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Runescape Kingdoms Update

Coming to Kickstarter on the 31st of May.

Runescape Kingdoms

  • It's a co-op (1-5 player) narrative board game where you play within the kingdoms of Asgarnia and Misthalin.
    • Although the base game is based in the F2P area, we can add additional kingdoms as we add expansions.
    • We support a single player experience as well.
  • It's inspired by both Runescape and OSRS but it's own separate entity.
    • We've worked closely with both game's designers to keep it in the theme of Runescape.

Why Kickstarter

We went in with most of the development done rather than a complete game to leave us some wiggle room for feedback.

  • 2 Main reasons:
    • To receive and gather feedback from fans.
    • To put that feedback into the game.

Gameboard

  • We added our own spin to all of the different existing maps of Gielinor, and went with a fast-travel style.
    • Our artists went in-game and took screenshots to emulate the look/feel of the in-game world on the board.
  • The gameplay involves moving your miniature on the banners with the dotted lines indicating how you travel.
    • Players will draw from particular decks based on the area of the gameboard you are on (indicated by the color/banners).

Campaigns

Took the narrative content in the video games and turned them into campaigns.

  • The core box, Shadow of Elvarg, will contain 4 campaigns each themed around 1 of the iconic quests in each location.
    • Vampyre Slayer - Go around collecting the stake, hammer, and garlic to eventually slayer the Vampyre.
  • You can interact with campaigns as quickly or as slowly as you'd like since there's a lot you can do in the game.

Miniatures

We've been through several iterations on the miniature art style and tried to make them feel familiar but unique.

  • They represent your avatar and position on the gameboard.
  • Players are not constrained by their miniature and can develop their character in any direction they want.
  • Stay tuned for other non-player miniatures such as Elvarg's
    .

Skilling

Within the video game there's a hard barrier where you need a requirement before you can do something, but for the board game we've taken a soft barrier approach. The higher your level the higher chance of doing something successfully.

  • You roll a number of dice depending on your level in comparison to recommended level.
    • 1 Dice: If your level is lower.
    • 2 Dice: If your level is equal.
    • 3 Dice: If your level is greater.

Other

  • Partyhats are a thing.
  • There will be an upcoming stream of Jmods playing the boardgame on stream.
    • One thing we do in our Kickstarter campaigns is create a digital version to show a taster of the game.
  • We make the game in English to start off with, and if there's a high enough retail demand then we look at other languages.

 


 

'Accidental' Fletching & Firemaking!

Goal

Create a new skilling method which requires Extinction to drive people to do the quest, whilst being a pallet cleanser from all of the the serious storytelling before the next storyline begins.

  • The skilling methods we made are random so it made sense to have a guiding hand (tutorial).
    • Acted as an excuse to add all of the punny dialogue.
  • Fletching/Firemaking were selected because they had the lowest player engagement for their core loops.
    • They also work well together since they use the same materials.

 

Rewards

Elder God Arrow - Balance Concerns

  • 3 Plans of attack:
    • Plan A: Buff Anima rates (specifically for Bik, and look at adding Wen's to Arch Glacor hardmode).
    • Plan B: Adjust the Elder God Arrow creation Anima cost.
    • Plan C: Rebalance arrow component production.
  • Greater Ricochet using 7 arrows isn't our core focus but it is a symptom of the combat system.
    • This could be an issue that is addressed but only after we fix the above.

Other Details

  • Allowed for a good use of the Elder God Wars anima.
  • Mod Sponge and the combat council helped us design the t95 arrows effects.
    • Have 2 types that didn't require much though (Ful/Jas) and 2 players could player around with (Wen/Bik).
  • The dinarrows don't have a buff against dinos since there's not much value in adding it.
    • The Necklace of Salamancy fills that niche now.
    • We wanted to keep the arrow in the same style as the main types, but it can be expanded on in the future.
  • The t120 arrow in the concept art isn't planned but it's just a visualization of keeping a design open ended to evolve.

