Runescape

Runescape Dev Tracker




12 Nov

Comment

Originally posted by Alsang

I have a ton of footage of AG, so here's some of the overlaps I have got. The third one is the most annoying, because I think its only showing 1 tick of the attack animation before replacing it with the summon animation.

https://youtu.be/lRzktbycI-s

Perfect thank you.

I can see what the issue is now. Thanks.

Comment

Originally posted by RSN___Brite_Fyre

What about when his summon minion animation overrides the animation for his next attack? Normally it’s nbd as you’ll be praying correctly anyway, but if it comes off the back of a flurry you have a 2/3 chance to just get one shot with no warning.

Do you have a video of this? I can take a look.

Comment

This may be caused by one of two issues.

  • Issue 1: Arch-Glacor is attempting to use the same animation back-to-back (e.g. right-hand ranged)
    • I've implemented a fix and it's now with QA
  • Issue 2: Desync issues (as seen with telegraphing in the 'Sanctum of Rebirth')
    • It is known and being investigated by our engine/client team.
Comment

The update is actually basically finished. After these two weeks of gamejam, we have a final week of development then it's RC the next week and then release that next Monday (9th Dec).

You've seen the other comments but i've been very active on discord throughout all of development asking questions on basically everything, seeking suggestions, even put out a few tweets asking for suggestions on various things. All this while also keeping an eye on other socials and just absorbing discussion and using learnings from 110M&S to feed into this one.

Someone else here posted a good summary of what the update includes but there's also my comment here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_exp...

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11 Nov

Comment

Originally posted by Geoffk123

Are we still on schedule for the tectonic passive in 2033?

Winter 2047

Comment

Originally posted by RunicLordofMelons

Man you guys will never let Nex lose relevance.

Not complaining to be honest this is actually going to be super cool to have DPS sets with a huge HP bonus. Might make Nex sets the go to power sets for a lot of mid level players

I didn't particularly add it to keep relevance, more so that the system is easier to understand rather than arbitrary HP values existing.

Comment

Originally posted by 5-x

Did anything happen to the gloves from Deathmatch? They have a custom lifepoint bonus also.

Also how does this update interact with bonfires? Same as before?

items with unique LP bonus on power gear typically got their bonuses upped to match similar tier gear - Essentially a buff to those, torva and co

Comment

Originally posted by 5-x

So the patches announced today go live on 25th? Are you going to include them in the post in 2 weeks again, or how does that work?

Could you explain what the "tank armour reworked" patch note means?

u/tugas_king is correct; it'll be applying the necro style lifepoint bonus to other armors (I think it was 500LP? per tier for a full set so e.g. elder rune will give around 4500 LP if wearing the full set)

Post

It's Jam time.

Check it out here - https://secure.runescape.com/m=news/november-dxp--gamejam

To assist us with monitoring any issues that arise please use the following template to help us gather data and find your issues quickly.

1. Describe the bug you are experiencing.

2. List the steps to reproduce the bug.

3. Do you have any additional information that would be useful?

Please also include your display name (RSN) and continue to submit in game reports to assist the team with resolving these issues.

External link →

08 Nov

Post

Now that we're exiting spooky season (🎃) and entering festive season (🎄), it's time for a check in on what's to come!

Check it out here - https://secure.runescape.com/m=news/roadmap-check-in-november---january

External link →
Comment

Originally posted by Saadieman

Can you share the droprate for the hexcrest and focus sight off-task? We know it for the other slayer components now but not those (pretty please!)

they are both 1/512 off task 1/256 on task

Comment

Originally posted by Glad_Remote_6838

Just got an key yesterday. I’m really happy and excited to try the early alpha on 11/4. The best thing about it is that there are no pictures video or spoilers of the game and I’m going in fully blind.

Correct! Everyone who's seen the project is under an NDA - one of the benefits is that people's first impressions are when they get hands on, and we're getting incredible feedback and genuine reactions that are so helpful to us. Remember, keep your lips sealed on this, no sharing!

Comment

Originally posted by Plane-Bird8336

Is Alpha closed? I signed up a couple weeks ago and havent heard anything :( Long time RS player here and am SUPER eager to check this out!

The Alphas are closed Alphas, but we're gradually introducing more and more Alpha testers with each phase, and it's selected at random, so keep your eyes on your email inbox for an email from the Survival team with the m.runescape.com domain!

Comment

Originally posted by Even_Purpose_1090

Does anyone know if there's a way to see the legitmacy of the email I received for the Alpha invite? Or what address it's coming from? I just don't want to be phished lol.

Any and all emails we send will come from the "m.runescape.com" domain, so look out for that address. Anything we send will include info about you, the inteded recipient, including your username and first name, too.


