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I'm a fan of content updates, but its been 2 days since Raptor Tasks was released and there's quite a fair bit of stuff that were broken on release. Therefore, I've decide to make a list of the issues here so that they're all in one place:

I discovered all of these in a span of 1.5 hours getting my first task at the Raptor, so I'm actually kind of surprised that they were missed by QA.

 

Bugs:
A) When using an ushabti to capture the souls of certain slayer monsters, the incorrect soul is stored.
This affects monsters of ghost, skeleton and zombies types, for example:
- Aberrant spectres incorrectly result in a ghost soul being captured
- Skeletal wyverns and Ankous incorrectly result in a skeleton soul being captured

This one is especially bad because it makes the slayer codex incompletable, and disincentivises players from slaying until the issue is fixed

B) The instakill slayer buff from guardhouse works inconsistently on monsters that have multiple phases.
- Instead of killing from full hp, it occasionally only lowers the hp to the next phase.
Example: Rune dragons

 

Issues:
1) Enabling of special slayer assignment is not prompted when getting a task from the Raptor for the first time
- This results in some people not being aware that they have to toggle it on
- I can see this causing confusion for future players who aren't in the loop, unlike right now where all the quirks are still fresh in memory

2) Overcrowding at the crypt
Is a bit of a complicated issue here because:
- 6 pax cap is assigned to the whole instance, consisting of phantoms and risen ghosts
- If more people want to kill a certain monster more than the other, there is an issue because in theory the instance cap is not reached, but one of the monster types is already fully engaged
- Competing with cannons is an issue on release, so perhaps it could be disabled during the instanced period, and be allowed after when the initial hype has settled (Note: A potentially hot take, but its something I would prefer)

3) Raptor task difficulty variance is a bit strange
- Tasks range from braindead hellhounds and greater demons to armoured phantoms which are decently challenging and require 113 Slayer.
- It is unsatisfactory because players may feel like they're getting lots of trash tasks while trying to roll for a 'good' one

4) Lack of kill counter for the more recent slayer monsters
Examples:
- Abyssal creatures (should honestly have a count for each of the 3)
- Armoured phantoms, etc

5) Old issue where cluster tasks do not force an elite monster spawn at the end of the task
- A real minor issue in the grand scheme of things, but I really do think it would be nice to have some consistency with specific monster tasks, where an elite is guaranteed to spawn soon after the task is completed

 

I hope at the very least the bugs are fixed ASAP because they're what makes a pretty decent content update feel awful.

Any other issues that I've missed?

External link →
over 1 year ago - /u/JagexSponge - Direct link

Hey - thanks for the thread, figured it was helpful for everyone if I respond - i'll update if any more come through on here:

Feel free to comment if you wanna discuss any of the bits here.

The fixes below may not necessarily be in Mondays build

Bugs

When using an ushabti to capture the souls of certain slayer monsters, the incorrect soul is stored.

  • Fixed - This was an ordering issue when I updated all undead in the game to use the new slayer categories - my bad!

The instakill slayer buff from guardhouse works inconsistently on monsters that have multiple phases.

  • This is actually intended, the guardhouse perk is an execute not a true instakill, meaning it still respects the combat system/creature phases.

Issues:

Enabling of special slayer assignment is not prompted when getting a task from the Raptor for the first time

  • This is a good idea, I'll see if its something we can get in.

Overcrowding at the crypt

  • We're aware crypts are still a little crowded, we were hoping the numbers would come down slightly after the first day or two, something we're still monitoring.

Raptor task difficulty variance is a bit strange

  • This is partially - we didn't want Raptor straight-up overwriting lani, instead offering an extra option you can access at any level and it'll still be fairly decent, especially with the bone fragments addition it has, I'll keep eyes on it, but not convinced its an issue at this point.

Lack of kill counter for the more recent slayer monsters

  • I believe pigeon fixed this today

Old issue where cluster tasks do not force an elite monster spawn at the end of the task

  • I wasn't aware of this one i'll check we have a bug in the system for it

Being on Raptor's task does not let you into Kuradal's dungeon. Intentional?

  • My current understanding of this one is: (strictly speaking raptor isn't Kuradal's superior which is the reasoning given for other masters not working - there was also progression concerns as it'd mean you'd have access from level 10 into Kuradals dungeon for raptor tasks but then be reblocked if you changed master prior to unlocking kuradal.)

Armoured phantoms do not count for a "ghost" task. Intentional?

  • Yep intentional, there is a 'Phantom' task similar to 'ghost' tasks in the game files (ghosts aren't phantoms and phantoms aren't ghosts), however, it's not been added to any slayer masters yet due to lack of meaningful phantoms right now.

Checking building status in Fort doesn't show the Guardhouse.

  • Fixed, unsure if this made it into the build today for Monday or not though.

Tuska's Wrath does not work (does regular damage and goes on a 15 second cooldown) when killing Zemouregal's undead creatures during the special challenge (the trophy challenges).

  • It's a long-standing bug that appears to have gone unnoticed till now, we've put a maintenance job in to resolve it, but it's high complexity/low impact.

