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

The Fort is coming along well, if we do say so ourselves, with the Raptor's help the local undead are kept in check and it is time to think bigger and for that, we are gonna need a lot more wood. Thankfully a dashing lumberjack has shown up on your doorstep at an opportune time.

This update will see you setting up a little Grove of your own to help supply the Fort with the raw materials it will need to sustain itself and pick up a few Woodcutting tips and tricks along the way.

https://secure.runescape.com/m=news/a=13/woodcutters-grove---fort-forinthry-season-update

UPDATE : With Woodcutters Grove coming out on Monday the 19th there will come an update to the costs of buildings in the fort.

These changes are being made so we can substantially increase the XP for making the higher Tier buildings in order to make this a viable training method for Construction as intended. To compensate, the material cost has been increased.

We have updated the Woodcutters Grove Blog with a table of these new frame costs and the experience gained.

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

The Fort is coming along well, if we do say so ourselves, with the Raptor's help the local undead are kept in check and it is time to think bigger and for that, we are gonna need a lot more wood. Thankfully a dashing lumberjack has shown up on your doorstep at an opportune time.

This update will see you setting up a little Grove of your own to help supply the Fort with the raw materials it will need to sustain itself and pick up a few Woodcutting tips and tricks along the way.

https://secure.runescape.com/m=news/a=13/woodcutters-grove---fort-forinthry-season-update

UPDATE : With Woodcutters Grove coming out on Monday the 19th there will come an update to the costs of buildings in the fort.

These changes are being made so we can substantially increase the XP for making the higher Tier buildings in order to make this a viable training method for Construction as intended. To compensate, the material cost has been increased.

We have updated the Woodcutters Grove Blog with a table of these new frame costs and the experience gained.

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

Originally posted by VViilliiam

Kingdom has nothing to do with it

Edit: birdsnests that are already in game are different from the ones that drop in the grove

The new Birds Nests - which contain the Imcando fragments - are also not available from Miscellania at present.

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

Originally posted by Ryan_WXH

Did they show the required items to upgrade the Grove on-stream by any chance?

They did! Shown here at the timestamp I've linked: https://www.youtube.com/live/3F_nnyEe2Mo?feature=share&t=2111

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

Originally posted by watkins775

What's the deal with the fort rebalanced? Tier 3 command center now requiring 960 elder logs seems absolutely mental

It's primarily down to the team wanting to make Fort Forinthry's alternative construction method a viable way of training the skill. The prior XP rates were much lower, which are being changed along with the resources required.

The XP hits that come with it are massive, but the cost is having to gather or buy expensive resources - then process them into frames - for those builds.

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

Originally posted by ElectroJo

I know they said the wood spirits were not replacing items on droptables, but did they mention where they are coming from? The birds nests or somewhere else?

Birds Nests.

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

Originally posted by 1of-a-Kind

I don’t feel so bad for neglecting wc as one of my final 99s now

It's one of my last three as well! 99'ing in the Grove for sure.

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

Originally posted by BradlePhotos

Does this mean any pre-existing nests cannot provide fragments?

Correct. Only the new type that will drop once you get your Cabin to Tier 3.

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

Originally posted by x2o55ironman

Hatchet rebalance

Dragon: T55 → T60

Crystal: T57.5 → T70

Hatchet requirements are re-tiered

1 to 90 instead of requiring odd values like 51

Okay, so Crystal Hatchet will be level and tier 70 now, to be consistent

A brand new best-in-slot T80 Augmentable Hatchet! Once you have unlocked Tier 3 of the Grove you will be able to find fragments of the hatchet in birds nests. Once you have gathered all the pieces Thurgo can help you out.

Okay, so the new Imcando Hatchet will be level and tier 80, right?

So why does the newspost say that hatchet requirements are being retiered from 1 - 90 if we aren't getting a t90 hatchet?

Or did I misread?

