JagexRyan

JagexRyan



11 Aug

Comment

Originally posted by __Becquerel

I just got my hands on dual t95, so I am hoping the augmenting issue will be fixed very soon.

This will be fixed on Monday.

Comment

Originally posted by Zagumennyy

The t95 boss is too easy to kill. I wish it dropped t90 weapons instead which would make sense with its difficulty. It’s too easy, make it more difficult.

Do remember that difficulty is subjective. What you may find easy will be quite hard for others (and vice versa).

Comment

Originally posted by Adept_RS

Oh, another bug is that you cannot spec kree with the death guard at t70+, resulting in the same message you get when you try to melee him, however the scythe ability for necromancy works for all 3 tiers there. Spec will not work regardless of distance to him.

Thank you, we'll investigate.

Comment

Originally posted by NoPhotojournalist53

Thank you for the response. Is there reasoning behind why the plates are untradeable?

The power route is about encouraging you to engage in PvM. We want you to learn, and put some challenges in front of you to take on.

If we made them tradeable, you'll find that experience can be skipped.

Comment

Originally posted by NoPhotojournalist53

Mod rowley, assuming Hermodic plates drop at 1/10 like the wiki says, they must be glitched as everyone is reporting that since yesterdays hotfix they haven’t been dropping

The drop rates of the plates haven't changed (they are still 1/10).

The drumsticks were updated in the hotfix to include bad luck protection so that you are guaranteed them after a number of kills.

Comment
  • Dive/Bladed Dive have been fixed and should be live next Monday
  • Losing the ultimate if you sign, I've noted it as something to look into (not sure right now what outcome I prefer from a design point of view)
  • Darkness clearing, will investigate
Post

Hey everyone!

As Necromancy's release week draws to a close, we just want to say a big THANK YOU.

Thank you for being part of this momentous release, and thank you for all your bug reports and constructive feedback.

This week we focused on addressing the critical issues as a priority but have noted all your feedback. Next week we'll be going through it all in more detail, having valuable conversations with each other and yourselves.

This is just the beginning for Necromancy and we're looking forward to the future. Please do continue to pass on your thoughts and feedback, it's incredibly valuable.

We hope that you've had a great week and wish you a great weekend. See you in the Underworld.

Thanks,
The Necromancy Team

External link →
Comment

Thanks for the feedback, we'll discuss a number of these points next week (we've been taking a lot of notes) and then communicate some of our plans.

Comment

Originally posted by Sheriffentv

The message in game doesn't mention Necromancy strength bonus either when you unlock reaper crew.

Good spot! Thanks!

I've put a task into our system to address this. It won't be live with Monday's game update, but hopefully the following week.

Comment

Hey, thanks for the feedback.

I've noted it as something to look into. It might be that we add custom settings for Necromancy in the revolution section of the settings window, to support this as an option. This is because there are plenty of reasons where you would want revolution to handle the command ability (e.g. buffing your Skeleton Warrior, or exploding your Putrid Zombie for that AoE damage).

Comment

Hey, we're aware of this issue and it should be fixed with the next game update. Thanks!

Comment

Hey, I've taken a look at the code and it is as expected. You will receive a +12 Necromancy Damage bonus. The wiki page simply needs updating.

Comment

Hey! Dropping in to say that Mod Luma is looking into improving the visibility and awareness of random events during rituals.

Comment

This is possibly to do with what abilities you have in front of them. There is currently an issue where 'Conjure' abilities will be flagged as a valid ability for revolution to interact with even when the spirit is active.

I've fixed this and it should be live with the next game update (Monday).


10 Aug

Comment

Hey, we're aware of some issues (mainly to do with Conjure abilities and not having the command variant unlocked), and looking to address for Monday's game update.

Comment

I'll investigate this as your generic abilities that simply consume adrenaline should work here ( Finger of Death, Bloat, etc).


09 Aug

Comment

Thanks for the bug report.

We'll look into a fix for this.

Comment

Thanks for the bug report.

We're aware of this issue and looking into a fix.

Comment

Thanks for the bug report.

We're aware of this issue and looking into a fix.

Comment

Hey, thanks for the feedback.

Soooo, this does actually work but only if it's not the default selection when you open the interface. Mod Luma is looking into a fix to improve this though.