Runescape

Runescape Dev Tracker




14 Aug

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Time's a-ticking, and we’re finally in the last 24 hours before the RuneScape Ahead video premiere!

Turn on the notifications on our YouTube channel so you don’t miss a second - https://www.youtube.com/watch?v=vHIt1uWehh8

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Originally posted by Disheartend

/u/]JagexBreezy /u/]JagexAzanna /u/jagexyuey

please look into citadel & corssus being bugged.

Thanks for reporting, this actually turned out to be a separate issue to the plots not giving XP post 99. Will aim to get this fixed for next week too :D

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This is a known issue we're aiming to fix for next Monday. Thank you for reporting :)

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Some known issues with M&S Brawlers, teams looking into them atm.


13 Aug

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Originally posted by The_One_Returns

Why aren't you just making all skills 120? You can add more content over the years. Dungeoneering was 120 in 2010 and it didn't even have warped/occult floors on release.

It's just really weird and inconsistent that some are 120 and some are 110.

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The theme for the new wood tier hasn't been finalised yet, but personally I'm not in favour of using the DG woods. The idea of alloying woods doesn't make as much sense (maybe for a super fancy composite bow but it's a bit of a stretch) and unlike Smithing, you don't have the same clean association between the material (wood) and the distinctive DG armours.

I never like to completely rule anything out but it's not intended to be a precedent that 110s are DG materials and items on the surface. Originally the 10 ores thing started as a joke, but we ended up kinda liking it, especially because of how it interacted with Primal.

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As part of the GIM update we will be adding new Group Ironman optional cosmetic versions of the Max, Quest and Comp capes with an Ironman Emblem on them, as part of this we have looked to update the materials used in these capes similar to previous item updates like the recently release Primal Armour.

What do players think of this idea?

https://preview.redd.it/qppalu5a4gid1.jpg?width=1599&format=pjpg&auto=webp&s=ddd4c68cb892d04d048e521842d4a57ef0c39538

Please rest assured that at this time we are not updating the base cape models so players will retain their current capes, this would be a cosmetic reward solely for GIM currently.

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Hi all, let's get into this!

First up, repair costs, I'm assuming here you got the 57.6m figure from the wiki. Those figures are incorrect. I've asked the wiki folks and it looks like that was just a small error on their part (this should be updated on wiki now). Fwiw, a fully broken +5 Primal platebody only costs 1.5m to repair. This number is actually closer to around ~650k with level 110 Smithing and repairing at your PoH armour stand or an invention Whetstone.

Second, Primal is primarily intended as the training function for 110, it's not intended as a new all powerful must-have armour. In much the same way that other smithing armours are (mostly) for training purposes, Primal follows this precedent. Maybe this is on us for how it was marketed or how we spoke about it in our blogs and livestreams.

The reason for this is the intention that was set with the M&S rework as well as being careful not to tread on the toes of PvM and other reward spaces. Will ch...

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Originally posted by jimbot70

Which excuses the repair costs not being inline with literally any of the other smithable armors? The boots alone cost the same as full normal masterwork to repair.

An elder rune platebody is 225k-450k->675k->900k->1.125m->1.35m. Necroium and Bane both follow that same pattern of simply adding the base repair again every upgrade.

A primal platebody is 250k->500k->1.5m->4m->10m->24m. Following the previous smithable armors pattern it should be 1.5m to repair not 24m.

-edit wiki was wrong.

The repair cost is 3.6m for a full +5 set (from a trader, the whetstone is around 1.7m at 100 Smithing), the wikis calculator was wrong, its been fixed this morning.

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This has been flagged up for the team to investigate.

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Originally posted by jasondraole

If you read the thread, its not really about the repair prices, thanks for double checking the wiki tho but this needs a change

The thread is about a variety of things like the pickaxe process, the armour and its usage etc I am just giving info on things that were categorically wrong.

Lots of different players wanted different things from this armour, the removal of the degradation system, an upgrade to melee armour in general to match necro armour, armour that competes or is better then a lot of things gained from pvm etc

While these are all valid opinions I would be remiss if I dove in and tried to dissuade this conversation. Personally I see Primal as a continuation on the core smithing armour progress, its relatively simple to access and engage in (you just need to go mine the ores, no quests locking you out etc) and so I dont personally have any issue with how this set functions but I understand that others wanted something else out of this update.

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Morning Folks, checking in on those repair prices there has been a mix up on the Wiki's end and the actual prices are now thankfully in.

It costs 3.6m for a full repair of a +5 set or 1.782,000 if you use a whetstone with 100 Smithing.

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Originally posted by bzay3

So spring 2025

Still this year, actually ;)


12 Aug

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Originally posted by Kooky-Satisfaction68

shouldn't have had tied the unique material to an outdated D&D then... does jagex not play test things and foresee 1000 people overwhelming stars? or just add it to wildy stars ffs....

The design objective was to make a high tier tool that felt valuable as it would take some good time and effort to create. Adding in the feature of a D&D made sense, but we went back and forth of "is this the right thing to do if it's not reworked"

If we didn't add it as a step, it'd be too short of a grind, and there's not too much else we could plug in to that felt appropriate. But we also wouldn't be able to add it later once it does get a rework because that would be weird - do you see the dilemma?

Another objective of the creation process was to make something that could be adapted to other skills, e.g. the tier 100 Woodcutting hatchet that will come with 110 Woodcutting & Fletching - in the same way that the process is standard for T90/99 tools of smashing Imcando + Crystal together. So you can imagine that one incorporating the Evil Tree in place of the Shooting Star.

RE: Wildy star, yeah good shout, we can discuss adding it to that for sure.

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That's it, I'm calling a sickie on the next release day i'm involved in

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Originally posted by gh0st12811

Then maybe you should have waited? Seems logical

I think most folk would agree that delaying an entire update like this, the headline update for the month, just so that we can rework shooting stars as a D&D is actually not ideal. That'd be major scope-creep.

The core objective with 110 update is to deliver on our promises and deliver consistent and frequent enough skilling updates to give players things to do, goals to chase, money to make etc.

Delaying it in the name of reworking one aspect of it goes against that objective. As much as we would have loved to do it, and believe me we tried, we can't let perfection get in the way or otherwise we'd never release anything.

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As much as i loved this show, it definitely traumatised me as a child

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Yep, Prime Time (like most mining side-effects eg Mining daily challenges)'s timer activates when you harvest an ore - the ensouled moonstone eats the ore before the harvest triggers can run.

So you'll need to either bank the moonstone or satisfy its hunger for the primal ores.

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Originally posted by Late-Reception-2897

Is the team aware that DG ores are completely broken as a critical path indicator now? Random ores are spawning on crit so it is even more f**ked up than 5 years ago when farming resources were broken by the 120 farming update. Will this be addressed or will it take another 4 years to get fixed like the farming resources bug.

Yes this has been brought up to the team.

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Hi all, first of all thank you all so much for your feedback and reports today, we've really enjoyed seeing you all smash away at those rocks and primal bars - and equally hope that you've been enjoying exploring the new content.

A hotfix just went out now to increase the HP of shooting stars by x10. You should find they last longer now before you reach the core. This should hopefully give you all a better chance at finding that meteorite fragment! Please do note that this is a bit of a band-aid fix as we look to get a proper fix in for next week's Monday update, but until then go give that poor Star Sprite hell. (P.S. you may find that this doesn't affect stars that are already live as i type this)

Now it's time for us Jmods to relax our feet a little for the evening, but we'll continue to monitor throughout the week and make adjustments where necessary, and want to ensure we avoid this kind of thing for future updates, especially 110 Woodcutting and Fletc...

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