Runescape

Runescape Dev Tracker




08 Feb

Comment

Originally posted by TastyRomeo

Will As A First Resort require Big Chompy Bird Hunter now that Zogre Flesh Eaters was removed as a requirement?

For a normal account it probably doesn't matter much, but I don't think ironmen can obtain the 2 raw chompies required without actually hunting a chompy bird.

We don't currently have facility to display ironman-specific quest requirements, but that's a good point... if you're an ironman, you'll have to hunt the 2 raw chompies for A First Resort yourself.

Comment

Originally posted by TheFalloutHandbook

Hey, Stu! This looks great! I did notice one issue, though. You accidentally forgot to remove Mournings End Part II from the game.

Working as intended, I'm afraid. ;)

Comment

Originally posted by Terrasour

Please have a look at removing the 75 magic requirement from the elder kiln quest. It would allow pures and skillers to try to get the kiln capes.
We see low level pure inferno runs beeing very popular on osrs, but since we have a requirement locking accounts out from kiln, we cannot get the zuk capes either. I dont see a bot restriction beeing an issue now a days either.

I would be very fun to see low level accounts and pures with kiln capes and pures with zuk capes without beeing limited by 75 magic requirement.

Would deeply appriciate if it can be looked into u/Jagex_Stu

As mentioned elsewhere in the thread, I'm gradually putting together a design for a similar project focused on skill requirements. (Though I'll probably do some smaller gamejam projects for a bit - I started this one in Dec 2022!)

This point in the Elder Kiln is on the list - I appreciate various flavours of pure would love the challenge provided by the Fight Kiln.

From a mechanical perspective, this scene is faking the casting of spells to heat an egg via an interface. You don't gain any XP from heating the egg, you don't have to be on the standard spellbook, and it doesn't consume runes.

I'd want there to be suitable narrative justification for not casting the spells with your own magical skill (you're guiding a TzHaar-Mej's attacks, or are provided with a limitless staff or spell tablets or suchlike), and it may be preferable to bring another of the quest's requirements up to 75 to keep the Elder Kiln in a suitable difficulty bracket, but I'm opening to a...

Read more
Comment

Originally posted by Termades

These changes look good, but I don’t love transferring the level requirements onto the reward lamps, especially for the low XP low level lamps (5000XP lamps from King’s Ransom and Between a Rock). We’ve had quests like Waterfall Quest and Knight’s sword that provide substantial XP drops with no level req. before, so the level gatekeeping feels arbitrary when done at the end like this.

Definitely a controversial take, but the Waterfall Quest and Knight's Sword predate our current best practice for quest XP rewards, and from a balancing perspective, it would be preferable if their lamps (or quest accept) either had a suitable level requirement or awarded less XP.

They skip a massive chunk of the initial levels for their skills, and that's where you're learning how to level those skills and getting the most satisfying succession of rapid 'dings'.

On the other hand, the 'mastery knowledge', that there are techniques experienced players can use to accelerate their progress when making alts, is something some players enjoy, so it's a tricky thing to nerf.

In a 2017 TAPP project, I did an improvement project to the Knight's Sword that included converting its 12k Smithing XP reward to a lamp with a suitable level requirement. We ultimately removed the 28 Smithing requirement from the lamp a few months later due to the ongoing outcry.

On t...

Read more
Comment

Originally posted by Japanese_Squirrel

Holy Stu! This is amazing. I read the blogpost. I can't imagine the amount of time that went into this.

Just one thing though, I'm kinda opposed to the Legend Quest being decoupled from all those quests. A mountain of requirements makes you worthy of being a Legend, no?

I certainly agree that Legends' Quest should have legendary requirements!

I think it still achieves that even with a few cuts, though (particularly via that signature Quest Point requirement, as Kobra noted).

It's hard to see from this patch notes format, so here's the updated Legends' Quest requirements:

* 107 Quest Points

* Heroes' Quest

* Jungle Potion

* 50 Agility

* 50 Crafting

* 45 Herblore

* 56 Magic

* 52 Mining

* 42 Prayer

* 50 Smithing

* 50 Strength

* 50 Thieving

* 50 Woodcutting

Comment

Originally posted by KobraTheKing

Been a pleasure to contribute to the list.

Great work as always, God Stu.

Literally couldn't have done it without you, Kobra. Thank you for all the time you put into your initial design and investigation that kicked off the project, and your feedback throughout its gamejam iterations. :)

Comment

Originally posted by Ziadaine

Could we remove the 7 magic req for in aid of the myreque in order to start the quest? Since you can use enchant sapphire tablets to do the same effect.

