Runescape

Runescape Dev Tracker




12 Aug

Comment

Originally posted by Kooky-Satisfaction68

shouldn't have had tied the unique material to an outdated D&D then... does jagex not play test things and foresee 1000 people overwhelming stars? or just add it to wildy stars ffs....

The design objective was to make a high tier tool that felt valuable as it would take some good time and effort to create. Adding in the feature of a D&D made sense, but we went back and forth of "is this the right thing to do if it's not reworked"

If we didn't add it as a step, it'd be too short of a grind, and there's not too much else we could plug in to that felt appropriate. But we also wouldn't be able to add it later once it does get a rework because that would be weird - do you see the dilemma?

Another objective of the creation process was to make something that could be adapted to other skills, e.g. the tier 100 Woodcutting hatchet that will come with 110 Woodcutting & Fletching - in the same way that the process is standard for T90/99 tools of smashing Imcando + Crystal together. So you can imagine that one incorporating the Evil Tree in place of the Shooting Star.

RE: Wildy star, yeah good shout, we can discuss adding it to that for sure.

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Comment

That's it, I'm calling a sickie on the next release day i'm involved in

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Originally posted by gh0st12811

Then maybe you should have waited? Seems logical

I think most folk would agree that delaying an entire update like this, the headline update for the month, just so that we can rework shooting stars as a D&D is actually not ideal. That'd be major scope-creep.

The core objective with 110 update is to deliver on our promises and deliver consistent and frequent enough skilling updates to give players things to do, goals to chase, money to make etc.

Delaying it in the name of reworking one aspect of it goes against that objective. As much as we would have loved to do it, and believe me we tried, we can't let perfection get in the way or otherwise we'd never release anything.

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As much as i loved this show, it definitely traumatised me as a child

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Yep, Prime Time (like most mining side-effects eg Mining daily challenges)'s timer activates when you harvest an ore - the ensouled moonstone eats the ore before the harvest triggers can run.

So you'll need to either bank the moonstone or satisfy its hunger for the primal ores.

Comment

Originally posted by Late-Reception-2897

Is the team aware that DG ores are completely broken as a critical path indicator now? Random ores are spawning on crit so it is even more f**ked up than 5 years ago when farming resources were broken by the 120 farming update. Will this be addressed or will it take another 4 years to get fixed like the farming resources bug.

Yes this has been brought up to the team.

Post

Hi all, first of all thank you all so much for your feedback and reports today, we've really enjoyed seeing you all smash away at those rocks and primal bars - and equally hope that you've been enjoying exploring the new content.

A hotfix just went out now to increase the HP of shooting stars by x10. You should find they last longer now before you reach the core. This should hopefully give you all a better chance at finding that meteorite fragment! Please do note that this is a bit of a band-aid fix as we look to get a proper fix in for next week's Monday update, but until then go give that poor Star Sprite hell. (P.S. you may find that this doesn't affect stars that are already live as i type this)

Now it's time for us Jmods to relax our feet a little for the evening, but we'll continue to monitor throughout the week and make adjustments where necessary, and want to ensure we avoid this kind of thing for future updates, especially 110 Woodcutting and Fletc...

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Comment

Originally posted by TryeHard

From my understanding the shooting star project was completely done on May 24th 2024 from Luma's twitter post stating "Only thing left is waiting on the greenlight it before it gets put ingame but everything including the new star sprite model, crashed star model, dialogue, balancing, rewards are done and could possibly get the update before the upcoming Mining and Smithing rework later this year as a nice incentive for players to look forward." Of course this also does include all rewards, new star locations, XP buff, easier to find & solo stars, limit of 200 stardust increased stated being done on March 12 2024.

Did something happen like determining if to keep the shooting stars all on the same timer rotations like we do have now? Instead of off-setting the stars based on IRL world locations timer that OSRS currently has where players can easily find & go to another star ASAP without having to wait 1 hour 30+ minutes? Or maybe the ramhammer not working correctly on the sh...

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We spoke to Luma a couple months ago and she said it was only about 90% dev complete (emphasis on dev). She said it requires more art work (character, animation, and environment), some small dialogue additions, as well as needing to be completely QA'd, balanced, and design reviewed - so it's quite a fair amount of work still.

In the meantime however, our producers have tried to get background resources working on art, but unfortunately couldn't manage to get the rest squeezed in with our update. But I know Luma is very eager to get it out, as am I :D

Comment

Originally posted by Narmoth

This was back in March.... it is now August.

