The first of our 110 Skill level raises arrives on Monday August 12th! Find out more about it in this prelaunch blog - https://secure.runescape.com/m=news/new-skill-levels-110-mining--smithing
External link →The first of our 110 Skill level raises arrives on Monday August 12th! Find out more about it in this prelaunch blog - https://secure.runescape.com/m=news/new-skill-levels-110-mining--smithing
External link →Hey Folks, this is a known issue and currently being looked into.
Any chance at a list of untradable items that can be put in group storage?
Personally I’d like to see items like: Overloads, Clue scrolls, Charms, and Harmonic dust.
This is still in the works and why we've put the blog out for suggestions. Hopefully this list will get put out for feedback before release for you to double check its right.
Our mantra is to allow as much as we can think of so I'd say maybe to most of your list but it'll be up for discussion.
One thing not mentioned that I would hopefully assume goes in line with the Parity idea is that there will be HC groups available as well? Can't wait for the release!
Heyo! The current plan is to release Hardcore Ironman after the initial launch.
Our primary focus for the Group Ironman (GIM) update is to ensure the core experience is as polished as possible. Given the complexity of this update, we made the decision to postpone the Hardcore version to a later release, allowing us to lay the groundwork properly.
This decision wasn't made lightly, but we believe it’s the best approach to avoid delaying the update further for a feature that, while important, caters to a more specialized audience within this mode.
We appreciate your understanding and patience as we work to deliver the best possible experience for everyone.
Looking forward to grabbing some friends for Group Ironman later this year? Check out our Right Click Examine blog on the upcoming gamemode!
Dive in here - https://secure.runescape.com/m=news/right-click-examine-group-ironman
External link →Out of curiousity Mod Stu, can you let F2Pers buy / equip skill capes for skills that are F2P?
Can easily make it so bonuses from them don't function on F2P but make it so they can equip them at any time.
To my understanding, capes of accomplishment are considered to be a compelling members' benefit, and I don't imagine that's likely to change.
I've done some F2P updates in the past, but they're really difficult to justify as additions to the schedule, as they've each had next to no impact from a positive player data perspective. The vast majority of players subscribe first chance they get, and the F2P community is tiny.
As much as it feels good and the optics are good for RS to be a try-before-you-buy experience, in practice it's predominantly played as a subscription game, so the RoI for F2P improvements has been hard to prove with the desired metrics.
It Still Should've Been Called Aetherium.
Ah well, it's ok... Everything Is Still Oresome
Will the mining and smithing be trainable to 110 for f2p as well? Guessing no items will be available but still..
As they're F2P skills, the Mining & Smithing skill caps are also increasing to 110 on F2P worlds.
Given the established precedent of Dungeoneering, the only 120 F2P skill, that seemed to make sense. So when Mining & Smithing eventually go to 120, they'd hopefully also go to 120 in F2P.
Though following established precedent, Mining & Smithing F2P content and levelling benefits are 1 to 50 (bronze to rune), so consequently the level 100 primal and so forth are members content, in a similar fashion to members elder rune and masterwork.
Awesome stuff. Congratulations! I look forward to hearing about your subsequent kills and drops!
Hey KoneheadLarry, have you heard about the mining and smithing update?
Winner
of creating a base dungeoneering plate armour kit to support lots of different variants
Was this just some future proofing incase you wanted to do the Daemonheim melee armors? Or is there actual plans to update all the armor sets?
We're looking into it as a post-release stretch goal, but Dungeoneering armours definitely won't be graphically updated on Monday. (We had to be very mindful of scope to meet our release date.)
I expect the usual suspects will find some fun planning ahead stuff in the cache, though.
Good news - thanks to your early feedback, we got this fixed during release candidate testing, so a correction will release with Monday's update.
The perks of a pre-release week! :D
BTS facts: Turns out that particular part of the helmet and the 4 lights in the chest had exactly the same base colour (a side-effect of creating a base dungeoneering plate armour kit to support lots of different variants). That's fine on the player, as each kit piece has its own set of recolour values, but proved a problem when adding it all together on these prerelease NPCs, that needed to ship sooner rather than later. Our lovely character artists have consequently created an NPC variant of the armour set with recolours and textures baked in, so they can happily function in conjunction.
Second fun fact: Turning off textures does absolutely nothing to improve performance. (The texture cache is loaded into memory regardless.) Would be nice if we could remove that option and phas...
Read moreI hope so. If they do, they should make a top end armour called Aetherium
It Still Should've Been Called Aetherium.
I hope so. If they do, they should make a top end armour called Aetherium
Hey Stu when you talk on stream soon can you explain the steps that go into adding ore to the surface? I’m curious how it all works since until today I assumed it was kind of just something you plop down, but it sounds like that isn’t really the case?
I'm hoping to do a skill 'n chill livestream with Mod Yuey in the near future - if, when published, the show date aligns with your schedule, please pop that question in the chat during the Q&A segment. It'll be an interesting one to answer! (Particularly in the specific example of replicating Dungeoneering ores.)
If that falls through, poke me in a suitable channel in our discord and I'll cascade unnecessary detail all over you. ;)
Is this Armour going to be better than master trimmed? It shouldn't considering how difficult and expensive the master trim Armour was to make. @Jagex_Stu
Primal armour is the level 100 equivalent of level 90 elder rune armour.
So masterwork armour still has its niche because masterwork's augmentable power armour you can smith (plus trimmed masterwork adds a set effect), while 'core' smithable armour sets like elder rune and primal are unaugmentable tank armour - they're essentially tiered Smithing training methods.
You’ll have to keepsake the new set considering it’s a non dg set, I highly doubt they’re gonna update the old set to match the new set.ignore me :)
It'll be post-release rather than with the 12th August launch, but now that the 110 update is feature complete and has started release candidate testing, we're working on our stretch goals of applying the new primal look to the primal player armour in Dungeoneering (which are the objects used by the keepsake box), and exploring adding a retro primal cosmetic override to the Dungeoneering token shop.
The improvement made to the live game is suffering from some unintended issues.
See my tweet for what it's supposed to look like: https://x.com/jagexryan/status/1820468393730052343?s=46&t=TLgElra5QJouaMzFoPsgJA
You'll need the Earth and Song to create the new BIS augmentable pickaxe
Primal Fanatics have been spotted around Gielinor telling players about a Mining and Smithing update. Beware these strange individuals and their suspiciously snazzy armour!
Ah shit. Here we go again.
Have you heard about the 110 Mining & Smithing update?