite black knight catacombs)
• Added Shilo Village (to access Duradel) and Temple of Ikov, due to removing them from pre-requisite quests

Zogre Flesh Eaters
• No longer requires Jungle Potion (padding)

External link →
3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Gamez_X

Stu, was surprised anyone still remembered that old quest tree i made though i'm curious, why am i "Follow - formerly gamez-x"? As far as i'm aware, i've not changed my name to follow =P

Oh, I do apologise! I mis-assumed gamez-x was a prior handle of the player Follow / 5-x who's a reddit admin here.

In that case, here's my official statement that credit for the quest requirement tree in my dev blog is very much yours!

Also thank you again for your multiverse concept art which I partially utilised in a cosmology presentation at Runefest many years ago.

EDIT: The website editors have kindly corrected my assumption. Mischief managed!

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Ziadaine

Could we remove the 7 magic req for in aid of the myreque in order to start the quest? Since you can use enchant sapphire tablets to do the same effect.

If this goes well, I'm hoping to do a follow-up gamejam project focusing on skill requirements in future. (A few skill pure requests slipped into this project due to poor impulse control, but had to stop myself to manage scope.)

I've created a ticket for In Aid of the Myreque's 7 Magic req to ensure it's on the list for the future. :)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by KobraTheKing

Been a pleasure to contribute to the list.

Great work as always, God Stu.

Literally couldn't have done it without you, Kobra. Thank you for all the time you put into your initial design and investigation that kicked off the project, and your feedback throughout its gamejam iterations. :)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Japanese_Squirrel

Holy Stu! This is amazing. I read the blogpost. I can't imagine the amount of time that went into this.

Just one thing though, I'm kinda opposed to the Legend Quest being decoupled from all those quests. A mountain of requirements makes you worthy of being a Legend, no?

I certainly agree that Legends' Quest should have legendary requirements!

I think it still achieves that even with a few cuts, though (particularly via that signature Quest Point requirement, as Kobra noted).

It's hard to see from this patch notes format, so here's the updated Legends' Quest requirements:

* 107 Quest Points

* Heroes' Quest

* Jungle Potion

* 50 Agility

* 50 Crafting

* 45 Herblore

* 56 Magic

* 52 Mining

* 42 Prayer

* 50 Smithing

* 50 Strength

* 50 Thieving

* 50 Woodcutting

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Termades

These changes look good, but I don’t love transferring the level requirements onto the reward lamps, especially for the low XP low level lamps (5000XP lamps from King’s Ransom and Between a Rock). We’ve had quests like Waterfall Quest and Knight’s sword that provide substantial XP drops with no level req. before, so the level gatekeeping feels arbitrary when done at the end like this.

Definitely a controversial take, but the Waterfall Quest and Knight's Sword predate our current best practice for quest XP rewards, and from a balancing perspective, it would be preferable if their lamps (or quest accept) either had a suitable level requirement or awarded less XP.

They skip a massive chunk of the initial levels for their skills, and that's where you're learning how to level those skills and getting the most satisfying succession of rapid 'dings'.

On the other hand, the 'mastery knowledge', that there are techniques experienced players can use to accelerate their progress when making alts, is something some players enjoy and value, so it's a tricky thing to nerf.

In a 2017 TAPP project, I did an improvement project to the Knight's Sword that included converting its 12k Smithing XP reward to a lamp with a suitable level requirement. We ultimately removed the 28 Smithing requirement from the lamp a few months later due to the ongoing outcry.

On the other other hand, that was before the 2019 Mining & Smithing rework, which made the Smithing training loop much more enjoyable (personally I find the approach of a new metal tier every 10 levels a fun milestone to work toward when levelling new accounts), so I'd be curious to see if that level cap would be better received with less ire nowadays.

Not going to fix Waterfall Quest or the Knight's Sword XP in this update, and it's a journey we'd have to take with the community, but definitely food for thought.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Terrasour

Please have a look at removing the 75 magic requirement from the elder kiln quest. It would allow pures and skillers to try to get the kiln capes.
We see low level pure inferno runs beeing very popular on osrs, but since we have a requirement locking accounts out from kiln, we cannot get the zuk capes either. I dont see a bot restriction beeing an issue now a days either.