 

Trivia

  • Mod Abe and Mod Stu are equally responsible for all the puns and dialogue.
  • Initially the activities took place in a post-war Senntisten, but the design ended up changing several times.
    • The mechanics haven't changed much but the activity themes were changed to fit Anachronia.
  • Zygomite Carestyling - There were a lot of designs but we kept it simple.
    • Instead of a chair we just kept a barrel.
    • Instead of burnt Zygomite hair, we had them become bald.
  • Seggregation - Galgalar's dialogue contains a large amount of egg puns.
  • Eggsperimentation - The symbols and unique textures were designed to assist colourblind players.

 

Other

  • We can take a look at:
    • The furthest zygomite walk time during the Zygomite Carestyling activity.
    • The Augmented tinderbox and Orthern's Furnace not working.
  • Players can obtain skilling pets, and strange/gold rocks whilst training.
  • Osseous' roar also impacts at the area since it was changed to be included within Anachronia.
  • Players within 5 levels will receive 3 free teleport scrolls.
    • They can also be bought from the Farmer's Market for 100 beans.
  • The Strange Egg drop rate is ridiculous, so don't go hunting for it. (Surprised people got it day 1).
    • It pairs with another secret item added with War's Retreat.
External link →
16 days ago - /u/Jagex_Stu - Direct link

Thank you for your continued TL;DW efforts, Rubic!

16 days ago - /u/Jagex_Stu - Direct link

Originally posted by stumptrumpandisis1

Plan A: Buff Anima rates (specifically for Bik, and look at adding Wen's to Arch Glacor hardmode).

Plan B: Adjust the Elder God Arrow creation Anima cost.

Plan C: Rebalance arrow component production.

they arent even considering changing how insanely fast arrows are consumed? the f**k?

I think there was a little lost in translation here. (Admittedly doesn't help that I speak very quickly and Mod Abe's mic was a little soft.)

The third point seems like it should be "Rebalance arrow component *consumption*".

Also, "Plan A-C" suggests that we're going to choose one of these approaches, do that, and call it job done.

The aim is to tackle these phases in order, as they're closely inter-related issues that build upon each other.

There's a lot of levers we can pull here, but if we go straight to pulling the demand levers, that means they have to over-correct existing flaws in supply, which are worth addressing in and of themselves.

The reason we're not going straight to reducing arrow consumption is that the arrows are another layer on top of a pre-established foundation of asynchronous supply.

The amount of resonant anima of Bik per hour supplied from Croesus is already significantly lower than the other EGWD generals (and is likely to worsen more over time given group content is a barrier of collaborative logistics - the more shiny new content gets added to the game, the harder it'll be to get a group together).

There's quirks like the Arch-Glacor doesn't provide resonant anima in hard mode (because at the time, it wasn't a worthwhile drop as there weren't any persistent uses for it).

By first stabilising the imbalanced supply of resonant anima (which means buffs to specific resonant anima sources, yay) and letting that filter through the player-driven economy, getting data to make informed decisions about balancing a living trade-beast, we then have a more stable foundation to tune the demand levers (like arrow consumption).

Also, thanks for describing our intent, yuei2. Succinctly put and you saved me (even more) words. :D

16 days ago - /u/Jagex_Stu - Direct link

Originally posted by Any-sao

I don’t want to sound rude, but:

Is there any reason why someone in-house at Jagex couldn’t publish streaming notes? I don’t think I’m alone when I say I seriously miss back when we got BTS articles on the website.

I’m not one for streams. Having to visit Reddit to find a summary written by a player doesn’t really feel like the ideal way to keep up to date on what’s happening.

We were publishing summaries of our live streams on the website a while back. (Time has lost all meaning since covid, but could've been last year? I think it was during EGWD.)

Since they were on the website, they had to be localised, as we do with all newsposts.

