Can Salve amulet get a tooltip stating its damage increase vs undead? Same as Salamancy. Not at all gamebreaking; just inconsistent.
Yeah
Can Salve amulet get a tooltip stating its damage increase vs undead? Same as Salamancy. Not at all gamebreaking; just inconsistent.
Yeah
"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 :)
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.
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?
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
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.
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)
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?
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?
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)
"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.
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.
Shoutout to Mod Pigeon btw, he's clearing these bugs before I've even had a chance.
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
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.
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.
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?
Armoured phantoms do not count for a "ghost" task. Intentional?
Checking building status in Fort doesn't show the Guardhouse.
I'll add these to my above post too
... Read moreLack 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)
Hi Mod Sponge, can you confirm that the ushabti fix also includes revenants giving the generic "ghost" soul instead of the revenant one? Thanks!
Yep, everything should give their primary type after the fix (e.g. Revenants - give rev soul, Skeletal wyverns give Skeletal wyvern souls etc)
Hey - thanks for the thread, figured it was helpful for everyone if I respond - i'll update if any more come through on here:
Feel free to comment if you wanna discuss any of the bits here.
The fixes below may not necessarily be in Mondays build
Bugs
When using an ushabti to capture the souls of certain slayer monsters, the incorrect soul is stored.
The instakill slayer buff from guardhouse works inconsistently on monsters that have multiple phases.
Issues:
Enabling of special slayer assignment is not prompted when getting a task from the Raptor for the first time
It's a much wider issue. You can notice it when someone teleports into Max Guild or PvM hub. The player will appear for a split second and then the "teleport arrival" animation will play.
It's probably an engine bug.
Technically this is a seperate issue to teleporting - this is 'just' a missed param on the npc config that hides it until it's spawn anim has played. We've got a bug in for it, probably won't make it in time for mondays build though.
/u/jagexsponge can you please let me know if this bug is known? It's driving me crazy and has been a month at this point without being able to progress. I don't know where else to go to get acknowledgement :(
Hey just checked in on this, Stu has fixed the issue, hoping the fix will be in the build for Monday update. - Sponge
Hey we're aware of this - I'm working on a temporary fix that's hotfixable that'll make this wall buildable until we can do a proper fix.
Hey, i've just fixed, this camel is about to test then we'll get a hotfix out when it's through.