I would be very fun to see low level accounts and pures with kiln capes and pures with zuk capes without beeing limited by 75 magic requirement.

Would deeply appriciate if it can be looked into u/Jagex_Stu

As mentioned elsewhere in the thread, I'm gradually putting together a design for a similar project focused on skill requirements. (Though I'll probably do some smaller gamejam projects for a bit - I started this one in Dec 2022!)

This point in the Elder Kiln is on the list - I appreciate various flavours of pure would love the challenge provided by the Fight Kiln.

From a mechanical perspective, this scene is faking the casting of spells to heat an egg via an interface. You don't gain any XP from heating the egg, you don't have to be on the standard spellbook, and it doesn't consume runes.

I'd want there to be suitable narrative justification for not casting the spells with your own magical skill (you're guiding a TzHaar-Mej's attacks, or are provided with a limitless staff or spell tablets or suchlike), and it may be preferable to bring another of the quest's requirements up to 75 to keep the Elder Kiln in a suitable difficulty bracket, but I'm opening to adapting this scene in future to be pure-friendly.

Definitely not a job for this week, though!

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by TheFalloutHandbook

Hey, Stu! This looks great! I did notice one issue, though. You accidentally forgot to remove Mournings End Part II from the game.

Working as intended, I'm afraid. ;)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by TastyRomeo

Will As A First Resort require Big Chompy Bird Hunter now that Zogre Flesh Eaters was removed as a requirement?

For a normal account it probably doesn't matter much, but I don't think ironmen can obtain the 2 raw chompies required without actually hunting a chompy bird.

We don't currently have facility to display ironman-specific quest requirements, but that's a good point... if you're an ironman, you'll have to hunt the 2 raw chompies for A First Resort yourself.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by ImRubic

Thank you for digging through everything Stu. Glad to see it! :)

Thank you, Rubic! <3

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Nqis

A lot of my takes have already been brought up here but there's one thing that's midly grinding my gears:

The Hard Fremennik Tasks for Blood Runs Deep. When it came out, and even now, it is quite a unique requirement for a quest to have, and I feel like represents the Player gaining reputation amongst the Fremennik. Considering the only really unique reward locked behind the quest is Balmung, a niche weapon that has since been powercrept at monsters it was BiS as, I feel like the quest could use some "higher" level of requirements as the de-facto ultimate quest of the Fremennik saga.

If it helps frame things better, the surviving requirements for Blood Runs Deep seem to add up to quite a lot: (albeit with some duplication)

* Horror from the Deep

** Bar Crawl

** 35 Agility

* Dream Mentor

** Lunar Diplomacy

*** Fremennik Trials

**** 40 Crafting & Woodcutting

**** 25 Fletching

*** Lost City

**** 31 Crafting

**** 36 Woodcutting

*** 61 Crafting

*** 40 Defence

*** 49 Firemaking

*** 5 Herblore

*** 65 Magic

*** 60 Mining

*** 55 Woodcutting

* Glorious Memories

** Mountain Daughter

*** 20 Agility

** Fremennik Isles

*** Fremennik Trials

*** 20 Construction

*** 40 Agility

*** 46 Crafting

*** 56 Woodcutting

** Royal Trouble

*** Throne of Miscellania

*** 40 Agility

*** 40 Slayer

** 57 Magic

** 50 Agility

** 43 Herblore

** 41 Hunter

* 75 Strength

* 75 Attack

* 75 Slayer

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Terrasour

Make it work with any fire spells, and problem solved. it would be harder to complete potentially with lower magic level, but still completeable.

I imagine that even a 13 Magic req for fire strike might be unacceptably high for some pures?

Perhaps it could be a scene where you can fail but the story continues. (ref. Princess murder-puppying your opponent during Murder on the Border if you are defeated.) After a few attempts, the TzHaar-Mej manage to hatch the egg even if you don't assist?

Regardless, it's thankfully Future Stu's problem!

