that is a crazy coincidence damn
that is a crazy coincidence damn
they are clearly solving a mystery, you shouldn't pet working dogs :(
Anyone else had this? Logged out and back in here, and now all the assets have disappeared and I can't interact with anything.
Teleported out and re-entered, logged out and back in, hopped worlds, turned off and on various runelite graphical plugins.... still staying the same for me.
Does this issue persist even if you log into the C++ client? Would wager this still likely is a RuneLite issue but would be good to check
To my knowledge yes, you'll need to make a Private Instance for your Group if you want to retain Prestige.
If you're running into issues with the Launcher and taking a while to load up, we believe it's the result of high-traffic and should subside very soon. Took me a little while for RL to fire up initially but that time's coming down and should hopefully be a non-issue soon.
This is a RuneLite issue as far as we're aware, hoping they're able to fix - in the meantime you might have some success by turning off any bank-related plugins in the short-term. Anecdotally, turning off Bank Tags seems to have some success.
This is a RuneLite issue as far as we're aware, hoping they're able to fix - in the meantime you might have some success by turning off any bank-related plugins in the short-term. Anecdotally, turning off Bank Tags seems to have some success.
thank you for pushing for those mentioned methods.
Really don't understand why we need a warmth meter when we're getting %hp healing potions in the mini-game. can those not be used to heal normal hitpoints?
still a few minor concerns such as the double health bars, or the giant health bar for warmth.
You raise a good point! I think it largely comes from a place of the Warmth Metre undergoing development first and halfway through sort of realising 'Yo, what if we could drink the potions?'. Think it also alleviates some concerns about clever smuggles and just better reinforces the feeling that everybody's on a level playing field, but you're right that had we started from a point of 'what if we could drink the potions' then we could likely just have done that...
The double health bars is something that was raised, just requires checking in with Engine to see if it's doable so wasn't something we were able to commit to on such short notice, but if it's feasible then we'd be keen to reduce that visual clutter!
The OG wintertodt crates are technically discontinued items now, right?
You can still get Supply Crates by trading in Pyromancer gear at Ignisia I think, so technically not!
Hey all!
Not exactly a major update but wanted to keep you all in the loop in terms of what we're planning to do with the feedback we've gotten so far.
Note that these aren't changes we're looking to make today but more an indicator of the discussions we've had around the most significant feedback points you've left for us!
Cheers all!
Do those get a beta too or will they just be implemented? They seemed more qol and tweaking than overhaul like the wt changes to me so a beta sounds overkill there.
I think the team are still keen to run a beta for them because so many of the changes interconnect with each other and it's difficult to get a proper feel for how they'll add up to be 'more than the sum of their parts' so to speak. For example, if the ability to just charge barriers without them needing to have taken damage turns into significantly more XP/hr than we'd reasonably have expected, or players find some creative way of exploiting it that our QA team wouldn't - we can't reasonably ship those changes.
Blog post says 35% - can you clarify if 30% or 35%?Edit: post updated, no longer relevant
Ah 35% will be the correct number if that's what's written - just getting numbers muddled because of juggling a few things at once, will adjust my initial reply!
I know it's incredibly minor but is there any thought into changing the Wintertodt leaderboards and collection log to use the number of rewards searched rather than number of kills? People who solo will have significantly lower kills even if they have obtained more rewards than people massing
It'd also just be really nice to have a more accurate understanding of luck when looking at the collection log
I actually think this would be feasible with our new rewards system and is something I'll chat to the team about!
Worth noting that we can't really do anything retroactively (i.e. if you've done 100 kills at 20 loots per kill then we couldn't retrofit that to say 2,000 searches) but we could convert existing kc to searches at a 1:1 and then use the new system going forward for Clog entries in particular, though we might be a little hesitant to change the HiScores for killcount.
Maybe the solo instance could be smaller? Having to run so much is the worst part of solo Todt anyway.
Making it smaller would likely mean remaking the area in some vicinity, which is bigger in scope than just instancing what's there. On top of that, introducing actual meaningful differences in the environment for Solo players might create some imbalance that we'd rather avoid!
Rather that hp cape and regen bracelet being prevalent after the changes, the effects should be passed into the fire making cape. Rather than heal over time, it should make warmth decrease at 0.5 or 0.75 times the normal rate. Would give some use case to the skillcape
Perhaps, but that doesn't really help people doing Todt to get 99 Firemaking, which is the overwhelming majority of players engaging with the content in the first place!
What happened to the run energy changes?
They're on the back-burner for the time-being, but I imagine we'll be talking about them in the relatively near future. We're in no rush to get them out in a state that's not in line with player expectations and we'll absolutely be revisiting them, I'm just not able to provide a clear timeframe of when.
Please add clearer in game explanations of mechanics
Which ones in particular are you asking for here?
Hello. What about rings of life and Phoenix necklaces? Do they still save you when you get low warmth? Implementing this would be very convenient. I actually manage to save my HCIM using them.
Escape Crystals, Ring of Life, Phoenix Necklace and the Defence Cape should be working - but it's worth making sure that the Warmth bar effectively assumes that you're at 10HP, so it's not as reliable an option as if you're at 99HP and it's not easy to reliably dip below 10%. There is some variance in the mix though, so it's definitely possible to fish for procs on items like that!
How long is the cooldown?
I don't know the specific timing off-hand but you should always be guaranteed 2-3 Fletch actions before being able to be interrupted again. Ultimately should reduce those scenarios where you feel like you've not been able to fletch a single thing for loads of consecutive interruptions, should feel a lot better!