JagexSponge

JagexSponge



13 Apr

Comment

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
Comment

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)

Comment

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.

Comment

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

Comment

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.

Comment

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.

Comment

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

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Comment

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)

Comment

Originally posted by bernmar

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)

Comment

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.

  • Fixed - This was an ordering issue when I updated all undead in the game to use the new slayer categories - my bad!

The instakill slayer buff from guardhouse works inconsistently on monsters that have multiple phases.

  • This is actually intended, the guardhouse perk is an execute not a true instakill, meaning it still respects the combat system/creature phases.

Issues:

Enabling of special slayer assignment is not prompted when getting a task from the Raptor for the first time

  • This is a good idea...
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Comment

Originally posted by 5-x

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.


12 Apr

Comment

Originally posted by SurviveAdaptWin

/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


11 Apr

Comment

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.

Comment

Hey, i've just fixed, this camel is about to test then we'll get a hotfix out when it's through.

Comment

Hey we've got a bug in for this now, we're gonna see if we can get a solution in that is hotfixable


24 Mar

Comment

Originally posted by SidewaysPsyche

Thank you for your response! I for the life of me cannot figure out how I misclicked. That’s on me then 🤷‍♂️ 😅

All good - I look forward to seeing your opening, best of luck!

Comment

Hey, I'm technically not supposed to be working right now, but figured I'd check out our bug-reporting channels at work and see if this had been highlighted (Pretty invested in seeing a 1k tetra opening).

One of the other devs has already investigated and pulled up your session ID, unfortunately, we can see that this is a case of misclicking. We can see in the data the incident occurred because you hit the OP-5 on the tetracompasses which is the destroy option, and then we can see 18 unpowereds get destroyed.

Sorry for your loss, but looks like misclicking and autopilot got you.


16 Mar

Comment

Originally posted by nerfstonespirits

Isn't this going to bring about a return to 4TAA?
Something the combat team were looking to remove? u/JagexSponge

This is a contentious point, I'd actually like to discuss with the community.

In the current implementation prior to applying community changes, 4T would work with the staff but:

4TAA is something I'd (personally) like to remove from the game, I feel like it adds unintuitive complexity, that doesn't really need to exist. However, I fully understand that other players (especially those at the top of the skill ceiling) enjoy it as a form of skill expression.
Previously the combat council was shakey on removing it without giving some form of compensatory mechanic - my personal take would be to remove it without waiting for a replacement that may/may not be further down the line.

On the assumption that damage on the staff spec was increased to make up for the removal or prevention of 4TAA on it:
If given the option, what would you the players like to see happen with it?

1 4TAA Left on the staff.
2 Removal from staff effect only.
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Comment

I know some of the players that really like numbers are going to plug this in and figure out exactly how it translates, and something I've seen in a few threads regarding recursive crits is the loss of adrenaline in part due to losing the recursion - It's worth me clarifying that the shots fired out by the FSOA post spec WOULD be able to still critically strike (triggering tsunami, and still scaling with your other crit effects, etc) it just wouldn't be able to retrigger itself.

Comment

Originally posted by 5-x

/u/JagexSponge Any comment on the current state of Grimoire? Was it at all a consideration when FSoA rebalance was prepared?

/u/JagexSponge Any comment on the current state of Grimoire? Was it at all a consideration when FSoA rebalance was prepared?

So it's still not something that's been resolved yet.

However, I'd personally be a fan of getting the usage cost way down, or offering a similar pocket slot for crit users.

I do agree that some things in game should have high usage costs (my example would be a temporary buff you'd bring to e.g. get you over the edge to get you first zuk cape, at the cost of costing X amount and not being sustainable to continually use)
However, I don't personally think this suits the grimoire, as an item that has a decently high upfront cost and has become a pretty big component of both crit & melee builds. (I'd much rather grim have a higher ...

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