Runescape

Runescape Dev Tracker




04 Oct

Comment

Originally posted by yuei2

Let us break them down into stackable shards. So you break water talismans down into water shards. Then at the altar we can fuse them to create water runes.

This gives us an almost stackable essence but it’s not overpowered because each can only be used at their respective altar, makes it easier to sink talismans from the game, makes it less of a pain when doing slayer as you can pick up and break down the talisman so it’s not eating more than one slot.

You shouldn’t get a ton of exp from this, both because you are combining shards to make a rune so I think logically the output should be lower and as it’s stackable you don’t want to break exp rates.

You wouldn’t even need to create new item models, use the unstable essence/rune model which already stacks. So you break the water talisman down into unstable water runes and then take them to an altar to stabilize them turning them into regular water runes.

That's pretty cool actually; Do you think you could use them to make a kinda sloweless intensive method?
- e.g. So you can just sit at the altar and consume talisman shards less XP/Runes per hour but a much less intensive form of training

Having a decent sink of talismans could lead to them being a slightly less janky PVM drop which would be cool

Comment

Originally posted by Ashendant

Here is a bunch of suggestions that ill add to as I remember:

  • Runecrafting tool main hand that increases the multiplier. Preferably crafted or charged from Talismans to increase their value. And maybe crafted from Silver Smithing like tiaras? Perhaps upgradeable like Slayer souls to give people a reason to do runecrafting runs.

  • Merged Rune Pouch. Ability to store rune multiplier items in pouch. Perhaps RC Urns too?

  • Runecrafting cape leaves a message in the chat when you activate the ability that tells you what the third rune for goldberg is.

  • Increased value of Talismans by adding more runecrafting based uses.

  • Necromantic rune multiplier item like the catalitic and elemental ones.

  • New combination staves for air runes. Im saddened I cant complete my collection.

  • Ability to upgrade the Elemental staff further, perhaps by combining all combo staves into one.

  • ...

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Some great Ideas on here; (and this thread in general) have sent over to Frosch so it doesn't get lost.

I particularly like 'Increased value of Talismans by adding more runecrafting based uses.' But am interested in what sort of uses you'd like to see?

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War has a new task for you, project.

03 Oct

Comment

There is an issue with the bonus damage not applying if your dunking super late (like last second), should be fixed with mondays update.

Comment

Always love seeing your Inktober pieces, looking forward to what you have up your sleeve <3

Comment

Originally posted by Razdulf

Will i be able to use my h'oddoments I got back in 2022? I've been on a bit of a break

Yep! The H'oddments store is coming back with some new rewards :)


02 Oct

Comment

PSA - We will be taking RS3 Game worlds offline today (October 2nd) at 14:45 BST for a brief moment to apply an update resolving player clickbox issue's with the Gate of Elidinis. A countdown for 30 mins will begin at 14:15 BST and the game worlds will brought back online shortly after completion. Apologies for any inconvenience caused.

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RuneFest will be held at the NEC in Birmingham, UK, on …

01 Oct

Comment

Hey folks, we've heard your feedback regarding the click boxes at the Gate of Elidinis encounter.

To resolve this issue we will be issuing a coldfix tomorrow to improve them, at which time the following changes will take effect:
-Re-adjusted the clickboxes, models, and model placement of the statue nodes in the Gate of Elidinis encounter.
-Removed any gaps in the clickbox in the center mass of the model
-Removed some rubble that was bleeding into adjacent tiles.
-Adjusted the size of some models to compensate their rubble-removal.
-Adjusted the position of models within their tiles to compensate their rubble-removal.

As this change requires a coldfix there will need to be a very short downtime tomorrow, when this will occur exactly is currently being organized but we will inform players ahead of time tomorrow via our social channels. Thank you for raising your concerns.


30 Sep

Comment

Cross posting from another post.

Been reviewing this change this morning as it wasn't in my patch list last week, Clickboxes had been updated to fix the issue of gaps in the nodes which players had raised last week, the click box now covers the area the node covers.

Discussing with the team on how to approach this as there is likely a to much or too little situation gonna happen here for the moment.

Comment

Been reviewing this change this morning as it wasn't in my patch list last week, Clickboxes had been updated to fix the issue of gaps in the nodes which players had raised last week, the click box now covers the area the node covers.

Discussing with the team on how to approach this as there is likely a to much or too little situation gonna happen here for the time being.

Right now what would be the preferred option?

A. Small gaps in the node that can't be clicked (how it was last week)
B. Click box covers the entire node space (how it is now)

Post

We're returning to the Gate of Elidinis with some post-launch patches.

Check them out here - https://secure.runescape.com/m=news/a=13/gate-of-elidinis-patch-week---this-week-in-runescape

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.

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We're returning to the Gate of Elidinis with some post-launch patches!

28 Sep

Comment

It's technically possible to add a HUD child window for the quest journal - the caveat is there's nothing in quests that tells the quest journal to refresh when any quest-specific variables advance state.

Historically the quest journal generates its text from your current state when you open the interface, depending on that player-triggered event to have the latest objective text.

So the popup would need a manual refresh button at the very least, which would somewhat degrade the benefits of passively having its objectives on your HUD while you continue through the quest.

Could refresh the popup on a timer, but slight performance impact to that (the quest journal is a very old interface from back before we had client-side infrastructure that generates all its data server-side then transmits it to the client - also fun fact, the quest journal long predates dynamic components so each entry is one of a finite set of static text components).

So would s...

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27 Sep

Comment

I may or may not have made sure we sneakily fixed this.. (Thank you!)

Comment

Originally posted by tttriple_rs

Lmfao. How about focusing on the bit of players you have left FOR ONCE?? Everything y’all do is to “try to win them back”, and you neglect us, the current base.

It's balanced as I mentioned. Good example below: https://www.reddit.com/r/runescape/comments/1fqmip0/comment/lp6h2ll/