JagexSponge

JagexSponge



03 May

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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


17 Apr

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Originally posted by Cassyak

<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.

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Originally posted by PM_ME_YOUR_BANKS

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.

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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.


14 Apr

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Originally posted by Irualdemon

"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.

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Originally posted by limixi

u/JagexSponge aggroverloads have been broken by the update also.

anymore context? I wasn't aware of any changes to them.

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Originally posted by GanFrancois

Can Salve amulet get a tooltip stating its damage increase vs undead? Same as Salamancy. Not at all gamebreaking; just inconsistent.

Yeah


13 Apr

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Originally posted by TheAdamena

"Unwelcome Guests" quest gives 0 quest points.

Surprised this was classed as a bug, seeing as it was originally announced as a miniquest lol. Was thinking it was gonna be a 0qp quest like when the Elder God Wars miniquests got reclassified.

Not complaining however

The quest flicked between miniquest/quest a number of times in development, its intended to be a small-quest :)

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Originally posted by UnwillingRedditer

Interesting, thank you. Sponge, Champion as always for explaining stuff to us :)

So hypothetically (more thinking Execute/Instakill on players here) a barricade or defender proc or something could block an Execute? (ignoring that Zamorak pierces defensive abilities).

I'd need to check how they work on players to know for sure, after the recent changes few weeks (months?) back to soft insta's I'm unsure exactly how things work/are categorized.

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Originally posted by 5-x

  • Maybe not a bug but armoured phantoms are weak to slash but they're susceptible to inquisitor's staff - is this intentional?

  • Are you planning to capitalise the "wave" in "Greater Sonic wave ability codex"? The ability's called Greater Sonic Wave.

  • The "Wilderness Cave Entrance" and "Wilderness Cave Exit" locs should say "Crypt" not "Cave". The place is called Crypt on the map.

Maybe not a bug but armoured phantoms are weak to slash but they're susceptible to inquisitor's staff - is this intentional?

  • Intentional yeah, Inquisitor staff is based on the targets attack type not its defences.

Are you planning to capitalise the "wave" in "Greater Sonic wave ability codex"? The ability's called Greater Sonic Wave.

  • I am now I'll get a bug in tomorrow (if theres not one already).

The "Wilderness Cave Entrance" and "Wilderness Cave Exit" locs should say "Crypt" not "Cave". The place is called Crypt on the map

  • I'll get a bug in tomorrow (if theres not one already).
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Originally posted by UnwillingRedditer

I don't know if the fix (if it happens) would fix this, but I don't actually think anything works properly on special assignments. I think I bug-reported several years ago that CFTMW armour still degraded on Laniakea's special task. I also feel like the slayer helmet doesn't actually work, but I have not tested/confirmed that and am probably misremembering.

I'll add these to the job, but i think you are correct.

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Originally posted by UnwillingRedditer

Random question, but: I understand the difference between soft Instakills and hard Instakills, but I don't see how an Execute is actually any different to a soft Instakill. Is there a different I'm unaware of? Functionally in the Zammy fight it feels like it's just a soft instakill.

I'm not 100% confident on the differences (not at work computer to check) but
I think all instakills on npc's work the same (where they just kill the monster no matter what (excluding some hardcoded exceptions e.g. telos) whereas execute will pass through an excessive amount of damage but not directly kill the target (that damage will run through combat code and hit things like the rune dragons phases)

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Originally posted by 5-x

  • There was an issue that prevented entering Edimmu barrier on a zombie/ghost/undead cluster tasks. Fixed?

  • Latest update made map labels disappear for many users.

  • There's incorrect blocking near the new crypt entrance where you can walk into a cemetery wall from the south side.

  • Unrelated to this update but there's something very wrong with River Lum east of Draynor Manor - white lines appear on minimap and you can walk on water in multiple spots. Incorrect blocking?

There was an issue that prevented entering Edimmu barrier on a zombie/ghost/undead cluster tasks. Fixed?

  • Fixed

Latest update made map labels disappear for many users.

  • No idea what this is as don't think our team touched them, i'll ask the other teams though.

There's incorrect blocking near the new crypt entrance where you can walk into a cemetery wall from the south side.

  • Bug is in.

