JagexSponge

JagexSponge



26 Sep

Comment

Originally posted by Eusono

Sponge,

Now it tells me that I have the buff, but I'm not actually getting the effects of the prayer renewal.

the renewal effect should be hotfixed now - it was an ancient bug left undisturbed for millennia


25 Sep

Comment

Hey just submitted fixes for both the two issues: (the 6minute duration and the requirement to have 'overload salves' unlocked (post fix, it'll require any salve not specifically the base one))

If QA are happy with them we'll get them hotfixed as soon as we're able.

Comment

Originally posted by Jchaplin2

Seems to be affecting me, RSN is Jchaplin2, also the prayer renewal and antifire buffs only last 6 mins rather than the full hour

the 6mins issue; i'm fixing as we speak, will look to hotfix when tested

Comment

Could you dm me your in-game names, so we can pull your saves and take a look at whats up, as it appears to only be specific characters


22 Aug

Comment

Originally posted by Tyoccial

bad memories - Plz no don't kill my lands.

Comment

This is sick! great job.


21 Aug

Comment

Hey have chucked a bug in to resolve this. Thanks for the post!


18 Aug

Comment

It's been upped to 5k to match grenwall spikes - not sure it'll be live monday, might be the week after

Comment

Originally posted by Any-sao

Quick question: is there a reason why the Ice Nihil is now the Necromancy familiar? I’m glad one of the four became Necro-focused, but I’m surprised the one that was an Icyene is now a Necromancer.

I would have expected the Shadow Nihil. But I’m not complaining, at least one Nihil is now awesome again.

Partly to stop us having to reshuffle, partly because it matches the tendrils too. (we could shuffle everything around in the future, (so mage becomes ice tendrils, ranged becomes smoke but its a bit of a chunk of work, then deciding what to do with ice asylum etc, so everything lines up nicely. But right now this seemed like the best option so I can work on other necro fixes/improvements)

Comment

Originally posted by Geoffk123

Updated Ice Nihil to a Necromancy familiar

No random aggro fix that only Ice Nihil has for some reason? :(

I believe this was related to a bit of code the ice nihil specifically had that the others didn't

I've removed all the ice nihil specific stuff so it'll just work as a necro version of the other ones. If you notice this still happening after monday give me a shout/put in a bug and i'll take a look (but hoping this fixed it)


16 Aug

Comment

It does work yes (all crit buffs your used to will work for necro) . A few players have stated it doesn't because of the crit chance UI element not updating - that currently only displays your base crit chance - modifiers will be added at a later date when we can further clean up the crit system :)

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Fastest is too slow. Yes, we're gonna have to go right to ludicrous speed...


15 Aug

Comment

Originally posted by tastybox4

Possible to have the passive zombie aoe deal regular conjure damage instead of poison?

It's an option yeah - either that or seeing if we can specify zombies poison to go into the necro damage channel (would give xp) but keep it kinda cool that it stacks with poison buffs

Comment

As a heads up we're aware regarding poison sapping XP, but it's not a new thing we added with necro, it's always been a thing (admittedly it was less impactful before for non-irons, because damage channels were a little broken and so it only sapped 1% no matter what).


14 Aug

Comment

Originally posted by Disastrous-Moment-79

There's another issue with dodge - if you dodge an attack it doesn't trigger auto-retaliate. Is this possible to be fixed or is it an unfortunate consequence of the dodge system?

We've got a bug in to fix this! thanks for the heads up nonetheless

Comment

Originally posted by Intelligent_Lake_669

A reminder that some bosses with multiple phases give wrong xp values:

Queen Black Dragon give xp based on 36k hp (should be 100k hp).

Kalphite Queen give xp based on 40k hp (should be 80k hp).

Kerapac give xp based on 200k hp (should be around 520k hp, which is the real amount of damage you deal during the fight).

Also, enemies and bosses that heal themselves during the fight don't give you higher xp based on the extra damage you deal.

I talked about those issues here: https://www.reddit.com/r/runescape/comments/15onvj4/multiphase_bosses_give_less_exp_than_intended/

Appreciate it - we're chatting about giving bosses and some mobs a little more 'umph' when it comes to XP, will look to fix these alongside it

Comment

Hey, I had a look, this doesn't appear to be a thing. (death skulls doesn't actually attack the player to trigger a dodge) (tested on my dev world when setting dodge to 100% to be sure)

I'd hazard a guess that it could instead be either: you were standing outside of skull range, or boss was immune, setting the skull damage to 0

- As a note we're looking into both of these issues :)


11 Aug

Comment

Originally posted by Xaphnir

Well, if you haven't seen anyone complaining about the monster xp changes, allow me to be the first (of course, maybe you've seen some since you commented this).

It feels really bad for xp to be tied to monster hp so strongly now. It has a few effects, all negative:

-The number of spots with decent xp rates is drastically reduced. The higher xp that some mobs had independent of their hp allowed mobs that couldn't be AoE'd down to still have good xp rates. This is no longer the case. If you're not AoEing, you're getting crap xp. This means less variety in mobs to train on, and more competition for the now rather limited effective training spots (unless you had set up your player owned slayer dungeon with those mobs before Necromancy release). It feels reminiscent of back in 2010 when bots were so numerous you couldn't go to kill anything without it being flooded by them.

-Added mechanics that increase kills times or make the monster more difficult to kill are...

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Appreciate the reply/feedback!
There are a number of things we want to do to further improve the combat XP system, but still think it was the right decision to push it out with necro to give us better control over XP and necro in its entirety. A few of the things you've listed are things we're going to discuss fully / investigate when we can (XP mods to mechanically intensive monsters / single target mobs / bosses etc)

Clarity point re: poison
- This is a fair point, but was a part of the old system (but was bugged to only take 1% of your XP from poison in a fair chunk of cases) so not something we've actively changed. It's not on our urgent list to address but we we're considering passing zombie poison specifically through the necro damage channel (meaning it'd give XP)

Comment

Originally posted by secundulus

Are you going to address crit buff changes or are we just going to continue to ignore them?

Checking back in on the thread today - I am yeah but lost time Wednesday to working on necro fixes for mondays release (and have been at a wedding thursday/today).

Will try to do a write up when i can :)


09 Aug