- Player support post
- These updates are being released on 25 March.
- Chargebow fix: 'looking to release soonish.'
- Dead clicks are being investigated whether it's the server or the content that is the issue.
- Orion's fix needs to be heavily tested because it affects the deeper code of the combat system.
- Freedom camera mode:
- Legendary pet will prioritise the single most valuable item in a pile. Stacks and notes count as 1x for the purpose of assessing value.
- Added sixth-age circuit teleport to tormented demons, and is closer than the boss portal teleport.
- Remora's necklace now has unlimited teleports to QBD.
- DG boss Stomp now phases the moment both crystals are placed.
- Richochet ability will now hit secondary targets from a range of 6, up from 4. Stacks with Caroming.
- 5 options for Raids practice mode. Will give music tracks but nothing else (no achievements, kc, loot etc).
- Stone spirits
- The problem.
- We are working on a design to fix this.
- We do need to take our time with this.
Incense Burners
- 1 burner is made with: 1 clean herb, 2 logs, 2 ashes.
- 2 Logs are made into incense sticks.
- FM XP.
- Gives pet chance.
- 2 ashes are used with incense sticks to make [ash name] [wood name] incense sticks (e.g. accursed maple incense sticks).
- FM and Prayer XP (equal to scattering the ashes used).
- 1 herb is added to make a complete incense burner.
- FM and low amount of herblore XP.
- Can only roll for FM pet, not prayer or herb.
- All steps are tradeable.
- Incense burners are tradeable but require an FM level to use and make.
- Not intended as a training method.
- 2 Logs are made into incense sticks.
- Corrupted magic logs work in place of magic logs.
- Once you light an incense burner, it is consumed and you earn a 10min buff. Every 10mins, the effect increases in potency as the incense burner starts to burn and after 40 minutes, you have achieved maximum potency for the effect (potency level 4).
- Alternatively, you can 'overload' the incense burner and light 6 of the same type at once and it begins to burn with maximum potency (without the 40min waiting period) but will only give you 10mins for those 6 (instead of 60mins for individually burning them). Additional incence burners can be used to top it up to a maximum of an hour.
- If the effect ever runs out, you will need to wait 40 mins to go back to full potency (since it resets) or overload a burner again. Potency never ticks down unless you let the buff timer run out.
- Burners are stackable.
- The FM level is the same as the herblore level required to clean that herb (e.g. cleaning Dwarf Weeds require 70 herblore, so Dwarf weed incense burners require 70 FM to make or use).
- Herblore habitat herbs removed from the original design.
- Some concerns over untradeable herbs making tradeable items.
- While we have done that in the past with juju potions, the developers in charge didn't feel it was a good mix.
- We also couldn't get enough effects for the herblore habitat herbs.
- 'I think we'll end up looking at them in the future. You're welcome to suggest effects to us.'
- Okay XP, bonfiring/line firemaking will still be better, we don't want people mass producing these. We want them to be profitable to make. Sinking out items at the same time.
- Multiple types of incense burners can be used at the same time.
- 1-70 FM: one type of burner at once.
- 71-94 FM: two types.
- 95-99 FM: three types.
Herb | Logs | Ashes | Effect |
---|---|---|---|
Marrentil | Normal | Impious | Each potency level provides 12.5% reduction to poison damage. (50% at potency 4). Does not stack with Irit. |
Guam | Normal | Impious | 10% chance per potency of getting an additional log when cutting regular/normal trees (40% at potency 4). Stacks with other double log chances. |
Tarromin | Normal | Impious | 25% chance per potency to automatically bank ashes when burning logs. The logs still leave behind ashes (which means double ashes). |
Harralander | Oak | Impious | Increase run energy restore rate while resting by 25% per potency (100% at potency 4). |
Ranarr | Oak | Impious | +1 prayer bonus per potency (+4 at potency 4). |
Toadflax | Willow | Impious | Reduces the chance of failing an agility obstacle by 12.5% per potency (50% at potency 4). |
Spirit Weed | Willow | Impious | +10% familar special attack recovery rate (+40% at potency 4). (15 points are normally recovered every 30 seconds, this effect does not reduce the cycle time, instead increases the number of points recovered every 30 seconds - 15/16.5/18/19.5/21 points per 30 seconds). Unsure on rounding. |
Irit | Maple | Accursed | Each potency level provides 25% reduction to poison damage. (100% at potency 4). Does not stack with Marrentil. |
Wergali | Maple | Accursed | 0.5% chance per potency to automatically string bows and automatically attach feathers to arrow shafts when fletching logs (2% at potency 4). Provides XP and doesn't require secondary items. Works with elder arrows shafts. |
Avantoe | Acadia | Accursed | 5% chance per potency to automatically bait a trap without requiring the bait item (20% at potency 4). Doesn't work with proteans because they can't be baited. |
Kwuarm | Acadia | Accursed | +2.5% weapon poison damage per potency (10% at potency 4). Does not work with Cinderbanes, only the potion. It was previously mentioned that they do not work with Cinderbanes but on stream Shauny was excited to use them with Cinderbanes. |
Bloodweed | Acadia | Accursed | 2.5% chance per potency to gain an additional log when cutting bloodwood trees (10% at potency 4). |
Snapdragon | Acadia | Accursed | +50% stat restore rate per potency (+200% at potency 4). |
Cadantine | Yew | Infernal | 2.5% chance per potency to not deplete trees when cut. Same exceptions as resourceful aura, but stacks with it. |
Lantadyme | Yew | Infernal | Increases the duration of potions with timers lasting of at least 6 minutes (overloads, antifires, prayer renewals etc) by 30 seconds per potency (2mins at potency 4). Works with potion reservoir. |
Dwarf Weed | Yew | Infernal | 2% chance per potency to bank items that are produced or dropped by monsters. Essentially a free porter chance. Ores will be sent to your metal bank. |
Torstol | Magic | Infernal | 0.5% base XP buff per potency (2% at potency 4). Will stack with all your other XP buffs. |
Fellstalk | Magic | Infernal | Increases the base chance by 1% per potency for elite monsters to appear (4% at potency 4). |
Angel of Death Changes
- If we put the changes we originally wanted to do directly in the live game without putting it on the M&S rework beta it would've been a disaster.