Unrelated to this update but there's something very wrong with River Lum east of Draynor Manor - white lines appear on minimap and you can walk on water in multiple spots. Incorrect blocking?

  • Again, no idea, i'd assume an engine release went out that's causing this and the labels, i'll chase
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Originally posted by The_SarahRS

Strange question I know but could I ask why Raptor requires 35 combat to get tasks from?

I'm an edge case since I'm a skiller but it would have been nice to be able to get his challenges for the heads in the guardhouse.

Bit out there as a request but maybe let people with 120 slayer take tasks from raptor/any master even if they don't have the combat req?

I think the worry was new players entering the season rocking up at 10 slayer and 20 combat or so and just getting smacked.

That being said I like the idea of high slayers being able to ignore this (changing the requirement to e.g. 10 slayer + 35 combat, OR 50+ slayer)

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Originally posted by 5-x

  • "Unwelcome Guests" quest gives 0 quest points.

  • Using a slayer trophy on the Guardhouse trophy spot causes "nothing interesting happens".

  • Scenery decoration skeletons in the new slayer crypt have Everlight examine messages.

"Unwelcome Guests" quest gives 0 quest points.

  • Fixed - I think in mondays build

Using a slayer trophy on the Guardhouse trophy spot causes "nothing interesting happens".

  • Super trivial we can add something

Scenery decoration skeletons in the new slayer crypt have Everlight examine messages.

  • Fixed

Shoutout to Mod Pigeon btw, he's clearing these bugs before I've even had a chance.

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Originally posted by Caglavasaguros

the guardhouse perk is an execute not a true instakill

If this is the case, why does it use the soft instakill hitsplat? Didn’t you guys try to clearly differentiate them a couple of months ago?

For consistency’s sake, if it’s meant to be an execute, then it should have the execute hitsplat seen in Zammy’s fight. Though I will admit, the giant skull with lightning bolts for soft instant kills looks way cooler than the bland white text for execute hitsplats.

Great point on the execute hitsplat, at points in development it was a true instakill but then changed back to being execute/damage because we deemed it safer / more future proof.

I have a feeling pigeon mightve kept the instakill hitsplat because it's much cooler, that being said if we have capacity we could ask for something to differentiate it off from proper instakills

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Originally posted by aariboss

does salve amulet work? i don't feel a dps increase using it on the ghosts

It does yeah, probably more noticeable on phantoms due to the accuracy boost too.

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Originally posted by Plifs

Bug: Tuska's Wrath does not work (does regular damage and goes on a 15 second cooldown) when killing Zemouregal's undead creatures during the special challenge (the trophy challenges).

Cheers - We've put a maintenance job in to see if we can resolve this for all special challenges, as from what we've seen none of them work currently. It's fairly complex/low impact so I can't imagine it'll be a quick turnaround.

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Originally posted by 5-x

  • Being on Raptor's task does not let you into Kuradal's dungeon. Intentional?

  • Armoured phantoms do not count for a "ghost" task. Intentional?

  • Checking building status in Fort doesn't show the Guardhouse.

Being on Raptor's task does not let you into Kuradal's dungeon. Intentional?

  • My current understanding of this one is: (strictly speaking raptor isn't Kuradal's superior which is the reasoning given for other masters not working - there was also progression concerns as it'd mean you'd have access from level 10 into Kuradals dungeon for raptor tasks but then be reblocked if you changed master prior to unlocking kuradal.)

Armoured phantoms do not count for a "ghost" task. Intentional?

  • Yep intentional, there is a 'Phantom' task similar to 'ghost' tasks in the game files (ghosts aren't phantoms and phantoms aren't ghosts), however, it's not been added to any slayer masters yet due to lack of meaningful phantoms right now.

Checking building status in Fort doesn't show the Guardhouse.

  • Fixed, unsure if this made it into the build today for Monday or not though.

I'll add these to my above post too

... Read more
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Originally posted by lucerndia

Lack of kill counter for the more recent slayer monsters

I believe pigeon fixed this today

Do you know if this will be retroactive? I'd love to see how many lords I killed on my 120 slayer grind.

Do you know if this will be retroactive? I'd love to see how many lords I killed on my 120 slayer grind.

I'm unsure if it does/doesn't include fixing abyssals, but either way i don't think it'd be retroactive (unless the tracking already existed per player)