07 Nov

Comment

Hey guys i've scanned through and think i've got most of them; alot of questions are repeats (TECT/EZK/FSOA) which I answered on stream.

If there's any you feel aren't answered between here and stream or you want clarification on; drop a reply to this message and i'll do my best to reply

Comment

Originally posted by ProBro_1337

One of the things I completely LOVED about the combat beta update was how the Mods updated and modernize abilities to have very very clean numbers.

Example:

Old ability numbers were always these Weird Goofy numbers like 37.6-188% damage on dragon breath. Now it's 110-130%. The latter/2nd number is waaaaaay cleaner and easier to read/understand. A person back then always had to have a calculator at hand on the old values to get the average. Now, players can easily know the average without a calculator at hand and do it in their head quickly. This is very intuitive and helps players who are getting into combat to know which are the strong abilities and which ones are the weak ones easier. It helps them learn and understand combat smoothly.

With that being said, can weapons be modernized as well? Instead of some weird number of 9.6 per tier or 14.4 if 2h/dw, can it be 10 per tier or 15 if 2h/dw? This makes it much cleaner and intuitive just like how abilities w...

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Would love to modernise weapons / stat calculations for combat, hopefully we get a combat beta/modernisation 2 project at some point as it'd be a pretty big project that'd need a lot of community consultation.

Comment

Originally posted by piron44

Are there any plans yet on giving relics a permanent unlock version, even if we have to pay an excessive amount of chronotes to unlock them? I and many of my friends hate changing relics, so there are times we just don't play certain content because we want to finish content with other relics before changing back (like shadows grace for gate of elidinis).

edit: I was more so expecting a way to unlock a free way to swap relics, rather than having a passive unlocked version of it.

Whilst I would love it personally there is need for chronotes to drain out of the economy so they don't become worthless; I think there is improvements/work arounds to achieve both (like some relics becoming perm with upgrades - 'Staring at you luck') or skilling slots and pvm slots etc, but there's no strict plans no.

Comment

Originally posted by RitualKnif3

What are you thoughts on turning switches into abilities to reduce switchscape? Things like Jaws of the Abyss, Masterwork Spear and Gloves of Passage could be turned into abilities like the Demon/Dragon/Undead Slayer abilities, able to activated off GCD.

I'm not SUPER keen on it, i think most of it is just piling on power a little meaninglessly, and i think the abilities we have need improving before adding many more.

Comment

Originally posted by RsBugsAndGlitches

Some more questions that popped into my head.

  1. Can Attuned Crystal Chakrams be finally made augmentable? They were planned to be made augmentable 9 years ago. https://x.com/JagexRowley/status/692308651772624896 I always support being patient and trusting the Jmods, but goddamn 9 years is crazy.

  2. Attuned crystal bows were suppose to have their attack range be 9 when seren godbow got updated from 7 to 9 attack range, can this finally be implemented?

  3. A lot of invention related items were made tradable from invention's batch 2 update. Book switchers were one of the items that was missed. Can these be made tradable as changing the prayer book is a hassle? https://runescape.wiki/w/Book_switcher

  4. What do you think about eclipse soul? Currently the healing is so bad that a player can't really sustain solely on ...

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Can Attuned Crystal Chakrams be finally made augmentable? They were planned to be made augmentable 9 years ago. https://x.com/JagexRowley/status/692308651772624896 I always support being patient and trusting the Jmods, but goddamn 9 years is crazy.

Attuned crystal bows were suppose to have their attack range be 9 when seren godbow got updated from 7 to 9 attack range, can this finally be implemented?

Answered on stream - there's jobs in, i'm happy to do these as a quick job

Comment

Originally posted by Proper_Shiny

  1. Can we please see how much dev time it would take to reorganise abilities? Or have a reason as to why they aren't organised from basic to ultimate? It'll look cleaner in terms of interface, and much easier to find abilities when they aren't on a bar.

  2. Could we also look at adding an ability to the bar without juggling everything? Similar to how the bank works where I can move an item and it shifts everything to the right.

Thank you and really enjoying AMA's as of recent.

Can we please see how much dev time it would take to reorganise abilities? Or have a reason as to why they aren't organised from basic to ultimate? It'll look cleaner in terms of interface, and much easier to find abilities when they aren't on a bar.

It's not a big project by any means and something we'd like to do ( especially for organising basic->ultimate) this sort of thing is just often priorities of what has the most impact for time (this example being pretty low impact i think)

Could we also look at adding an ability to the bar without juggling everything? Similar to how the bank works where I can move an item and it shifts everything to the right.

Same thing as above, we'd like to do this as a team, (albeit this one is a longer project) and actionbar improvements in general i think is how we'd word it; but it's a time vs impact scenario (where most players would likely prefer we rework bleeds / ot...

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