"Unwelcome Guests" quest gives 0 quest points.

  • Fixed - I think in mondays build

Using a slayer trophy on the Guardhouse trophy spot causes "nothing interesting happens".

  • Super trivial we can add something

Scenery decoration skeletons in the new slayer crypt have Everlight examine messages.

  • Fixed

There was an issue that prevented entering Edimmu barrier on a zombie/ghost/undead cluster tasks. Fixed?

  • Fixed

Latest update made map labels disappear for many users.

  • No idea what this is as don't think our team touched them, i'll ask the other teams though.

There's incorrect blocking near the new crypt entrance where you can walk into a cemetery wall from the south side.

  • We've got a bug in the backlog for this

Unrelated to this update but there's something very wrong with River Lum east of Draynor Manor - white lines appear on minimap and you can walk on water in multiple spots. Incorrect blocking?

  • Again, no idea, i'd assume an engine release went out that's causing this and the labels, i'll chase
over 1 year ago - /u/JagexSponge - Direct link

Originally posted by bernmar

Hi Mod Sponge, can you confirm that the ushabti fix also includes revenants giving the generic "ghost" soul instead of the revenant one? Thanks!

Yep, everything should give their primary type after the fix (e.g. Revenants - give rev soul, Skeletal wyverns give Skeletal wyvern souls etc)

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by lucerndia

Lack of kill counter for the more recent slayer monsters

I believe pigeon fixed this today

Do you know if this will be retroactive? I'd love to see how many lords I killed on my 120 slayer grind.

Do you know if this will be retroactive? I'd love to see how many lords I killed on my 120 slayer grind.

I'm unsure if it does/doesn't include fixing abyssals, but either way i don't think it'd be retroactive (unless the tracking already existed per player)

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by 5-x

  • Being on Raptor's task does not let you into Kuradal's dungeon. Intentional?

  • Armoured phantoms do not count for a "ghost" task. Intentional?

  • Checking building status in Fort doesn't show the Guardhouse.

Being on Raptor's task does not let you into Kuradal's dungeon. Intentional?

  • My current understanding of this one is: (strictly speaking raptor isn't Kuradal's superior which is the reasoning given for other masters not working - there was also progression concerns as it'd mean you'd have access from level 10 into Kuradals dungeon for raptor tasks but then be reblocked if you changed master prior to unlocking kuradal.)

Armoured phantoms do not count for a "ghost" task. Intentional?

  • Yep intentional, there is a 'Phantom' task similar to 'ghost' tasks in the game files (ghosts aren't phantoms and phantoms aren't ghosts), however, it's not been added to any slayer masters yet due to lack of meaningful phantoms right now.

Checking building status in Fort doesn't show the Guardhouse.

  • Fixed, unsure if this made it into the build today for Monday or not though.

I'll add these to my above post too

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by Plifs

Bug: Tuska's Wrath does not work (does regular damage and goes on a 15 second cooldown) when killing Zemouregal's undead creatures during the special challenge (the trophy challenges).

Cheers - We've put a maintenance job in to see if we can resolve this for all special challenges, as from what we've seen none of them work currently. It's fairly complex/low impact so I can't imagine it'll be a quick turnaround.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by aariboss

does salve amulet work? i don't feel a dps increase using it on the ghosts

It does yeah, probably more noticeable on phantoms due to the accuracy boost too.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by Caglavasaguros

the guardhouse perk is an execute not a true instakill

If this is the case, why does it use the soft instakill hitsplat? Didn’t you guys try to clearly differentiate them a couple of months ago?

For consistency’s sake, if it’s meant to be an execute, then it should have the execute hitsplat seen in Zammy’s fight. Though I will admit, the giant skull with lightning bolts for soft instant kills looks way cooler than the bland white text for execute hitsplats.

Great point on the execute hitsplat, at points in development it was a true instakill but then changed back to being execute/damage because we deemed it safer / more future proof.

I have a feeling pigeon mightve kept the instakill hitsplat because it's much cooler, that being said if we have capacity we could ask for something to differentiate it off from proper instakills

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by 5-x

  • "Unwelcome Guests" quest gives 0 quest points.

  • Using a slayer trophy on the Guardhouse trophy spot causes "nothing interesting happens".

  • Scenery decoration skeletons in the new slayer crypt have Everlight examine messages.

"Unwelcome Guests" quest gives 0 quest points.

  • Fixed - I think in mondays build

Using a slayer trophy on the Guardhouse trophy spot causes "nothing interesting happens".

  • Super trivial we can add something

Scenery decoration skeletons in the new slayer crypt have Everlight examine messages.

  • Fixed

Shoutout to Mod Pigeon btw, he's clearing these bugs before I've even had a chance.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by The_SarahRS

Strange question I know but could I ask why Raptor requires 35 combat to get tasks from?

I'm an edge case since I'm a skiller but it would have been nice to be able to get his challenges for the heads in the guardhouse.

Bit out there as a request but maybe let people with 120 slayer take tasks from raptor/any master even if they don't have the combat req?

I think the worry was new players entering the season rocking up at 10 slayer and 20 combat or so and just getting smacked.

