Runescape

Runescape Dev Tracker




28 Nov

Comment

Originally posted by 5-x

Glad to see the Xmas hub iterated on.

I don't see reindeer hat/wintumber tree anywhere. Feedback ignored? Feedback not ignored!

Wintumber tree will be unlocked for anyone who did the 2006 event but wasn’t a member. Still keen on exploring if/how we re-release old untradeable rares for the future, just not for this event

There were a couple of older requested things added to the shop this year, however as there are a fair few new rewards too we didn’t want to overdo it - these can be added in future years (we have a very large brainstorm board of post-its filled with returning and new reward suggestions, so the team is definitely aware of things people want to see)

Post

The 🎄Christmas Village🎄 is back—brighter and busier than ever! This returning festive hub has expanded with brand-new content alongside familiar favorites, including more opportunities to become the lucky owner of a coveted Black Partyhat.

Dive in to our blog on Christmas and all that awaits next Monday , December 2nd here - https://secure.runescape.com/m=news/christmas-village--the-black-partyhat-returns

External link →

27 Nov

Comment

Originally posted by Sakirth

I'm guessing this doesn't apply to the Artificer's measure?

Plugged in gem bag, upgraded gem bag and the Artificer's measure. For the latter, it already worked while equipped so wasn't too bad but made it work from the backpack too in case that's something you're doing.

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I'm feeling in a good mood so let's do this!

Edit: Done, and now sent to QA!

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Hey, this is something we can look into - will definitely make being the porter of porters role a bit easier by allowing them to be noted.


26 Nov

Comment

Originally posted by ThaToastman

We still need a lore reason on how AOD managed to cut so many magix logs and still have time to get killed in under a minute thousands of times a day by gielinor’s greatest henchers.

We want whatever hatchet she has

She has the Hatchet of Angel and Death

Comment

Originally posted by Byrand-YT

Will trees still function as a shared resource after the update or will they work more like how ore rocks do currently in game?

We haven't made changes to any trees mechanically, only the new eternal magic trees will have the new skilling mechanics we're introducing but we've designed them with back-porting in mind. I talked about this a bit not long ago, you can give it a read here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_expansion_doesnt/lrhsz6u/

News post should be out next week, detailing everything in the update :D

Comment

Funny that you mention this, just before gamejam mod Ramen and I were looking at the WC balancing for balancing the rates of the new Eternal Magic tree and i saw the log rates on Elders thinking that they could definitely be upped.

Now that gamejam's over i'm hoping to get a chance this week to look at doing exactly that while keeping the overall Xp/h the same as it right now. Will try to get this in for the 110 update release but no guarantees!

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Heyo, what is your rsn and have you and your group completed the previous tiers?


25 Nov

Comment

Originally posted by yuei2

TIL, Thank you Stu!

That’s genuinely interesting also sounds kinda headache inducing lol. It’s funny how just a slightly different priority in the playing of animations could cause such a ripple. 

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I recall the deprecation of the client-side cutscene format giving Mod Liono lots of headaches! He took on the unenviable task of converting all the HTML5 client cutscenes (I think we had about 40 at the time) to server-side code and I remember him spending hours and hours manually tweaking the batch-processed scripts trying his best to fine-tune the delays for 30 frame/second client data to 0.6 second server increments. He managed to get most of them pretty close to the original, but eg there's a particular Tuska cutscene that's fundamentally ill-timed for a less granular tick rate.

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Originally posted by yuei2

Fixed an issue where the player with the Risen Walk animation override active was unable to move after replaying The Death of Chivalry cutscenes using the skull of remembrance

What….what caused that???

Risen Walk's idle animation has a higher priority than most idle animations. (I think so the idle has a chance to finish before starting the walk cycle, so the animations blend more smoothly.) When you complete/skip the Death of Chivalry cutscene, any animations running on the player are cleared, so if there's a looping animation or cutscene animation playing at that point in the cutscene when you skipped it, the animation doesn't persist when you teleport out of the cutscene instance. (Some of the cutscene animations are long and elaborate, and some loop indefinitely.)

Back when I developed Death of Chivalry, there was an engine bug wherein passing a null animation caused the player to briefly T-pose before they started playing their ready animation. (I think due to more resources being streamed on demand at the time, leading to an issue where your current idle animation might not be cached at the time it needed to run.)

(Might've also had something to do with how ...

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Comment

Originally posted by caleWurther

No... that would be too cheeky, Jagex would never... /s

Wood never*

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Some of the conversation in this thread sums up our exact conversations internally too. Will talk about this in the news post for the update next week!

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The names have since changed, this screenshot was from a livestream in early October. There will be a newspost about the update next where we may or may not reveal the new names :P

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Originally posted by Lions_RAWR

Oh wow! Halloween patch notes... How can I get to that place?

Or right... It's not there until next year, but sure let's post those patches and say that they are implemented this week.

Does anyone actually look at the news post before hitting the post button? At one time the patch notes were actually just patches that came into the game for that week.

I included the Halloween notes so that they are documented so that next year when the hub is back there aren't people complaining about undocumented changes.

They had been prepped shortly before the end of the event but weren't implemented as we had been focusing on GIM updates so now that things are back to regular business they were implemented.

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Originally posted by JD0064

Thank you, but it IS the Reward (not Membership) tokens right?

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Originally posted by JD0064

Sorry then I dont understand "PSA - Update will launch at 13:45 Game Time" vs it being 14h00 UTC gametime and not being live.

Does it not mean it "should" be live?

It should be live but it hit a snag, team is working on it atm. Will be updating the ETA shortly

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Hello, it is I, Mod Shogun

I have spoken to the abyssal lords and they have confirmed to me that they are still carrying scourges on them.

The most important step, have you spoken to Oziach in Edgeville?

Have you tried killing them after giving a highwayman a banana pizza?
Have you ever given Hans in Lumbridge a banana pizza?
After those two steps kill abyssal lords with a banana pizza in your inventory, they are very fond of it so they might be more kind in the future with the scourge drops.

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PSA - Update will launch at 13:45 Game Time

Gamejam is wrapping up and we are getting back to business just ahead of Christmas! Check out this bumper patch list, We are adding more sources of Wood Spirits ahead of 110 WC/Fletching, making updates to tank armour health bonuses, addressing the strength of the Blood Reaver familiar, fixed the disappearing Ode of Deceit and Diagonal Divination and more!

Check them out here - https://secure.runescape.com/m=news/november-postjam-patch-week---this-week-in-runescape

To assist us with monitoring any issue...

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Comment

Yeah - there's a combat backlog job for it; one of the guys will jump on it when time allows