It's a good note. I get the spirit of what was written here (ie. the hatchets will now be properly paced through the levels rather than at odd values) but we don't have a Tier 90 being introduced with this update. Imcando is Tier 80.

We'll get this changed now.

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

Originally posted by MegaGothmog

Question: Its pointed out that birds nests can drop Imcando fragments at Tier 3 Grove.

If i start stocking up on birds nests now and open them afterwards.. will that still work? Or will the game recognize that they came from before the update?.. like.. the nests are revamped so old ones won't have the same drop table.

It won't no.

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

Originally posted by JoshOliday

Actually astounded at what all has been tweaked here to be honest. I'm curious to hear the teams' thoughts on this scale of rework vs. the M&S one and if this kind of rebalance could be considered for other things in the future since full mechanical reworks are seemingly off the table.

Two major questions I have regarding this update specifically though is: Are logs being removed or reduced from drop tables like ore and herbs? And do we anticipate more uses for logs in the future? Gathering more is great, but without more sinks for logs, we'll just have a glut of cheap lumber.

Looks like mostly good stuff and I'm excited to try it out as woodcutting was a favorite skill of mine back when it was useful. Good job

I wanted to give you my perspective on your first question having been a part of M&S rework, and being involved early on with the high level design and some granular details of this project. I don't like using the word 'rework' sparingly but we'll use it for now :P

The bulk of what made M&S such a huge project was not the core skilling flow but rather every other thing that plugged in to both skills which had to be reworked. Each and every single one of these (invention tools/perks, potions, drop tables for monsters/rewards across the game, miscellaneous rewards such as Varrock armour, scrimshaws, quests, summoning familiars, worn gear and so on) required at the very least design work, dev work, and QA. Other things may have also required artists and audio for example. All of this bloated the time needed for the project.

From our learnings, the approach we've had since then is to do smaller, more contained "reworks" or rebalances that we can try and fit into projects on our road map or schedule somewhere, whereby we could do the full rework over time but in segments. One recent example of this is the Divination "refresh" Mod Shogun was also a part of. It's easier to justify and deliver reworks - or steps toward a full rework - in this manner.

To do that we have to be very critical of what we allow in that contained design or otherwise we start to bloat scope again or sacrifice another part of the update, or another update altogether. RuneScape's huge and has a lot of content over its 20+ years of life, there's a lot of interconnected content, and we're a super passionate bunch so it's hard to say when we should stop. Woodcutting is connected in ways to Fletching, Firemaking, and Construction. It also has it's own variety of buffs and bonuses we need to be aware of. The question of "how far do we go?" was constant because it's not obvious when to stop. How far do we go getting involved with firemaking, fletching, construction? How far do we go changing misc content/buffs/skill boosts? How far do we go changing quests or other content? Does it all make sense or is it broken if we release it with X, Y, and Z? The WC changes you see displayed here in this project are all that we decided would 1. fit in scope and 2. actually make sense and work being released without a full scale rework.

Another challenge we had early on with this project's scope was that we needed to release new content in the same update too, not just the WC "rework" stuff. It needed to be tied into the fort and progress the season story in some way - and that's why we have an update to the fort in this update. We had to play a big game of balancing the scales so that we could appropriately balance on one hand - a new update that delivers some new content for players to play and advance the season, and on the other hand - some core WC changes that could effectively make the skill better as well as giving us a better platform to do any future rebalances/reworks to WC content (or FM/construction/Fletching etc.)

TL;DR - It's easier to justify smaller and contained reworks for a skill, in segments, inside projects over time that can lead to eventual full scale reworks rather than outright doing a full rework all at once.

Hopefully that gives some insight in to it all, and well done to the core team on this project - they've done a wonderful job!

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

UPDATE : With Woodcutters Grove coming out on Monday the 19th there will come an update to the costs of buildings in the fort.