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by KobraTheKing

IF you do change it, it very much should be mentioned by the quest screen as a recommended stat, as ironmen cannot obtain the tablets without magic level to make them.

Something like:

  • 7 magic, or a friend who can grant you such powers

Honestly would be nice to have that on The Light Within as well, due to crystal flask.

  • 89 crafting and 81 mining, or a friend who could provide you what you need

Thanks, Kobra. Good points. I've made note of that!

(Bold of you to assume I have friends. :p)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by LazyAir6

I like the changes here! If I could suggest anything, it would be to change the Smithing requirement for Devious Minds from 65 to 31. I know it sounds absurd but if you look at the level, it used to be the required level +1 to smith a Mithril 2H sword. In OSRS it's at least boostable. Since you made certain changes based on mining and smithing rework, I think lowering the Devious Minds smithing requirement is something to consider.

Excellent point. Thank you for pointing this out.

Looks like we missed fixing this requirement for the now tier 30 slender blade in the Mining & Smithing rework.

(Have you heard about the Mining & Smithing rework? Sorry. Habit.)

I've created a ticket for this in the quest qol gamejam skill requirements project on my backlog.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by LuxuryBallVolibear

Is this project going to be re-categorizing any miniquests as full quests, consequently earning Quest Points? Example: Impressing the Locals being changed after being in the game for almost half a year

No, the focus of this project was on lowering quest requirements where appropriate, so converting miniquests to quests was out of scope.

In general, though, the distinction between quests and miniquests has become quite blurry, now that miniquests are listed in the quest interface.

I think the ideal would be to gradually convert miniquests to quests until we can phase out the concept of miniquests. Most likely starting with the most recent miniquests and working back. The biggest development cost associated with that likely lies in writing the quest journals for those miniquests and localisation thereof.

That would also mean moving those miniquests from master quest cape to quest cape, which possibly may go down better if not delivered all at once.

The other thing that gave us pause when developing the Arc miniquests is that quests with 80+ skill requirements are typically Grandmaster, and that felt a rather extravagant difficulty for the stakes of many of the Arc miniquests.

However, now that quest difficulty is no longer displayed in quest overviews, I think we can afford to loosen some of those definitions.

As for Quest Points, they're a rather peculiar currency that we're somewhat limited in modifying after release to remain in sync with external web modules. We're somewhat stuck with historic Quest Points on various older quests before we established conventions for how many Quest Points are suitable for a quest's difficulty. It may be preferable to convert to tracking number of completed quests where currently we use Quest Points (eg in May's quest reward shop), but that's a whole other project.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Any-sao

I don’t think it’s a good call to remove Goblin Diplomacy from The Lost Tribe’s requirements. I think it actually adds quite a bit to have dealt with the Goblin Village before learning of the Dorgeshuun.

I also think those While Guthix Sleeps requirements shouldn’t be removed. While they are definitely very small connections, I think grandmaster quests with high quest point requirements should make players think “Hey, I’ve been here before- I really am an experienced adventurer, aren’t I?”

From the patch notes, it's a little hard to see how many requirements While Guthix Sleeps has even after some pruning of a few unnecessary branches. Here's the revised version of the top of the mysteries of the mahjarrat series. Hope it provides reassurance:

While Guthix Sleeps:

* Defender of Varrock

* Dream Mentor

* Legends' Quest

* Path of Glouphrie

* Tears of Guthix

* Wanted!

* The Hunt for Surok miniquest

* Shilo Village

* Temple of Ikov

* Ability to enter the Warriors' Guild

* 75 Magic

* 65 Herblore

* 65 Farming

* 65 Defence

* Follows events of: Nature Spirit

Ritual of the Mahjarrat

* While Guthix Sleeps

* Temple at Senntisten (note: continues to require Curse of Arrav)

* Hazeel Cult

* Enakhra's Lament

* Slug Menace

* Fairy Tale II

* Cabin Fever

* Tail of Two Cats

* Fight Arena

* 76 Crafting

* 77 Agility

* 76 Mining

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by RoseAndLorelei

The 101 quest points for Swan Song and the dialogue about it may need to be looked into. Herman Caranos has the line: "Hmmm... You're not what I'm looking for, but... [number of quest points you have] Quest Points is really rather a lot..."

