Runescape

Runescape Dev Tracker




21 Aug

Comment

Originally posted by ThaToastman

Coding question:

Is armor not in the code as a class extension of ‘item’?

Parameters just being

“Tier, armor value, hp bonus, image reference…etc)?

It would be a lot of work but why not just add the parameter now (sorry to the intern who has to do the entry) and then all future armors will have the field by default and be added on creation?

Yeah so the params for hp bonus already exists / how it's handled right now, in general it'd be better imo for a system to figure out your total HP bonus based on a set of criteria so if in a years time we decide we want to change something about how HP is calculated (maybe we decide 10 per gear level instead of 5 or w/e) then it's a single plugin point instead of going and modifying all armor in the game again

Comment

Originally posted by SpeedrunsRS

When this adjustment happens, will unique items such as the Rogue gloves from Deathmatch 'keep' what made them unique before Necromancy?
They were the only set of gloves before the update that provided an LP bonus while also having some offensive bonuses.

Would this update take into account that they were the only gloves that gave an LP boost before Necromancy and give them a greater boost?

yeah probably likewise for torva etc

Comment

Originally posted by SexualHarassadar

When you say "go through every tank armor config" I'm assuming that means every variant of every piece of tank armor (+1,+2,+3, dyed, augmented, trimmed, lucky, ect.) is it's own individual item with its own config that would have to be manually edited?

yep

Comment

Originally posted by VioletCrow

Looking at the transcript here it doesn't look like you agree to bring Zaros back beforehand - it looks like you decide whether or not to help Zaros in this beginning dialogue with Azzanadra. If you don't want to bring back Zaros though, then no quest, hence the only way to proceed is to agree to bring Zaros back.

Or to play along and make up your own mind later, like Sliske's dialogue at the start proposes.

Comment

Originally posted by JagexRamen

Don't worry

Stop worrying Ramen, it's on the list.

Comment

Originally posted by JagexSponge

Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.

Don't worry

Comment

Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.

Post
    on News - Thread - Direct
Following up on the recent Player Value Survey

20 Aug

Comment

Howdy Folks, team is investigating this situation at the moment. Will update once we know more.

Comment

Originally posted by RohitPlays8

Its pretty annoying that when you x close the console, your game also goes away, maybe a hotfix for this, could it just hide it momentarily?

The engine can't be hotfixed.

The engine has a feature that allows server-side RuneScript (that defines the logic for content) to be hotfixed (that is, modified without rebooting the servers), as long as we're modifying existing triggers and not creating new ones.

Since only server/lobby script can be hotfixed, game data (configs) and client script cannot be hotfixed.

As this extra window is an issue with the game engine, it has to be fixed in a game engine update, and those are typically monthly at most.

Post
    on News - Thread - Direct
Login Server Issues

19 Aug

Comment

Nope. The item's stack quantity is repurposed as an object variable to store data (in the case of unfinished smithing items, split between the finished item ID and your progress toward finishing it), which means that such items cannot stack in your bank. You can either have one or the other, but not both.

Comment

The examine is correct.

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so a fix to make the decorated urns comply with their description will come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99, while incubator effigies will continue to do so. (Which is why some delicate surgery was required, as they're intricately conjoined.)

Comment

Originally posted by Genji_main420

Decorated mining urn examine text still says: "This will collect ore slivers when I mine ore at or below Mining level 99" But they DO work with the t100 rocks.

Higher tier urns on the way? 😏

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so that'll come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99 (so the examine is correct), while incubator effigies will continue to do so. (Which took some delicate surgery, as they're intricately conjoined.)

Comment

Originally posted by srbman

Is there any update on the external console window that opens when pressing Alt+~? It's been going on for over a month.

That's more in the engine realm, and engine builds release less frequently than weekly content updates. I believe our engineers hoped to get a fix into the engine mostly recently released this month, but it didn't quite make the cut, and subsequently are hoping to fix it in the next engine release.

Comment

Originally posted by Kazanmor

nope

Protean bars and unstable protean bars now give appropriate XP at levels 100 to 110.

Yep, and appropriate XP in this case is to cap protean bar XP at 99.

I initially implemented the patch as an additional primal protean tier at the start of last week, but upon further discussion with the balancing designers during the week, the preferred approach, considering the long term implications of 110 skill increases, was to cap the XP for this protean, which is where it's now landed at launch.

Comment

We've released a hotfix which has hopefully resolved this for you.

Comment

Originally posted by thesunfyre

Can we look into Mining and Smithing XP scaling in general though? Herblore and Farming appropriately scale past 99, but Smithing, and especially Mining does not seem to do so.

Mod Breezy was recently looking into that - it seems to be related to when the levelling benefits are unlocked, which in turn influence the XP rates. The XP rates look to be as expected at level 110 when you've unlocked the Mining levelling benefits.

If you're at level 100, you've unlocked all the levelling benefits for elder rune, but haven't yet unlocked the novite to promethium levelling benefits from pushing to the higher levels.

Similar deal for Smithing and its tiered levelling benefits.

Comment

Originally posted by 5-x

What's happening with the following bugs:

  • Bladed Dive still working incorrectly
  • T95 magic off-hand weapon disappears in combat

Both are known issues and are being looked into.