JagexSponge

JagexSponge



29 May

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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


22 May

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Originally posted by minmaximust

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

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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!


14 May

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Originally posted by apophis457

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


12 May

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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.

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Originally posted by apophis457

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.

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This is great, would love to see the barrows bros/greg as morph creatures to go along with it.


05 May

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Originally posted by 5-x

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.


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)