These changes are being made so we can substantially increase the XP for making the higher Tier buildings in order to make this a viable training method for Construction as intended. To compensate, the material cost has been increased.

We have updated the Woodcutters Grove Blog with a table of these new frame costs and the experience gained.

https://rs.game/woodcuttersgrove

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

Originally posted by JoshOliday

Hey Breezy, thanks for chiming in. I've heard a lot of these same things from mods like Jack and others in the past regarding the M&S rework, so it's no surprise that you are reiterating the same things here. I totally get that redoing the core mechanics of the skill like that has a much bigger knock on effect for all sorts of other content. Hopefully your comment helps others to understand as well.

I guess the heart of my question (and you've partially answered it with some of this) is whether we could ever get a full "rework" like M&S but broken into bigger chunks over time. For instance, now we have this woodcutting "refresh", but is the "plan" (not asking you to confirm content) that eventually the team would be willing to, say, rebalance the tiers for fletching or fire making down the line to match the new woodcutting stuff. I know a lot of frustration with skills still being the same as they were 20 years ago is the incongruence of content. I.E. why are there (now) 9+ tiers of wood but only about 6 core tiers of arrows. I understand as a veteran why this is, but newer players would not.

And even if the team does feel that those sort of updates are doable over time, there are still a couple of skills that desperately need core mechanic overhauls instead of just refreshes. Construction got a new viable training method, but the core reason for the skill (POH) just feels dead in 2023. Again, not looking for an answer here necessarily, just kind of questioning if there is room for bigger sorts of things if it can benefit the game.

Overall, I've been satisfied with the "refreshes" to Div and Woodcutting (at least what's been posted for WC), I'm just curious if there's room for more is all.

Also, I really enjoyed your dev Q&A a while back. I'd really enjoy another one like that if you feel like there's more to get into or more you've or others on the team have learned in the last few years.

Yeah the very reason we're doing it this way is to give ourselves the platform to do more in the future, without necessarily planning it/for it. Now that say the core of WC has been done, in another update we could do a mechanical rework to how it's trained more easily, or target some specific content tied to it, or repeat the same approach for another skill. It's very much like working away at layers of the system with each update. I can't say anything on plans, however.

Side point but you may or may not remember before M&S started, there was a poll that asked players if they'd like a full rework, or only a core rework of tiers and such (and maybe some other options). The full rework won the poll. I wasn't at Jagex then, but i can imagine that the conversations they were having about how to approach the rework was exactly what we're discussing now. What can we best offer players with X amount of time? I believe "only a core rework" was part of the poll because there were concerns from some about the risks involved with the amount of time it required and how it might go down etc.

As for the second question, that's a whole different beast. Discussing basically removing or reworking a system like the PoH is no small feat, but it'd also vary for each skill. These things for me would fall into the same area as the "rework all other content" part of M&S simply due to their size and complexity. In Construction's case, i believe that's why it's been better for us over the years to have created more modern alternatives as opposed to direct fixes or further additions. It's a game of what can we do best with this time we've been allotted. This is in comparison to WC again where it's much easier to rebalance the skill in terms of level bands and XP/h etc with some new tiers and all that. Requires a fraction of the time, and can be justified being part of an update.

But yes, in general, we want to (and have wanted to for a while) slowly rework these core parts of RuneScape, not just skills but also in other areas such as combat. I know the combat council is wanting to start looking at making combat more dynamic and diverse in their own ways. Basically we'd all like to tweak core parts of our favourite bits of RS :P it'll just come with time. How we execute on each will be a learning and i'm sure things will evolve as we go down this path just as they have with M&S to where we are now.

And thank you for the comment, I'm glad you enjoyed it! I've been considering doing another Q&A so it's good to know there's interest :)

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

Originally posted by RsmvJake

I keep seeing mention of Elder Frames but they aren't required to upgrade the fort for this update. What exactly is their purpose?

They would be used to make T3 versions of the Chapel, Guardhouse and Command Center.