- No change to HP (still 3M). Was going to be 3.5M but reverted.
- Boss kill times wiped upon log in
- Mainly because the tweaks change the fight.
- Mass times no longer get logged. Only tracks when 7 or less players start the fight (so can't start a 50 man team and log out before the end).
- Does not reset KC or make you get Reaper title again.
-
Minions now shout when they are killed to give a better indicator of the order they were killed in.
- This goes into the chatbox.
- Each minion has their own text colour as well.
- Nex is now attackable during phase transitions but with 99% damage reduction. This helps players to keep building adrenaline and make the fight feel smoother. Phasing duration is the same.
- Icicle Slam attack
- Icicles defence drastically lowered ('something stupid like 60') and HP is now 20k.
- Bleed is applied after 6 cycles of being under the icicle as opposed to after.
- Defensives aren't put on cooldown.
- Removed putting movement abilities on cooldown when icicled.
- Reaggro
- When a player dies inside the fight, Nex will no longer reaggro onto a random target.
- Nex should no longer reaggro after any of her mechanics/attacks/phasing.
- This reggro fix took two days of the GameJam but also means this fix can be applied to Solak P2 aggro issues.
- The person who starts the kill will be the one Nex initially aggro's.
- Mage chests will now unlock the banner for the backslot. Players who have unlocked them already will have it unlocked.
- Players will be put directly inside the room instead of on a ledge when entering the instance. If the fight has begun then you get put on the ledge so you can still spectate.
- A leave option has been added to the flowing energy.
- Nex's melee hits no longer do cleave damage, they will only hit one person. She will deal increased melee damage to compensate.
- If Nex attacks with magic she will hit the main tank after 3 cycles allowing them time to react to the animation and switch prayers.
- Shadow orbs
- Have been changed to NPCs so they now stack on top of each other.
- Damage reduced to 300.
- No longer do AOE damage from beta.
- Drop rates
- You will no longer be punished for sub 7 man drop rates. If 2 people duo the boss they'll get drop rates accordingly. Above 7 still has the anti-massing drop rates.
- Made it so that all players can roll their own rare drop. Can roll 7 wands in the same kill. Drop rates per kill still average to same as they currently are.
- Off-tank drop roll has been replaced by a DPS drop roll.
- Should be little to no change in the actual drop rates vs live.
- Drops will appear on a different pile, and will beam (1-6 DPS drops, tank in the middle, and participation drop on the side).
- Quick-exit option added at the end of the fight.
- The ice around the edges of the arena in P1 have been removed. It was causing major FPS issues when spawning.
- Fog reduced for better visibility.
Fire Spirits QOL
-
All firelighters have a 'strike' left-click option that give a 5 minute buff that automatically catches fire spirits and divine fire spirits
- Buff:
- Allows the spirits to give x1.3 rewards.
- Automatically catches fire spirits.
- Can stack the buff for upto 60 minutes.
- All firelighters contribute to the same buff.
- Buff:
-
Fire spirit rewards (and divine versions) are now contained in an item
- Non-stackable in inventory or bank but you don't get that many spirits anyway. They have an open-all option for easy opening.
- Hover-over tells you the host log as well as if it grants the x1.3 bonus from firelighters.
- Rewards are better but not completely changed. 'Effectively the same but we removed some junk.' Added clue scrolls too (higher tiers can give elites).
- Fire spirits no longer interrupt Firemaking when claimed, similar to Seren spirits. Opening a fire spirit reward does interrupt it. 'We can look into changing that, I don't see why not.'
- Fire spirits now have a small bar that shows how much time it has left before it despawns.
- Flame gloves and ring of fire increase chance of getting fire spirits but does not stack with the crystal tinderbox (however will save a tinderbox charge if was going to use one).
- Fire spirit now also gives: 'Next X number (random between 1-5) of logs gives +100 FM XP per log.
- Divine fire spirits: 'Next X number (random between 1-4) of logs gives +100 Div XP per log.
- The fire spirit items are not ported away, and opening them do not trigger porters either.
- Pyromaniac gives a chat message telling you how many logs it burned. Mentioned previously but possibly scrapped.
Resource Dungeon: Abyssal Demons and Dark Beasts
- 100 DG to enter.
- Outside slayer tower.
- DG cape teleports here.
- Abyssal demon/dark beasts slayer masks teleport here.
- Reduce competition for spots.
- Does not count as part of the slayer tower.
- Generously spaced for aggression potions.
- 2 groups of 8 Abyssal demons. [1]; [2]
- 2 groups of 7 Dark Beasts. [1]; [2]
- Small amount of imps (AOE will kill them, chance to possibly 'accidentally' get a champion scroll).
- Closely grouped up.
- Respawn rate is max.
- Cannons can only be used in the dark beast areas.