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Runescape Dev Tracker




19 Jul

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Never mind. QA have a savegame to reproduce this now. :)

Could OP/someone who's having this issue reply with the account name you use to log in, please?

QA are having a tricky time reproducing this one, so if we can copy your savegame that'll help a lot with getting it resolved.

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We don't have any current plans to add new dig sites, but we would love to add more in the future.

Archaeology is one of those skills where I feel we could add infinite content to because of the vast unknown regarding Gielinor's history. We can however still utilise the skill to uncover that history without the need for an entirely new dig site, but I do understand the appeal of a whole site!

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Originally posted by Ayitriaris

Maybe we can get the big raptor when she is not walking, like anywhere besides in the quest?

Not the greatest option since it’s inconsistent - but I guess inconsistent isn’t unusual in this game, and we’d have our big raptor back 98% of the time we see it

Hmm, I did consider that - though as I said, our art director prefers we don't resize character models at all.

You start to run into issues where characters are too wide to fit through doorways and the like. (Admittedly Keldagrim already has that problem, but we needn't contribute to the problem.)

Trouble is that widening only the Raptors that stand still would introduce a strange inconsistency.

Whenever the character has to move or do something, they'd get slimmer, which affects more than just Dead and Buried and Song from the Depths.

Like the version of the Raptor that fights dragons, cannoneers, glacors, trolls, etc in Slayer areas would have to still be slim. Or any wandering signature hero events or guild appearances.

I think let's see how people feel when we release the animation change above and get to see it for themselves and have some time to get accustomed to it.

I do need to start preproduction for my next project at the ...

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18 Jul

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Heyo Folks, team is gonna have a look into this situation.

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Great work with these mockups!

For what it's worth, earlier today I queried the art leads about whether we might be able to horizontally stretch the Raptor NPC configs to bring back a little of the character's girth.

To transparently paraphrase our animation director's reply: "The issue with resizes is that the feet may slide when walking, as the animated stride length will be different relative to their leg length. It may not look too bad if a small resize value is used, but preferable to avoid if possible."

Unfortunately, while we do have the capability to do that, our art director also isn't comfortable with using resizeh to resolve this.

I was able to get a little time from an animator to adapt the Raptor's original idle pose to work with the new Raptor model. ...

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Originally posted by Ex-Inferi

We miss you so much, /u/darkhearted_raven 💜

Also, you people do know that Raven has a thing for killing off characters, right? Basically the George R.R. Martin of Gielinor.

<3

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I took a look and if I'm reading their post correctly then this isn't the same issue for us. As mentioned in the comments, we've had a number of updates to Pyramid Plunder over the years.

I can only look so far back but it's been the same drop rate since at least 2012 where it's simply a 1/1000 chance when rolling for a sceptre (which isn't the same code as OSRS).

In regards to where you get the sceptre from though...

  • Grand Gold Chest - Runs the sceptre check if you don't disturb the scarabs
  • Sarcophagus - Runs the sceptre check if you don't disturb a mummy

Both of these 'fail' actions do however have a higher chance in higher level rooms though, so I guess you could say that your chance of getting a sceptre does decrease the deeper you go.

EDIT - I spoke with Mod Kieren for clarity and their post is in relation to the fail chance on these actions, so we do have a similar issue here. I'll poke someone fro...

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Originally posted by Konstiin

I mean, I think that if they had intended this story at the time of Unwelcome Guests, they would have done the character model change then. This is some really recent retcon idea by someone.

Would've been ideal to graphically update the Raptor to the male player armour silhouette prior to this quest, I agree.

Would've allowed some time to get used to the updated look (and correct my bad call of using the angry walk to help their posture seem stockier, bad-ass and top-heavy like the original) before exploring the Raptor persona.

Unfortunately, the resource scheduling just didn't work out that way.

We requested the asset near the start of the year when the major characters for the Fort Forinthry season were locked in, and it's taken this long to get the updated Raptor modelled, textured and rigged.

Character models take a lot longer to make to the level of detail that's expected nowadays.