I think either this line would need to be changed or the quest point requirement maintained.

Good thought! For each affected quest (about 40 in total), the project essentially involved

a] changing the requirements listed on the quest's overview screen (now data-driven thanks to an earlier project, so quite easy),

b] removing hard-coded references to those requirements (usually not too tricky - back before we had quest accept screens, requirements were handled by checking each of the requirements in dialogue with the NPC and blocking progress with responses)

c] making changes to content to accommodate the more ambitious lessened requirements (sometimes tricky).

In the case of Swan Song, that (rather fourth wall breaking) Quest Point dialogue was addressed while implementing b]. :)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Flu0stiftRS

Children of Mah
• No longer requires Fate of the Gods (requires The Light Within which requires Fate of the Gods)

On a similar note: Plague's End requires 75 Woodcutting, 75 Ranged and Within the Light, but Within the Light also requires 75 Woodcutting & 75 Ranged. Isn't this kinda the same idea?

If you have WtL you always have 75 WC and Ranged, so these are dead requirements for Plague's End itself.

Unless they are on there for the sole reason of adding more 75 skills, but if that's the only thing stopping it perhaps the requirements for WtL could be lowered to something else?

The ten skill requirements listed for Plague's End, as Sakirth notes, were intended to represent the elf clans of Prifddinas, who each represent two skills. Though it doesn't quite correlate.

A while back, I saw a player suggestion to change this to requiring one of each elf clan's skills at 75, and similarly give a choice between two skills from each of the quest's XP lamps.

ie the quest requirements for Plague's End would become:

75 Farming or Woodcutting

75 Magic or Ranged

75 Mining or Smithing

75 Slayer or Melee (Strength or Attack)

75 Crafting or Construction

75 Summoning or Divination

75 Agility or Prayer

75 Dungeoneering or Herblore

It'd be a fairly big project to ensure all the content in Prifddinas is shored up accordingly (since it was built assuming you'd have 75 in all clan skills), and neither requirement set perfectly matches the skills you use during Plague's End, but I thought it was an interesting idea. Perhaps erodes the accomplishment of unlocking the elf city too much?

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by ThaFrenchFry

Would it be possible to adjust the dialogues of some npcs around The Dig Site. I remember some of them mansplaining archaeology to me when I had already achieved the guildmaster rank.

Or generaly make the arch tutorial and The Dig Site fit together a little bit more, give digsite a bit of arch xp instead of just mining, make gathering specimens grant token arch xp, have the npcs treat you slightly differently if you already have a certain Arch title unlocked.

I've been hoping for these patch notes for over a year, so I'm very excited, thanks GOD STU

I feel there's a bit of a tricky overlap here between older content that works with a particular theme or science, and the specific mechanics of a RuneScape skill that's similarly named.

There's archaeology (in the sense of the earth sciences exam and the Varrock museum's specimens minigame) and then there's the Archaeology skill (which is a somewhat more cinematic interpretation, with a particular set of distinct excavation, restoration and collection mechanics, entangled in the narrative of the Monolith).

There's divination (in the sense of supernaturally foretelling future events) and there's the Divination skill (slurping up Guthix juice and yeeting it into rifts).

There's the necromancy used by various baddies throughout the storyline, and then there's the Necromancy skill with its particular rituals, the City of Um, consensual conjures, etc.

As much as they share some elements of theme, I don't feel it makes sense to retroactively apply experience in the Archaeology skill to The Dig Site quest that long predated it. They're mansplaining mundane earth sciences, which has a similar flavour (tastes mostly of dirt, to be honest) but isn't quite the same thing as the Archaeology skill such that experience is transferrable, IMO.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by GeraldineKerla

Just came back in September and have done 280 quest points worth of quests (on top of my initial 150) and NOW YOU ANNOUNCE THIS 😭😭😭😭

On a serious note, I really appreciate this being done. A lot of people I've talked to ingame really see the requirements as a huge obstacle and quests as tedious. It can really get in the way when you're beginning the game because to actually get some really important stuff you need very high level skills that can seem a lot worse than they are.