I'm honestly not sure why they stopped, but nowadays we are typically doing a detailed pre-release news post for headline updates on Thursdays/Fridays for players to digest over the weekend and direct to in marketing materials.

That's in addition to the newspost on Monday, which is already a whole lotta words to localise, on top of localising the ingame text for not just RuneScape but also Melvor Idle's updates, etc.

So maybe that's a factor. I'm afraid all you're getting from me is speculation as it's more of a Community Management question.

I really appreciated the level of detail in the pre-release newspost for this update, though!

Having it all in writing in one place sure beat trying to verbally frontload players with reams of info in a Twitch livestream, or trying to get all the info out for a recorded video without flubbing the take, and saved us a lot of repeat questions to answer on social media while live monitoring.

16 days ago - /u/Jagex_Stu - Direct link

Originally posted by Dragonkillah

Are there any timetables for these balances? Next monday? Or do they take longer to implement?

Mod Abe has been working on the first phase since yesterday morning.

Cutoff for Monday's patch notes varies with the amount that's in Release Candidate testing, so even if it's implemented and tested today (particularly as yesterday was also sprint review day, which means today gives us an hour or two of dev time between sprint initiation meetings for our next project), there may not be time for it to be RC tested.

Launching on a Tuesday due to a bank holiday right at the end of a sprint cut into our post-release development window quite a bit.

If the first phase doesn't get into Monday's release, very likely it'll be in the following Monday's release.

14 days ago - /u/Jagex_Stu - Direct link

Originally posted by Jagex_Stu

Mod Abe has been working on the first phase since yesterday morning.

Cutoff for Monday's patch notes varies with the amount that's in Release Candidate testing, so even if it's implemented and tested today (particularly as yesterday was also sprint review day, which means today gives us an hour or two of dev time between sprint initiation meetings for our next project), there may not be time for it to be RC tested.

Launching on a Tuesday due to a bank holiday right at the end of a sprint cut into our post-release development window quite a bit.

If the first phase doesn't get into Monday's release, very likely it'll be in the following Monday's release.

Update: Plan A (I'd've preferred Phase 1 - but we're stuck with it now :D) above was implemented and reviewed on Thursday, completed testing on Friday, and is awaiting copy to the next Release Candidate build that has capacity for it.

So consequently a buff to resonant anima supply won't be in Monday 9th's game update, but hopefully the following Monday. (There's still a lot of surplus resonant anima in the economy, so it doesn't hurt to tempt hoarders for a bit with the opportunity to make bank for healthier circulation.)

Here's the patch notes for the Plan A release, so you know what's coming in the future:

Buffed supply of resonant anima now that it has sinks, particularly from the lowest supply (Bik, Wen)

1) Amounts of resonant anima earned from the following sources has been increased:

-Kerapac (normal and hard mode)

-TzKal-Zuk and his underlings (normal and hard mode)

-Croesus

-Arch Glacor (normal mode)

-Nodon, siege cannons, glacytes, glacors and TzekHaar

-Senntisten graveyard skilling

2) Resonant anima of Wen can now be earned through Arch Glacor hard mode loot streaks

We've got some other goodies on the way too. eg augmented tinderbox XP from the Firemaking eggtivities (in Monday's release build), crystal knife bonus affecting carestyling (same status as the resonant anima supply buffs, awaiting copy to a future release build).

12 days ago - /u/JagexAbe - Direct link

Originally posted by the_summer_soldier

Question about Arch Glacor hard mode resonant anima: Is it being added to the common/uncommon drops in a way that does not make getting rare drops any harder (i.e more rare)?

Edit: I would guess that to be the case, but want to make sure.

I've actually added it as a guaranteed secondary drop, so it should always be an addition that comes at the cost of nothing else. There is a couple of reasons for this:

  1. All other bosses in EGW guarantee a certain amount of anima dropped on each kill as standard as a secondary drop that doesn't impact the other drops.
  2. It made it much easier to fit into the dark sorcery of the streak drop system.