Shooting stars are absolutely miserable right now.

It being in March doesn't change anything as gamejam projects don't get worked on outside of gamejam until officially put on a roadmap or devs/QA work on it in their personal time.

Edit: see my comment here https://www.reddit.com/r/runescape/comments/1eqdzxv/shouldve_snuck_in_the_shooting_star_update_done/lhs3dcv/

Comment

Originally posted by JagexBreezy

We actually did investigate if we could slot Luma's Shooting Star update in with this update but unfortunately it required a fair bit more work and time than we had scheduled for the 110 M&S update.

We'd still love to get it out some day though, maybe Luma will work on it next gamejam :)

:(

Comment

Originally posted by Express-Park-4929

Unclear if bug or intentional design decision (leaning to the latter) but figured I'd make note:

Charging the ensouled moonstone while mining ores for the new pickaxe does not grant any ore at all (base or doubled from stone spirit) while the charging takes place. Ore does start to be collected like normal after the respective ore has been mined to the needed level

That is intended, you are feeding it to charge the stone.

Comment

We actually did investigate if we could slot Luma's Shooting Star update in with this update but unfortunately it required a fair bit more work and time than we had scheduled for the 110 M&S update.

We'd still love to get it out some day though, maybe Luma will work on it next gamejam :)

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Originally posted by Lilbod

Could we possibly have an update on this? ;o

soon(tm) (progress is being made behind the scenes!)

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Originally posted by poklane

Bug report

Description: Quantity slider for smithing items causes unusable versions of the item to be dropped to the floor if you select a quantity higher than the backpack space you have. When picked up, these items can no longer be used and despawn when you try to smith them. For example, if I have a fully empty backpack and select 60 items to be made, 32 unusable items are dropped to the floor.

Steps to reproduce: Go to any anvil (I'm at the Artisans' Workshop to be exact), click "Smith" on the anvil and select a quantity higher than the amount of backpack space you have left.

Additional info: I am making Rune bolts (unf), bug might only apply to smithing stackable items?

So yeah, quite a bad bug I think since if you select the full 60 while for example making Rune Darts you'll lose 32 Rune Bars. Happened to me twice because the first time I didn't notice it. I guess you could also consider being ...

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Team has identified an issue with the Make X system dropping unfinished items at the players feet, this is cause by already having a created version of the item in your inventory (for example arrowheads etc) while the team work to fix this issue please deposit any crafted items like arrowheads into your bank before starting the new load.

Comment

Originally posted by pinchaques

I'm now able to store gold in ore box. Is that normal without completing Family Crest or was is just members only before?

  • The Family Crest quest is no longer required to store Silver and Gold in the Ore Box and Metal Bank. The quest still unlocks the Smelting Gauntlets.
Comment

Originally posted by Naut421

No video I'm afraid but the steps are simple:

  1. Open the smithing interface on any forge

  2. Select Rune and click on Rune Arrowheads (I believe this bug applies to smithing any stackable item like nails, throwing knives, etc but I experienced it with arrowheads)

  3. Move the make-x slider to 60

  4. Click "begin project"

At this point, it will create 60 unfinished items, dropping any that can't fit into your inventory on to the groud. When I banked some items and picked up the ones from the floor, they had no hover info, and disappeared when I tried to smith them

RSN is Nomadic RS, thanks for looking into this

We are bug testing this at the moment, right now when you ask it to make 60 of an item it will take enough bars to fill you inventory and then stop, using 28 bars and not placing anything on the floor.

Do you have any screenshots or video of this issue?

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Originally posted by Naut421

There seems to be a problem with make-x and stackable items (such as nails, arrowheads, etc) where you can select make-x up to 60, but because the unfinished items don't stack, it drops excess to the floor, and if you pick them up they become useless items that just disappear instead of being able to smith them. I only lost a few rune bars but something to be aware of

Heyo, do you have a video of this happening or can you walk me through the steps you are taking and which items exactly?

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Might be an early take. When you've made it, you may feel differently.

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Originally posted by ryankelty

Will Urns work? Just examined the mining ones and they say up to level 99?.

Just double-checked the skill-check logic for urns and it looks like they should work, on paper, unless there's an interception break I'm not seeing.

I'm sure you'll let us know if they don't. ;)

Comment

Originally posted by March1392

If we have a fully augmented Pickaxe of E&S will it be on par with the new Primal pick, or will the new primal pick be better to make right away to mine the new resources?

Primal pick is better than E&S; pickaxe of REDACTED & REDACTED is better than primal pick.