When I got back in and decided that I was going to tackle every quest, I chose to use the wiki guide on "optimal quest order" because the list was so immense and I wanted to be sure that I was always going to be able to do something next, and the guide aims to minimize grinding. I think that when people want to do questing, the requirements that are set in front of them for finishing a series and it interrupting them mid storyline can get in the way. Its unsatisfying to do a quest that clearly has a followup in front of you but you have to stop for a significant amount of hours before you can continue.

When we're talking about quest requirements, caring about lore and the connection between quests and overall cohesiveness of the connection between them, here is a few things that I think I might have liked going in to the entire experience. Please forgive my wall of text, I care about this a lot, but there is a TL;DR at the bottom

  1. A more clear grouping of quests that are related to each other.
  2. Incentives to do quests in the groups that are lore/area related.
  3. The ability to see the requirements/rewards for an area, go into it and get it all done much like a traditional MMO questing experience.
  4. Some sort of overall visualization ingame for the player of the major rewards for completing a questline, or showcasing the reasons to go down that route.
  5. Easing the intimidation factor and making it overall more of a palatable/digestible experience to work through.

Going into the quest list now, there is literally 10 different ways that you're allowed to categorize your quest list. I want to question the necessity of this function in the way its displayed.

For example, Area. Many quests take you around the map either directly or indirectly. The relevance of this is kind of unclear. If I started the game and thought "okay, it lets me sort by area, lets get them all done by region so I can move between places", I wouldn't be able to do this. Start with Burthope, the first displayed area.

You can do Druidic Ritual and it is meant to be the tutorial to Herblore. Thats a good start. The 4th quest down is Heroes' quest. It's relationship to Burthope is that the guild is there, that is essentially the end of it. The quest is almost entirely taking place outside of Burthope. It has requirements of 53 Cooking/Fishing, 25 Herblore (you just unlocked this), 50 Mining and maybe 25 Defence? (Depending on a previous quest)

What use is this categorization? To a newer player, it serves essentially no benefit because you're hit almost literally immediately with requirements that mean you won't be able to finish this area for possibly a hundred plus hours. Level 53 cooking AND fishing? That's so far away, and that's not to mention the other stuff that all needs to be done inbetween. For an older player that has explored the entire map and uses the lodestone system, the distinction between Burthope and Taverley is nearly meaningless as they're roughly 10 seconds distance and if you placed a large building inbetween them, people would actually think they're the same large settlement. Where does Taverley end and Burthope begin? Is the sheep pen part of Burthope or is it part of Taverley? Who is to say.

The filters serve the purpose in that they aim to make the list customizable in a way that lets you identify what you need to progress but the goal should be that the list in it's base form should form a cohesive showcase of where it wants you to go, and your choice to deviate from that pathway should be a side option rather than there being immediately 10 different ways to sort the quests.

Release date is interesting info but it has the implication that to experience the game from start to finish, it will be the best way to do so. This is not true and quests have been designed in post to fit inbetween specifically to make the game more palatable. This sorting method should be relegated to a wiki.

Length's use is questionable. Next to Sheep Shearer and Boric's Task is Wandering Ga'al, which requires The Brink of Extinction (a GRANDMASTER QUEST) and partial completion of Desert Treasure. If I looked at the list with length looking to do something short, I would find quests that literally require half the game to be completed. The use case of this option is so extremely niche.

Lets talk about Combat. When you start the game, you don't know what a pure is, what a skiller is, or why there would be a listing for combat. Every MMO has combat, why is this an option? If you are at the point where you've chosen a playstyle that would require use of a list like this, you are very likely deep into RS and do not need this ingame list, and you likely are looking for something specific in which it probably can't help you in any meaningful way compared to looking up a guide for the specific thing you want to achieve.

What are the listings inside it even for? It has NPC Combat Level 1, okay makes sense, stuff you can fight at level 1. NPC combat level 2-3? What? Why are these paired together? You can kill level 2/3 stuff easily at level 1. What even is the meaning of this? It seems bizarre that its even there.

