New quest... but theres been no bug fixes for anything? Seems a little lackluster ngl, all those great ideas for gamejam too, do we have any news on them?
Bug fixes and gamejam projects still underway, when we are zeroing in on the launch date of bigger updates like quests we generally aim to limit other changes the week before to help smooth out the process, the daily challenge were something that had been committed to and were still included this week.
Hi. May we, please, have any updates on the development / release of the Retro Neitz Helm?
Thank you. (Question streak: 1️⃣1️⃣ weeks in a row.)
Hello! I've checked with the team, confirming the existence of the Neitz helm and I'm hoping it will be making it's way into the game before this year is out, I really want us to be able to provide the whole retro bundle together as soon as we can!
Daily and Weekly Challenges have been reimplemented.
Everywhere I go, I see his face...
Hey, Doom. Rock, paper, scissors. SHOOT!
I choose rock.
Scissors!
Hope I won that...
When can we expect some Halloween event news?
This week!
whenever you interact with the botanist workbench (For Tier 1 at least) the game crashes
edit: confirmed same for Tier 2 & Tier 3
Hiya - can I check which potion you were making and what your RSN is? The team will investigate this right away.
Happy Cake Day!
Shouldn't this be first floor?
It's the second floor of the building you visit.
But seriously, flagged this one to the team and they're gonna try and fix this one, so it calls the First Floor, the Ground Floor. It just makes sense!
Combat beta where?Necro nerfs where?
When it's ready. 🙂 We'll share more news later this month. As for Necro, the team are looking at the data and have some adjustments in mind but nothing concrete I can comment on at this stage. We'll get into more detail with the team soon.
Is skipping the wave fight in the tower during the quest intentional....?
I left (via the necrotic energy) after wave 2 because I wanted to grab an overload. Got the cutscene of Zem + Vorkath flying off and it let me continue the quest as normal. It definitely didn't feel like that was intended?
Doesn't sound intended, no - I'll flag that up with the team now, thanks!
I'll reiterate my comment from the preview post:
I don't understand what the benefits of T1 and T2 Herb station are supposed to be.
Right now, War and Jelly mender decant blubbers, and you can already decant potions at War and GE (both accessible via quick teleport and bank).
We already have free vials of water from portables, and you can buy very cheap packs of vials from herb shops.
What are these benefits supposed to be? They feel incredibly lackluster, and already exist from freely accessible content. All other T1/2 buildings provide some effect/benefit that doesn't exist currently, making these feel like a waste of time to build until you have the levels to build T3.
I'd love to see T1/2 allow diary reward effects act as though you're in the area (e.g., Um for Necro pots, Desert for Antifires, Mory for Prayer Renewals). So there's a centralized place to make potions. For xp, combo pots is still better to be done in Priff during VOS, but I just don't understand the logic for these "benefits" of T1/2.
Maybe a way to store Botanist Ammy charges with T2. Trying to think through annoyances with herblore that they could add here. Still requires you to make/buy the amulets, but removes the annoyance of using them and re-presetting when it breaks halfway through an invent.
Valid feedback, happy to forward it on to the team.
I can't use the new botanist workbench, it's crashing my client
The team are aware of this one and working on a hotfix!
https://runescape.wiki/w/Decaying_Wings
I will send feet pics if you can bring these back. I need them for my fashionscape :(
You WHAT?!
OP ask included where are the beta and the Necromancy nerfs and your reply doesn't specify one or the other, but says they'll come when they're ready. Are you implying Necromancy nerfs are inbound?
Well, Necromancy is a Combat Style, so if we're exploring Combat changes, Necromancy would be included in that. I more meant in reference to the beta, really. I'll change my wording to be clearer on that.
Your Quest is bugged, to get to dragonkin crypt you need to cross the bride... Yet the bridge is broken. and i have completed all pre-requisite quests lol
While the team is investigating the issue, I recommend hopping worlds and re-entering the instance. Other players have reported that the bridge re-appears when doing that.
Tired of mentioning it but...golden bamboo?
Just had a chat with Mod Shogun to check the situation with golden bamboo.
Woodcutters' Grove included a backend rewrite of Woodcutting, to consolidate a lot of custom tree implementations and rebalance Woodcutting across a more consistent set of tiers, similar to the Mining rework's retiering.
We've heard concerns with the new XP rates for golden bamboo, stating that they have been halved from what was previously possible.
Reported previous XP/hr is difficult to confirm as it's quite variable - some stating a change of 400kph down to 200kph; others stating 2m down to 1m.
The base rates for golden bamboo were increased in the rebalance, but the variety of buffs that can be stacked could significantly influence the results depending on how they're combined.
His theory is that one of the items, boosts or manual techniques (such as applying crystallise) that players can use to increase their Woodcutting XP is under-performing, and that is reducing the XP lower than intended in this specific case.
To help us isolate the problem, could you please share what setup and tactics you're using for golden bamboo, that now has notably lower XP/hour than pre-grove? Is there a particular element of your training method that is less effective when chopping golden bamboo than before? By narrowing down the cause, we can hopefully solve the issue together.
Thanks for the feedback. This thread had some recent discussion on it https://www.reddit.com/r/runescape/comments/16oam2n/golden_bamboo_still_nurfed/
For me, I wasn't using any special/manual technique. Just a simple Nature's Sentinel outfit, crystal hatchet (now would be Imcando) perked with honed6/furnace4, Sana's Fyretorch and Lumberjack aura. I think rates with standard/afk setup like this was between 300k and 400k an hour. It's an afk method at a cost of the finding the island and the resources being untradeable and fairly limited. In the Woodcutter's Grove rework, Golden Bamboo chop speed was "Changed to follow regular formula" which turned out to be a big nerf for xp rates with rates not much better than half of what they were.
