Tokens are small, red, circular objects that can be found from completing a variety of specific daily tasks around Varlamore. Some of these tasks and the purpose of the tokens are currently unknown.
oh interesting, thanks!
Tokens are small, red, circular objects that can be found from completing a variety of specific daily tasks around Varlamore. Some of these tasks and the purpose of the tokens are currently unknown.
oh interesting, thanks!
what the hell's a red token
wish i made it mandatory to pick up the flier/potion/rotten tomato if you really failed badly tbh
I'm having the same issue. Logging into a mobile beta world will restart the client and load the default world.
Ah, that one's a slightly different issue, but thankfully I have got a solution for you! Just unchecking the default world option should stop you getting caught up in this loop and let you onto the beta world just fine. Sorry for the inconvenience!
Choosing the beta world just freezes my game
It may seem unresponsive, but just give it a moment - it's just downloading a new cache for the game and does take a little bit, with less feedback to show that it's actually doing anything that we might like.
Exactly - they could have an option in the settings menu or even on the login screen to opt in to the mobile redesign beta. It seems totally client side, I don’t see how it requires separate servers.
Then again, I don’t know the code base - there might be no good way to do this.
I’d like to see whether they considered it and if so why they decided with the current approach.
We had considered it, and unfortunately no it wasn't possible to run it in a different way like you describe, since the UI is a part of the game's "content". I've gone into a little more detail about this in another reply in this same chain of replies, if it's of interest.
but we can still use that method if it's situationally preferable
i dont have access to the client's code but from what gecko wrote, it seems like they chose to use the beta worlds instead of the app store beta for the client, not that they can't use.
To add some context, it's correct that no, we can't use the app store-like beta, for this. While it is in a sense stuff on the client, it's the game's "content" - the stuff that's interpreted by the software, as opposed to the software itself. In the same way that if we wanted to add a sound that plays when you click on a specific button, that'd be part of the game's content, rather than the app itself, despite the fact it'd be something happening exclusively on the client.
I know that from the outside the differences and the reasons that we can't run a beta in the ways old mobile betas were done may not be especially clear, but that is unfortunately the case.
You’re right, I’m sorry. I’m pretty good, sitting waiting for the subway. Wbu?
doing some clues and got some rangers this afternoon, so you could call it a good day!
my man
avoiding the question, damn, i thought we had something
how's it goin?
what a time to be alive
This is an issue that we're aware of with certain sorts of phones, specifically in the Android beta, and have a couple of things on the way in the near future to address this. Sorry for the incovenience!
I was playing just before the update and it was completely fine.
Good to know, thanks for the info!
Thanks, we're aware of and investigating this one. To help narrow things down, do you happen to know for sure whether this is new with this update, or if it may have been the case for slightly longer?
Thanks for raising this. We'll be looking into getting a fix out whenever we can, but in the meantime if the boss health bar setting is enabled (though I understand based on your other comments that you may just not want it to be) you shouldn't experience the issue.
Also at sire, to describe it in words it was the "pink fleshy areas" that surround the walkway, but i was also clicking quite rapidly trying different tiles to see if i could get one to work, so it was possibly combining lots of bad requests on tiles that "don't work".
Sorry I would report these in game but could only quickly check the client out before heading off.
I can't seem to reproduce the crash, annoyingly - there was a known crash in an old version of the client, so it may be possible that you'd booted up before the update was pushed. If you can reproduce it again another time, I'd really appreciate any extra information so that I can keep investigating!
I logged in and only tested it at GE and DN, neither seemed to work so I thought the setting was just busted for me. I'll try some other spots to confirm.
Edit: Just outside GE works, but the actual GE floor does not for me.
Yeah, unfortunately the raised floor of the Grand Exchange is mapped in a slightly strange way, which is the sort of area we're aware of having issues. That'll hopefully be resolved next week, with any luck!
Having issues at abyssal sire with tile markers, takes forever to show up if they indeed show up. And couldn't remove them either. Is there any plan to increase draw distance?
Abyssal sire is unfortunately an area mapped in a rather interesting way, which has some problems with marking tiles. Hopefully that will be resolved next week - curious about them showing up after some time, and being unable to be removed, though! I'll have a look into that.
As for draw distance, I wouldn't like to make any promises, put any dates on it, etc., but it's something we're very keen on, yeah.
Am I missing something? My tile indicators are turned on on the Steam client, yet nothing happens when I shift right click to mark a tile? I tried changing the color of the tile indicator, didn't work. Anyone else having the same problem?
There are certain sorts of areas that we're unfortunately aware of issues highlighting, and are looking at a fix to hopefully release next week - where are you trying to highlight tiles?
It's in our plans, don't worry! You can read about some of the further features that we have planned in this news post.