Runescape

Runescape Dev Tracker




08 Dec

Comment

Originally posted by The-Copilot

I think the issue is that each nice list entry is a roll for the black party hat, but we don't get to see a roll happen.

I thought it would be that for each nice list entry, we would get a present with a slim chance of the black party hat, but instead that roll happens behind the scenes and it feel like we don't get a chance at all. It's more a perception issue.

Correct me if I'm wrong on how this works.

Unfortunately it is indeed a perception issue, players do get presents for each nice point but it happens when you deposit the letter as each letter deposited is 1 present so each nice point has already earned you 3 presents they are just given to you right away instead of at the end of the week.

Comment

Not unlocking the cosmetic override version has been raised with the team and they will take a look at it tomorrow when they are in office.

Comment

Originally posted by Bng19936

I got no presents when I turned em in. Not a single person did on the world i was on

You get a present for every letter you turn in, you get them immediately after handing the letter in instead of on the Sunday.

Comment

Not unlocking the cosmetic override version has been raised with the team and they will take a look at it tomorrow when they are in office.

Comment

Heyo, so folks should have gotten the Christmas Tree Pajamas and Zuk Slipper Overrides for the first week, check your wardrobe out for em.

If you missed last year you should have gotten the Peppermint outfit aswell but right now I believe its the physical item version instead of the wardrobe override, team is gonna have a look into this in the morning.

If your waiting on the Winter/Scarves those will be in the coming weeks mirroring the way they were release last year.


06 Dec

Comment

Originally posted by VoidBowAintThatBad

Chopportunitrees?

You were so preoccupied with whether or not you could, you didn't stop to think if you should.

Comment

Originally posted by xwillismex

Will we be able to use hatchets on the toolbelt to create the new t90 hatchet? I don't want to collect any more harmonic dust :x

You'll be able to withdraw your hatchet from the toolbelt, similar to how pickaxes work.

Comment

Originally posted by RandomInternetdude67

t100 possibly it certainly wasn't going to be the t90 as to keep it consistent with Mattock and Pickaxe was always going to be Crystal and Imcando 

Yep, there's an established pattern to follow with augmentable hatchets - the inferno hatchet doesn't adze up.

Comment

Originally posted by Purple_Arno

will the primal axe have a +5 or just base to put on tool belt?

Hatchets aren't upgradeable so the new ones follow suit.

The augmentable hatchets have a slightly higher success chance even without gizmos, though.

Comment

Originally posted by timchenw

Are the Croesus offhand arrows also getting T100 damage or just strictly the 4 types of god arrows?

Only the elder god arrows.

Comment

Originally posted by DiabloVodk

To create the T90 augmentable hatchet we need the crystal and imcando hatchet.. what if they are both augmented and have perks on them? Do we get the chance to choose what perks stay on the new T90 or are they all destroyed in the process?

Follows the same rules as the pickaxe of earth and song.

https://runescape.wiki/w/Pickaxe_of_Earth_and_Song

"Should the crystal pickaxe and icando pickaxe both be augmented, the choice is presented to keep one of the two augmentations; the perks and item experience on the other augmentation will be lost."

Comment

Originally posted by Rab-z

Its still not too late to rename the lumberjack instinct into choportunities

Opportunitrees.


05 Dec

Comment

Originally posted by Jolakot

Thank yew

This is what teak performance looks like.

Comment

Originally posted by justlemmejoin

did I miss when they decided to rename the new hatchet instead of reusing “life and death”?

Last I heard a jmod confirmed there wouldn’t be a unique name for it, which was not well received. Seems like they changed their mind? Haven’t seen anyone mention this

Quite the opposite actually! The feedback for having unique names was loud and clear

Comment

Originally posted by Alphadictor

Will the Grove - Tier 2 bird nest auto pick up work on the new bird nest?

Yup

Comment

Originally posted by shrinkmink

I find it funny they acknowledge that trees dying randomly can be frustrating but still decided to use that for material caches for archeology.

Also rip necklace prices...they been on the uptick since the last porter event. Overall this would've been a good opportunity to get rid of jewelry from bird nests and just add ore spirits/salvage. Crafted goods should actually be crafted, if members don't want to make them then let f2p do it.

I don't think the existence of one thing invalidates the other, it's not so binary good or bad. Each skill having it's own differences and being quirky in their own way is good.

You also have to consider core node vs. a not-so-core node, you could interact perfectly fine with all of Arch 1-120 without ever touching a material cache but not the same for WC's trees.

Comment

Originally posted by Bladekill990

Thanks for the reply! And fair enough, I should have put 3 as a seperate post.

I'm not sure I understand 1 still. Maybe I'm reading it wrong, but aren't the trees going on a timer, so they aren't falling from a log harvest?

Does it just update who chopped the last log every time one is cut? And who gets chosen as last cutter if two people get a log on the same tick?

IIRC from the dev implementation, when the timer runs out it looks for the last person to chop a final log and then disappears. So it's not just insant on timer hitting 0, it's nicer to players that way

Comment

Originally posted by Icy_Childhood8325

Just kinda out of curiosity, is there any reason this wasn't approached as an overhaul similar to mining/smithing? Seeing as both sets of skills were in a place of having lots of mismatching between gathering/crafting tiers and needed fleshing out with more modern craftables it seems like it would have made sense to do another rework, if maybe a smaller one.

Comment

Originally posted by DunKhaerion

I dont remember if it was stated, but primal arrows/bolts will be able to be used with eternal bows/primal cbows - correct? Even if damage is scaled down?

Yup, just how ranged has always work. Damage will just be capped at the weapon level as per

Comment

Originally posted by rosegold_diamond

Just to confirm tho....

Would we need to interact with Evil Trees in some way shape or form (like we did with 110 M&S for the PoLaD)?

Like, burning Evil tree kindlings for a component?

No.