Thanks for the summary! Read through that thread earlier this morning too. :)
Am looking into this on Shogun's behalf as he's been occupied with the next headline update in the Fort Forinthry season, and will be for a while longer.
Data-wise, the base XP rate (which is about double the level 94 crystal tree - 655.5 XP up from 350.0 XP) for golden bamboo is the same as prior, as are the success ratios.
What's changed is the woodcutting system that data runs through (mostly revisions to the core woodcutting calculations so they're more scaleable), and comparing the two versions, I've yet to find any unusual exceptions specifically for golden bamboo that would account for such a large discrepancy.
Have you noticed a difference in the depletion time for golden bamboo vs pre-rework? ie Is it taking longer to clear the golden bamboo from your island? Do you seem to be getting XP less frequently although it's the same amount per success? Or is it the amount of XP you get per success that's reduced?
Also, to isolate your conditions, when getting noticeably lower XP rates, are you chopping golden bamboo on your claimed island or uncharted isles?
Granny rowan is too tired to do this right now? Why she tired, isn't she like today fresh?
We're investigating a bug, we're hoping we can hotfix it this morning to have her up and about today!
Mod Doom. If you look on reddit, there is TONS of posts about thok event: people want the cauldron perm somehow and we also want unlimited auras-reset at bank....huge support from the community... tons of people PVM past 2 weeks simply because of this update (including me). Can you please pass this over and think about making these things perm someway... it would make players happy..
I've already let the team know just how much everyone enjoyed the event! We intended it to be designed in such a way that it could make another appearance relatively easily so you may well see Thok return before this year is out! Who knows? The future is a mystery to us all...
Please say it's Deathcon 3, please say so Mr Doom :(
I don't think we're looking at a Deathcon style Halloween event this time, but I know how much people like that style of event. I'll raise it as one we should look to focus on as a guide in future! In the meantime, it's sounding like a really fun way to celebrate the spooky season and have a gourd time!
Just had a chat with Mod Shogun to check the situation with golden bamboo.
Woodcutters' Grove included a backend rewrite of Woodcutting, to consolidate a lot of custom tree implementations and rebalance Woodcutting across a more consistent set of tiers, similar to the Mining rework's retiering.
We've heard concerns with the new XP rates for golden bamboo, stating that they have been halved from what was previously possible.
Reported previous XP/hr is difficult to confirm as it's quite variable - some stating a change of 400kph down to 200kph; others stating 2m down to 1m.
The base rates for golden bamboo were increased in the rebalance, but the variety of buffs that can be stacked could significantly influence the results depending on how they're combined.
His theory is that one of the items, boosts or manual techniques (such as applying crystallise) that players can use to increase their Woodcutting XP is under-performing, and that is reducing the XP lower than intended in this specific case.
To help us isolate the problem, could you please share what setup and tactics you're using for golden bamboo, that now has notably lower XP/hour than pre-grove? Is there a particular element of your training method that is less effective when chopping golden bamboo than before? By narrowing down the cause, we can hopefully solve the issue together.
Thanks for the extra context below, folks. Sounds like though the XP/success is the same, you're missing more often post-rework, therefore leading to slower depletion rates and XP/hour, despite golden bamboo having the same input data.
Will take a closer look at golden bamboo's unusually broad success ratio, and see how it performs in a time trial if brought closer to standard variance. Also really helpful to know your setups, thank you!
We're currently deploying a fix for Ungael appearing in various areas incorrectly, we're aiming to reboot at 10:45 game time (11:45am UK time) - Mod Easty
Why is everyone acting like they have amnesia in this quest? We can literally just teleport off the island. Lodestone teleport to the fort.
What a dumb oversight in writing.
You can teleport, but you'd leave poor, innocent Bill Jr. in the freezing cold ruins of Ungael?! After he fought so valiantly to defend you from Zemouregal's hordes?
Update: Granny Rowan is back to her usual self, and the "Prepare Potions" option has been re-enabled!
Tired of mentioning it but...golden bamboo?
Update: Over the last couple days, I recovered a pre-grove stream from backup and ran a series of time trial and XP trials vs golden bamboo in live, and worked closely with Mod Shogun to determine a balanced solution.
Following the recommendations below, I used low-intensity methods that focused on equipment that increases chop success (nature's sentinel, ring of whispers, Sana's fyrtorch, legendary Lumberjack aura, etc) as a baseline.
Confirmed that the base XP to gather golden bamboo definitely didn't change with the rework (655.5 XP per successful chop), but on average the time to specifically deplete golden bamboo became slower when converted to the new chop chance formula.
(On average, about 20 minutes pre-rework to deplete a golden bamboo, versus 30 minutes in live, minimal intensity.)
Bearing in mind that the optimal use case is to deplete a daily triple bamboo island in an hour or less (to maximise the value of 60min Lumberjack aura), we've therefore opted to increase the minimum depletion per bamboo to ~17-18 minutes.
There's a reasonable limit to how far we can push it since, keeping with the functional niche of the Arc, golden bamboo's intended to be a low-intensity non-money-generating method (which is why more active XP methods like crystallise doesn't work on golden bamboo).
But exceeding the pre-rework depletion rate's an effective buff to the golden bamboo XP/hour, and should hopefully feel better for daily claimed island depletion.
That fix is currently with QA and as we're just past mid-week, it's possible but unlikely it'll make it through release candidate testing this week.
So don't expect a fix in this Monday's patch notes, but writing this as a reassurance that the investigation and development work to address the current state of golden bamboo has completed, and a resolution's in flight.