Runescape

Runescape Dev Tracker




11 Aug

Comment

Originally posted by birdylol

Ridiculous that the primal axe is that much better than the Earth & Song which took ages to get. I don't want to upgrade to T100 because I love the look of E&S, yet I'm punished that much?

Comment

Originally posted by zan9823

Will we need another dragon pickaxe?

Nope :)

Comment

Originally posted by awsd-7

it could have been intentional design, making bane ore much harder compared to previous tiers "for lore reasons", like making special slayer weapons

mechanic noone really needed, and fixing it will benefit lvl80 accounts who dont have bane pickaxe yet

BTW I was joking about riots

thanks for responding

Cheers

When i spoke to mod Jack he said it was just an oversight. Funnily enough though we did discuss making the new Daemonheim ores slightly vary in stats to make them each feel different but decided to keep them all consistent instead

Comment

Tagging on to Azanna’s comment to clarify some stuff.

First thing’s first, yeah, typo, but Azanna’s fixed that on the news-post now.

However, related but unrelated, u/awsd-7 in another comment in this thread did actually correctly detail a design bug which will be fixed on Monday (Will be in the patch notes).

Basically, back in May when i sat down to balance all the stats for items and equipment and XP etc for the update, i noticed in Mod Jack’s spreadsheet for the 2019 M&S rework that there was an inconsistency for penetration stats in the jump between Necronium and Bane. You see from Bronze to Necronium the penetration stat increases by +5 each time, except Bane had +10 and Elder Rune just went off that. (The mining rock’s hardness stats followed suit as such). Here’s the image i sent to ...

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Comment

Originally posted by Denlim_Wolf

https://preview.redd.it/5djbeod5p0id1.jpeg?width=1080&format=pjpg&auto=webp&s=3716b3d53a3ed8da51cf661edb0576771206c719

Notice how the pickaxe of earth and song is lower than the new primal pickaxe... it makes no sense to have the new BiS pickaxe be on par with the primal pickaxe that will roughly be a lot more accessible to make than a 61m tool with quite a grind to obtain.

This is just how the system design works. For every tier, the smithable pickaxe is better than the “special” one in the tier before it.

It’s why an Elder Rune pickaxe is better than an Imcando one, and why a Banite pickaxe is better than a Crystal one, and Necronium better than Dragon. We’re just staying consistent with the design.

The pickaxe system has smithable and non-smithable but augmentable pickaxes run in parallel, whereby the augmentable one is the same stat as the final +X of that tier. If you’re curious, the wiki page for pickaxes has ALL the stats listed.

On Monday the PoE&S will no longer be BIS, but it will be required in the creation process of the new tier 100 augmentable pickaxe which will be the new BIS, so there’s no need to revamp PoE&S

Edit: see also my comment here ...

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10 Aug

Comment

Originally posted by poiska

Thanks for the reply. Curious about combat skills as well, will they be taking the approach of all at once similar to mining and smithing or are the thoughts of doing melee, range, magic, hp, on a separate basis?

Too early to say and I've not personally been involved in those discussions, but from what I gather, there's a preference to increase the combat skills altogether, when the time comes, to avoid a combat style imbalance.

Comment

Originally posted by 5-x

Is there an achievement for creating a masterwork sword?

As with masterwork armour, there's a new comp cape achievement for unlocking the ability to create the masterwork 2h sword, but no achievement for creating masterwork equipment.

Comment

Aite Chill folks, there is no plan for a nerf, I lifted that table from the previous RCE post, looking at it those numbers are a base Elder Rune Pickaxe instead of a +5 Elder Rune Pickaxe so thats where the mix up is likely coming from. Gonna chat with the lads to confirm.

https://preview.redd.it/tq844uhv9uhd1.png?width=882&format=png&auto=webp&s=df1b7baf4defc837638dd5e5a5c3e65162d74b9b

Comment

Originally posted by TheFalloutHandbook

We don’t yet know how to acquire the new stone spirits, but PLEASE let us use Divination transmute old stone spirits into the new ones. It would rejuvenate so many boss drops as well as get rid of countless stone spirits people don’t need.

They’ll be available from a few different things like some chests, bosses, and slayer monsters.

Separate to any 110 skilling updates, i’d like to look at addressing stone spirit drop rates and quantities in the future so as to steady the supply of them, as they’re a bit too abundant right now

Comment

Originally posted by ADHDavidThoreau

I kinda wish you would make a caveat to T100 gear which is that they’re wieldable at level 99, until combats go to 110/120, at which time level 100 will be required.

Even if that’s the plan you should be explicit about it, and if it’s not the plan, it should be

Currently, that's what we've had to do. Technically the level 100 armour should have a level 100 Defence requirement.

But until Defence is increased past 99 (and the combat team want to increase all the combat skills at once in a coordinated effort with appropriately resourced updates, so that's not an option with this year's already packed schedule), our only option at present is to require the current maximum combat skill level of 99 when a level 110 skill requires a combat skill other than Necromancy.

Comment

Originally posted by SwuntPG

If it’s not a pick axe of rock and roll I’m quitting the game

Pickaxe of Roll and Rock

Comment

Originally posted by JagexAzanna

I picked a decent looking spot to grab a photo against a more recent boss, didn't. Wana dive into sanctum so Ossy jumped to mind

Azanna just be honest, you’re built different

Comment

Originally posted by Internal-Mushroom-76

so how f**ked am i for comp/trim?

Pheasantly plucked. A couple comp achievements, on par with existing comp achievements for Mining and Smithing, plus the 110 skill chain achievements that have a grace period. Something for master quest cape. Nothing new for trim.

Comment

Originally posted by Sakirth

No. You're all good. No capes (other than Comp eventually) will be lost!

There are some additional achievements you'll need to complete to reclaim comp cape and master quest cape (mentioned elsewhere in this thread), but the 110 Mining and 110 Smithing achievements on comp cape have a grace period.

So take your time, stop to smell the grit, and enjoy the grind.

Comment

Originally posted by Underthyrunes

Are we not getting burial primal armor? Or did I miss it in the text?

Primal can indeed be burial’d (buried?)

Comment

Originally posted by Underthyrunes

Are we not getting burial primal armor? Or did I miss it in the text?

Yep, primal armour can be burialised (is that a word? It's a word now) at the artisans' workshop in a similar fashion to elder rune, bane, necronomiconimodium, etc.

Comment

Originally posted by Lions_RAWR

My only hope is that all the updates regarding the skills will be packed with content. But not just any content though. Something that takes time to do and won't be done in a day.

Maybe even some more lore drops

The new augmentable pickaxe and masterwork sword will take up a fair bit of your time, and there’s an MQC req with this update too :D

Comment

Originally posted by mattttherman

Interesting. Primal is better than elder rune, but not as good as custom fit masterwork.

Yep, because primal's the level 100 equivalent of level 90 elder rune. Exists primarily to train the Smithing skill to the next tier, plus provide a baseline of self-made tank armour, so PvM power armour holds its value.

Masterwork's a particular high-skilling-effort power armour niche somewhere inbetween, but that's very atypical for where artisan/manufacturing skills like Smithing have to coexist in the skilling vs combat equipment meta.

Comment

Originally posted by Blueopus2

Hopefully there’s some NPCs or flyers in game to tell us about this update

Nah that’d get really annoying, we’d never do that sort of thing…

Comment

Originally posted by GolfLoud6332

Is ‘Make-x Smelting’ included under Make-x Smithing?

The Smelting interface already has a quantity slider to make multiple bars, inventory space permitting.

Smithing is following suit. (Pun intended.)