That being said I like the idea of high slayers being able to ignore this (changing the requirement to e.g. 10 slayer + 35 combat, OR 50+ slayer)

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by 5-x

  • There was an issue that prevented entering Edimmu barrier on a zombie/ghost/undead cluster tasks. Fixed?

  • Latest update made map labels disappear for many users.

  • There's incorrect blocking near the new crypt entrance where you can walk into a cemetery wall from the south side.

  • Unrelated to this update but there's something very wrong with River Lum east of Draynor Manor - white lines appear on minimap and you can walk on water in multiple spots. Incorrect blocking?

There was an issue that prevented entering Edimmu barrier on a zombie/ghost/undead cluster tasks. Fixed?

  • Fixed

Latest update made map labels disappear for many users.

  • No idea what this is as don't think our team touched them, i'll ask the other teams though.

There's incorrect blocking near the new crypt entrance where you can walk into a cemetery wall from the south side.

  • Bug is in.

Unrelated to this update but there's something very wrong with River Lum east of Draynor Manor - white lines appear on minimap and you can walk on water in multiple spots. Incorrect blocking?

  • Again, no idea, i'd assume an engine release went out that's causing this and the labels, i'll chase
over 1 year ago - /u/JagexSponge - Direct link

Originally posted by UnwillingRedditer

Random question, but: I understand the difference between soft Instakills and hard Instakills, but I don't see how an Execute is actually any different to a soft Instakill. Is there a different I'm unaware of? Functionally in the Zammy fight it feels like it's just a soft instakill.

I'm not 100% confident on the differences (not at work computer to check) but
I think all instakills on npc's work the same (where they just kill the monster no matter what (excluding some hardcoded exceptions e.g. telos) whereas execute will pass through an excessive amount of damage but not directly kill the target (that damage will run through combat code and hit things like the rune dragons phases)

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by UnwillingRedditer

I don't know if the fix (if it happens) would fix this, but I don't actually think anything works properly on special assignments. I think I bug-reported several years ago that CFTMW armour still degraded on Laniakea's special task. I also feel like the slayer helmet doesn't actually work, but I have not tested/confirmed that and am probably misremembering.

I'll add these to the job, but i think you are correct.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by 5-x

  • Maybe not a bug but armoured phantoms are weak to slash but they're susceptible to inquisitor's staff - is this intentional?

  • Are you planning to capitalise the "wave" in "Greater Sonic wave ability codex"? The ability's called Greater Sonic Wave.

  • The "Wilderness Cave Entrance" and "Wilderness Cave Exit" locs should say "Crypt" not "Cave". The place is called Crypt on the map.

Maybe not a bug but armoured phantoms are weak to slash but they're susceptible to inquisitor's staff - is this intentional?

  • Intentional yeah, Inquisitor staff is based on the targets attack type not its defences.

Are you planning to capitalise the "wave" in "Greater Sonic wave ability codex"? The ability's called Greater Sonic Wave.

  • I am now I'll get a bug in tomorrow (if theres not one already).

The "Wilderness Cave Entrance" and "Wilderness Cave Exit" locs should say "Crypt" not "Cave". The place is called Crypt on the map

  • I'll get a bug in tomorrow (if theres not one already).
over 1 year ago - /u/JagexSponge - Direct link

Originally posted by UnwillingRedditer

Interesting, thank you. Sponge, Champion as always for explaining stuff to us :)

So hypothetically (more thinking Execute/Instakill on players here) a barricade or defender proc or something could block an Execute? (ignoring that Zamorak pierces defensive abilities).

I'd need to check how they work on players to know for sure, after the recent changes few weeks (months?) back to soft insta's I'm unsure exactly how things work/are categorized.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by TheAdamena

"Unwelcome Guests" quest gives 0 quest points.

Surprised this was classed as a bug, seeing as it was originally announced as a miniquest lol. Was thinking it was gonna be a 0qp quest like when the Elder God Wars miniquests got reclassified.

Not complaining however

The quest flicked between miniquest/quest a number of times in development, its intended to be a small-quest :)

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by GanFrancois

Can Salve amulet get a tooltip stating its damage increase vs undead? Same as Salamancy. Not at all gamebreaking; just inconsistent.

Yeah

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by limixi

u/JagexSponge aggroverloads have been broken by the update also.

anymore context? I wasn't aware of any changes to them.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by Irualdemon

"Old issue where cluster tasks do not force an elite monster spawn at the end of the task"

Thanks for checking this. I've been asking for years if this was the case or not and no-one knew the answer. Related to this - do cluster tasks give the increased slayer task drop rates that the species specific tasks do?

Related to this - do cluster tasks give the increased slayer task drop rates that the species specific tasks do?

They do yeah.

over 1 year ago - /u/JagexSponge - Direct link

Originally posted by PM_ME_YOUR_BANKS

edimmu are infact not fixed

Hey, That fix along with a bunch of the others didn't make it into today's build, I did preface the above post saying not all would be in it as QA/ RC were on a tight deadline. Sorry for the inconvenience in the mean time.