For most of this quest's development we developed with a placeholder, and only got both characters a week or two before release when we were otherwise feature-complete.

When we got it was the earliest we were going to get it.


17 Jul

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Originally posted by King_Yugo_Wakfu

i wish i could lose weight as fast as Raptor Stu

he looks like he went on a major dieting spree

Never skip torso day.

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Originally posted by jajanken_twat

Why did you make them less bulky? There are plenty of bulk armor sets in the game that fit the player's 1x1 size while making the Raptor interactable, but still minimizing this poor 'retcon aura' around the raptor.

It was unfortunately a necessity for the Raptor to conform to a human player rig so they can use the animations available to a player.

We had to do a similar thing to Sir Owen back when I developed Death of Chivalry.

All the signature heroes were initially made with unique models with a limited set of animations that'd work with them. That limited what we could do with the characters.

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Originally posted by 5-x

Will that change Raptor's stance in all Fort-related appearances?

Good to hear, I think the angry pose was a graphical misstep.

Yep, anywhere he's using a casual stance will be updated to no longer use this angry stance.

(Combat stance is already using the neutral type. You can see that in the Raptor at the Glacor front or Burthorpe troll cave, for example.)

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Originally posted by Nareki

Unable to re-enter the ancient dragonkin crypt after the quest. My character says that "I need to investigate this door with the Raptor". Is this intended behaviour?

This is currently intended behaviour. Team is reviewing if it's possible to open up the crypt post quest at the moment it is unlikely to be something that is hotfixable this week

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Yeah, that's a fair concern. I've just implemented a bugfix to replace the angry pose with a default masculine EoC stance.

I'd hoped the tension in the shoulders and tendency to fold arms would be more characterful and help capture a little more of his original silhouette, but on reflection it was a mis-step, and ultimately the armour was made for a more neutral player stance. My bad!

(I also changed examines "Who could move in all that armour?" to his alternate text "A mysterious warrior clad in thick plate armour.", given that's been raised as a concern and is something I can fix.)

They're config changes, so needs to wait for a Monday game update, but that'll hopefully present the Raptor's new model closer to what the character artists intended.

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Checked with Mod Jack to make sure it's okay to say this.

Dead & Buried isn't a season finale. It was never meant to be the ending. It's the cliffhanger episode at the end of the First Forinthry season that sets up the next season of the Fort Forinthry storyline.

It's understandably confusing, as the final items on the last development update are Dead and Buried and Necromancy, and we haven't talked about what happens after Necromancy.

The Necromancy season will take centre stage for a while, then we're going back to the Fort storyline for a second season.

There's a sequel to Dead and Buried in development, for which Dead and Buried set up plot points, that'll continue the Fort Forinthry quest series after the Necromancy season.

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Heyo! This is a known issue, unfortunately, this is a bit of an engine restriction and happens when controlling a character that isn't yourself.

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Originally posted by RonaldoVII

Any update on the Golden Bamboo xp rate that Mod Shogun was looking into?

Still under review at the moment.

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Originally posted by joedotphp

Yeah. They've changed quest difficulties before. I don't see why an achievement would be the line in the sand.

Double checking the fix ticket I believe the achievement was renamed to "My Fort Smells of Syrup"

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Expand your range at Fort Forinthry, swot up on Necromancy lore details and share your feedback with us!

https://secure.runescape.com/m=news/dead-and-buried-launch--soul-dye-update---this-week-in-runescape

External link →

16 Jul

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Originally posted by Jagex_Stu

Trusting you that all the previous news posts provided this info in advance, and hoping this won't get me in trouble:

Ranger's workroom frames:

  • Tier 1: 14 acadia

  • Tier 2: 24 mahogany

  • Tier 3: 42 magic

They also each require 6 stone wall segments.

Just checked the configs to confirm, and their Construction reqs are 50, 65, 80.

No comment on Necromancy. That'd definitely get me yeeted.

Nah your good Stu don't worry, we haven't listed the Planks/Frames in the update blogs outside of the Grove blog as due to the changes coming with the Grove all the tiers changed.