The remaining categories are relevant and meaningful and the quest list should genuinely be restructured in a way that essentially tackles to do all of them. Once you're a member, Free/Members doesn't need to show up anymore. Its not relevant to you, everything in the game is accessible from here on out, you already know that. If anything, it should be a tickable option in the filters that unticks when you've obtained membership and reticks if you lose it rather than a main option for how quests are categorized.

Remaining, we have Progress, Alphabetical, Series, Fifth/Sixth Age and Timeline. You may notice immediately that Timeline and Fifth/Sixth age are intertwined and aim to do a very similar purpose. For a newer player, it is good that the Fifth/Sixth age is pointed out and contextualizes some quests, but shouldn't this just be a part of the Timeline category? They even both have the Age of Chaos subcategory, showcasing that they're essentially attempting to communicate the same thing just in different forms. This is highly unnecessary. It maybe did serve a utility at some point, but in 2024 I don't really think its quite relevant to separate them. It is somewhat obtuse and to a new player, not meaningful as to how these are different.

Progress should be a filter that is on by default, that displays quests you're currently undertaking at the top of the list (without removing them from the actual list so you can still scroll through it). It doesn't need to be a subcategory and just makes the menu more bloated.

Alphabetical exists because questing is just a huge list that you have to sift through and your goal should be that people don't ever feel the desire to do this because it is set up in a way that removes the necessity of it. Properly formatting a timeline/series will make it so that the purpose of alphabetical as an option is gone.

Series is the last thing remaining to talk about and I'm actually just going to make another comment to go into it, it should actually just be a side-feature rather than tied to questing and I'll explain why, but I'll finish off here.

TL;DR: Please change the quest list. Overall, I think that these categories should be trimmed and/or cut entirely and the quest list should simply have 2 or 3 more filters available to cover them. Progress should be a filter enabled by default, Free/Members should be a filter that auto adjusts based on your membership but you can choose to adjust it, Release Date/Length/Combat/Area should be cut. Alphabetical is what you should aim to get rid of over time to remove the idea that questing is just some huge list and instead make it sections of content that you want to tackle. Fifth/Sixth Age and Timeline should be merged.

Now I will talk about Series and Area.

Thank you very much for taking the time to write all this up in detail!

In summary, when adding more fields to the quest overview and associated sorting methods, I was mindful of not rocking the boat by taking away existing sorts to which players may be accustomed. I've only recently risked removing the Difficulty sort, for example, after some adjustment time for Timeline to become a popular sorting method.

I agree with you that some of the sorts (eg Progress, Free/Members) would be better suited as filters. To be honest, it's always bugged me that they're sorting methods!

I'm not sure I agree that some of the sorts are useless. Less frequently used, certainly. While the ideal would be a search function, I regularly find it useful to sort alphabetically to find a particular quest I know by name. And I think they do come into their own more when combined with certain filters - for example, I've found an Area sort combined with Locked and Complete filters helpful when devouring the nearby quests in the initial new player areas when levelling new accounts. Maybe that's just me, though. :)

I cleaned up the quest filters in a relatively recent gamejam so they're on a toggle panel, so there's now room for some historic sorts to become filters. Definitely one for Future Stu to consider! I've made notes.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Swindle_the_Swindler

This is a great project! The only thing I'm not sure about is now getting a free rune platebody from Wanted!

The list of items that can randomly be obtained are all very low-level/cheap items (including the old bone spear). The rune plate is a reward from Dragon Slayer or it can be made with level 50 smithing (which is a much higher level requirement than anything needed for Wanted!).

It seems like the item/NPC combo could have been just about anything, so why give a significantly more valuable and iconic item here?

Thank you! My thinking in including a rune platebody is that it's a fairly iconic RuneScape item (albeit its significance dates back to Classic), but doesn't have as much significance since the smithable metal tiers were rebalanced (and corresponding changes to Dragon Slayer), while also being a clue that's associated with a particular rune armour merchant visible in passing, so this seemed an opportunity to bolster that significance.

I must admit, the disparity in GE value of the possible Wanted! items hadn't occurred to me. Though getting a free rune platebody during Wanted! may slightly increase supply to help drive that price down a tad?