If this goes well, I'm hoping to do a follow-up gamejam project focusing on skill requirements in future. (A few skill pure requests slipped into this project due to poor impulse control, but had to stop myself to manage scope.)

I've created a ticket for In Aid of the Myreque's 7 Magic req to ensure it's on the list for the future. :)

Post

The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on player feedback to the recent beta branch.

The recent beta patch is being pitched as a release candidate so we are going to continue these adjustments till they are just right and this is where you come in, If you're a pvm god and smash your way through bosses, or just wanting to get your daily combat challenge done, try out your usual combat scenarios on the beta and let us hear from you on how they play and feel with these changes under your belt! 

Check out what's changed here - ...

Read more External link →
Comment

Originally posted by Gamez_X

Stu, was surprised anyone still remembered that old quest tree i made though i'm curious, why am i "Follow - formerly gamez-x"? As far as i'm aware, i've not changed my name to follow =P

Oh, I do apologise! I mis-assumed gamez-x was a prior handle of the player Follow / 5-x who's a reddit admin here.

In that case, here's my official statement that credit for the quest requirement tree in my dev blog is very much yours!

Also thank you again for your https://www.deviantart.com/gamez-x/art/Runescape-Multiverse-601594844 which I partially utilised in a cosmology presentation at Runefest many years ago.

Comment

Originally posted by Ex-Inferi

/u/darkhearted_raven I know you're no longer working on RS3 (still sad/mad about that, by the way), but perhaps you can re-reconfirm this?

It's been so long since I've looked at that code now, but the way it was originally coded was that ravensworn was a byproduct of rolling the mysterious trait. Of course ravensworn also should read as mysteirous in terms of breeding, so naturally the two link together. So there IS some benefit of rolling ravensworn together, but it should be no easier than two mysterious parents.

Though it might also have been edited since my time.

Post

Greetings, fellow players! We've just posted a developer blog I wrote to contextualise my upcoming gamejam project.

I've also got a preview of the full patch notes below, hopefully releasing on 19th of February.

There's a narrow window today and tomorrow before it's code-frozen for release candidate testing on Monday. So if you foresee any issues with any of these changes, I welcome your discussion in the thread below.

Another Slice of H.A.M.
• No longer requires The Dig Site quest; made some dialogue referring to its earth sciences test conditional
• Now req...

Read more External link →
Comment

Praise the nipper demon!

Post
    on News - Thread - Direct
Mod Stu has been working on cleaning up some of the more tangled quest requirements...
Post
    on News - Thread - Direct
The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on your player feedback...

05 Feb

Comment

Originally posted by ixfd64

Is the Wyrm Reward Gland subject to the 15-minute world lock like the sacks of (very) wild rewards?

Yeah, should be.

Comment

The varrock guard has been dispatched for undisclosed taxes on gifted items.

No one hides from the varrock treasury.

Comment

Originally posted by JohnExile

Something left out is that Mod Doom said he'd like to get a poll or some kind of feedback on how players would like to see it reintegrated into the game. I assume this was presented as 'no new news' because this has been said before and it's not really a new promise.

Yes, essentially this falls under "I've said this before" but essentially, the general gist of this is that we, as a team, want to agree on a best way to introduce them to the main game to make them rewarding and satisfying to have, and maintain some of the prestige. This, of course, also means that we want to consult players on it, and we've had plenty of suggestions on how they could be introduced. Hoping we can have that conversation soon, as I'm conscious that it's been a year since Fresh Start Worlds so I'm keen to see if we can come to a consensus and think about implementing things soon.

Comment

Originally posted by BloodChasm

Anticipate + reflect before beam. Tank hit 1 and 2 and then reso last hit for full heal.

[taking notes]

Comment

Originally posted by JohnExile

Wildy wyrm has nearly killed my HCIM so many times while doing the wildy farming patch, I really hope that mfers been tuned down as hell lol.

We've actually nudged the teleport on the wildy sword to the farming patch, and the spawn point on the wyrm with the intention being that you can farm peacefully if you don't want to take part.

Comment

Originally posted by Borgmestersnegl

Can ironmen do the wildywyrm flash event? We can't kill it normally without using death touched darts. /u/jagexdoom

Yeah this should now work like a normal flash event - you can participate and will get rewarded if you contribute enough.