*You have been poisoned!* >:)
Don't make me delete your config
*You have been poisoned!* >:)
Don't make me delete your config
Are Spinolyps going to always hunt? They're kind of important to DKs damage, no?
They always hunt by the looks of it yeah
Read moreHere are ALL the aggressive monsters that would no longer be aggressive to players at level-152. Most are level-70.
Note that some monsters (especially Daemonheim monsters) don't always have the same combat level so in certain areas or Daemonheim floors, some were already unaggressive, or some will still be aggressive.
- Aberrant spectre
- Abyssal leech
- Animated spade
- Baby black dragon
- Bound skeleton (added with Unwelcome Guests)
- Crypt rat
- Guard Bandit
- Harpie bug swarm (elite)
- Kalphite Guardian
- Lesser demon
- Magic axe
- Revenant hellhound
- Rock Crab
- Suqah
- TzekHaar-Hur (could affect the TzKal-Zuk fight, though possibly Senntisten sewers only)
- Vyrewatch (might be an exception, or will now only be aggressive if alerted by guard saying "Human!")
Bosses
- Giant worm (Queen Black Dragon minion)
- Spinolyp ...
Great work with this list.
FWIW not everything on here will be affected by the combat-level change, it purely depends on which 'hunt' the NPC has. As an example pretty much all of the dungeoneering hunts don't check combat level, nor do rockcrabs etc.
There will be some on here that will be affected by the level rise, but if it negatively affects gameplay we can flip it so those monsters use hunts that don't check combat levels.
Yo, the thing has went back to an unaccessable location...
Cheers I've let the Grove team know - looks like a bad merge of files after Unwelcome was released - They're aware and will sort!
Hey replied to this over in: https://www.reddit.com/r/runescape/comments/142kool/aggro_pot_nerfbug/
Hey so one of the other devs is looking into this right now. Would anyone happen to have a video of everything in the room aggroing at once (pre-supposed nerf?)
We're trying to figure out if there is something actually going on, or just some weird mandala effect. As an example we've found this video from 2-3 years ago https://www.youtube.com/watch?v=WuLDJeZS8vA at 0:33 the player pots up, and it seems to functionally appear the same as live - 1 thing aggro every 3 seconds.
Hey, so I gave it a look at the time and was unable find any evidence that something had changed, could you send me over your username of accounts your experiencing this on and in which scenarios and I can ask someone to take a deeper look
You were right! Task complete!
However, my taska's wrath was still not working on this task.
Yeah the tuska's wrath thing is a known bug that unfortunately occurs on all special assignments right now iirc
Hey, I made a copy of your save and had a look - it looks like there's just an issue in the messaging here (raptor saying the o.g number, not the current number) - I loaded up the slayer counter panel and you have 8 kills remaining (checked zombies etc count correctly too)
Hopefully this helps!
Is there any concept art/key art of the masks to use as a basis? Or would I be better drawing them myself?
I'll have a look if there's anything available
Had to take a look because thats a bit whacky...
Looks like the time for the achievement starts tracking on your first hit against Graardor and times 25 cycles from then (15s)... so theoretically you could do this with like a 10-minute kill time if you never hit/damage Graardor for the first 9:45. Neat.
How dare you put this idea in my head
His masks could work as well. Some morph tokens as the Light mask and Manifest tokens as the Shadow mask maybe?
Yes. do this.
This is great, would love to see the barrows bros/greg as morph creatures to go along with it.
It's purely an issue with animation. When the effect is triggered, your character is held in place. No, this is not intended.
Especially for Immortality; it is used to die on purpose, it's designed to be used this way for some boss mechanics to block damage.
For clarity what Doom's said is correct and is the original implementation of these things (though I think immort/sign above effects are flipped).
Neither of the issues here are actually walkmerge problems, Immort in particular is running a delay on the player as a form of damage prevention, though this stops other interactions like moving etc
Speaking to the combat council we all agree we dislike the implementation of both the above things, they're clunky and we aspire to make combat more fluid.
We've put jobs in to deal with both of them, though with no timeline for delivery.
Hey, the beta will initially be the proposed changes so players can try in-game and see if their feelings remain the same - hope to then iterate on that if we want so players can try out further changes
<3 legendary
Hotfix is out, should be interactable. (lets you interact from a tile away) until a proper fix goes out to move one of the blocking hotspots.
edimmu are infact not fixed
Hey, That fix along with a bunch of the others didn't make it into today's build, I did preface the above post saying not all would be in it as QA/ RC were on a tight deadline. Sorry for the inconvenience in the mean time.
Hey, looks like the fix in place that moved the wall's hotspots has caused some unintended blocking, going to look to see if there's a way we can hotfix this.
"Old issue where cluster tasks do not force an elite monster spawn at the end of the task"
Thanks for checking this. I've been asking for years if this was the case or not and no-one knew the answer. Related to this - do cluster tasks give the increased slayer task drop rates that the species specific tasks do?
Related to this - do cluster tasks give the increased slayer task drop rates that the species specific tasks do?
They do yeah.
u/JagexSponge aggroverloads have been broken by the update also.
anymore context? I wasn't aware of any changes to them.