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by MeleeUnsolved

I commented on this thread somewhere about this but I would love to see the QP req changed to be 157 for legends quest with the removal of the other reqs even in a future update, would appreciate it if you gave my comment a read if you get a chance! :)

Writing to let you know I've read your comment. :)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by King_Yugo_Wakfu

i have quest cape and did all mini quest, does this mean i need to worry all my quests will reset?

I sure hope not!

Seriously, though, no it shouldn't affect your quest cape.

Various requirements to start various quests have been pruned, but that shouldn't impact your progress through those quests.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by PickleVictory

These changes all look amazing! May I suggest a tweak to the requirement for Alpha and Omega? A level 95 quest req is totally without precedent, the next highest is 86 arch, less than half the xp. We're not all hard grinders, and I'd like to be able to enjoy the game story and get my quest cape back without pretending to be one.

That is an unusually high skill requirement for a quest, I agree, but is the level the Necromancy team intentionally used for your confrontation with the First Necromancer along the path to 120 Necromancy. I'm not at liberty to change it.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Lexieeeeeeeeee

Will these changes impact the current timeline order?

Other than Tortle Combat moving up from Pathfinder (its skill reqs should put it after Dragon Slayer at least), I don't recall any other deliberate changes to Timeline, or changes to age classification or release dates that might influence Timeline.

If you spot any issues with Timeline order when the project releases, please do let me know!

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by Orikune

As a skiller, could you look at requirements that can/could be bypassed with tools or DTD? An example being the 7 magic requirement for "In aid of the Myreque" where you can just use an enchant sapphire tablet to do the same job.

As noted elsewhere in the thread, I've put that one on the list for a potential future gamejam project more focused on skill requirements of quests, now we've had a go at quest requirements.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by ShinyCapeRS

Is there a specific reason why some level requirements can be boosted and others are firm? Wish I could boost them all to start quests.

Originally before we had quest accept screens, requirements were handled by checking the state of quest variables and levels of skills in dialogue with the quest giver. Because all the checks were bespoke, some checked your base skill and some checked your boosted skill.

Now that all quests have accept screens, they consistently check your base skill.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by -Zakh-

Would it be possible to remove the quest requirement for the lava flow mine, it’s only used in the start of the quest.

I don't think that would be suitable for this project. King of the Dwarves was built around introducing the lava flow mine, and consequently takes place partly within it. Access to the lava flow mine is one of its rewards.

Could you elaborate on why you want to access the lava flow mine without completing King of the Dwarves? Is there something about that quest that's preventing you from doing it?

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by -Zakh-

The only thing preventing me from doing it is being level 3. I guess I’m just salty that non iron pure accounts can get the golden mining suit without access to the lava flow mine. The main reward from the mine.

Righto, so your issue is that King of the Dwarves has a 77 Strength requirement?

That appears to be due to needing Strength to lift big rock and Big Rock to recruit the trolls, which seems somewhat justified. https://runescape.wiki/w/King_of_the_Dwarves#Recruiting_the_trolls

A potential avenue could be providing an alternate method of recruiting the trolls that isn't a feat of strength, or perhaps partial completion of King of the Dwarves to work in the lava flow mine and removal of 77 Strength to start King of the Dwarves?

That's beyond the scope of this project, but I'll make a note to consider it for a potential future gamejam project focusing on skill requirements.

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by ultravolt

Sad that the King of the Dwarves strength requirement was not lowered. Having to have 77 strength to start working on the mining skilling outfit kinda sucks.

This looks to be a similar question to that asked by -Zakh- above? Hope that answer is useful to you. :)

3 months ago - /u/Jagex_Stu - Direct link

Originally posted by -Zakh-

Also on another note would we still need choppy bird hunting to do as a first resort, as far as I can tell there is no other way to get the 2 required chompies.

Yeah, as noted in a similar reply elsewhere in this thread, if you're on ironman, you'll still have to kill chompies yourself to get the 2 raw chompies for As a First Resort.

For players who can trade, though, removing the requirement opened their options a little.