Jagex_Stu

Jagex_Stu



Comment

Originally posted by Jagex_Stu

Responding to your first question (I'll let Breezy handle the other two), to stagger the unlocks a bit, we went for shortbows at X0 Fletching level, crossbows at X3 Fletching level, and shieldbows at X5 Fletching level.

The eternal/primal equipment releasing with 110 Woodcutting & Fletching 9th December have similarly staggered unlocks, so that you have some more gradual unlocks on your journey from 100 to 110. We'll see what players think of that and I can apply that feedback to the re-tiering.

Here's how the weapons are currently arranged at the lower tiers:

https://preview.redd.it/5kk4bpssmm2e1.png?width=1200&format=png&auto=webp&s=4af8036fc4a4caf22297117120fab93e41675726

Comment

Originally posted by Alsang

I did a bunch of fletching as a GIM recently and this would have made it so much better to level and use. Couple of things I do like about the current system though which I think could use some consideration.

  1. Currently, you don't unlock all items of the same tier at the same level. E.G. First you can make t30 arrows, then a few levels later the t30 shortbow, then a few levels later the t30 shieldbow. This is kind of nice in that it gives milestones within a tier, which give you more xp. Smithing addresses this with passive bonuses as you go through a tier.

  2. Arrowshafts are good in their current state, where higher tier logs give you more of them. Fletching already competes with Construction and Firemaking for uses of logs, so tying arrows into specific types of logs seems overly restrictive. EDIT: they would have to have xp rates comparable to bows, to not feel like wasting logs on it.

  3. Would this do anything similar to upgrade levels...

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Responding to your first question (I'll let Breezy handle the other two), to stagger the unlocks a bit, we went for shortbows at X0 Fletching level, crossbows at X3 Fletching level, and shieldbows at X5 Fletching level.

The eternal/primal equipment releasing with 110 Woodcutting & Fletching 9th December have similarly staggered unlocks, so that you have some more gradual unlocks on your journey from 100 to 110. We'll see what players think of that and I can apply that feedback to the re-tiering.

Here's how the weapons are currently arranged at the lower tiers:

https://preview.redd.it/5kk4bpssmm2e1.png?width=1200&format=png&auto=webp&s=4af8036fc4a4caf22297117120fab93e41675726

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Comment

Originally posted by notLankyAnymore

I like everything but the arrow change. Also, what type of wood do grenwall spikes make? (You can add feathers to spikes to make arrow shafts.)

Currently grenwall spikes continue to make basic headless shafts, since attaching feathers to them requires 1 Fletching. (They're quite an outlier so wasn't specified in the design.)

Do you have a preference for an alternate approach to fletching headless arrows from grenwall spikes?

Comment

Originally posted by Dry-Fault-5557

Don't forget to adjust the Almost Made in Ardougne elite task.

Do you have a preference for how to handle Almost Made in Ardougne? I've been in two minds about how to adjust it.

It looks like you don't need to gather the logs/ores in Yanille/Witchaven, so could leave it as a rune crossbow with Fletching req lowered to 50, but you'd need to buy/bring acadia logs from Al Kharid.

Alternatively could lean into the yew logs and make a necronium crossbow from scratch, but that would push the Smithing and Fletching reqs for the elite task to 70, and would need to buy/bring/metalbank necrite & phasmatite rather than runite & luminite.

Probably a better third option I haven't thought of. :)


Yesterday

Comment

Originally posted by Narmoth

Nothing was mentioned of F2P can cut the Magic trees instead of only buy off members on the GE.

There are two existing magic trees at the Mage Training Academy near Al Kaharid.

EDIT: This is a huge Win for F2P btw.

Thank you!

No plans for F2P to get access to magic trees, especially since they've been pushed up to level 80 for a while now, and F2P content is supposed to not exceed level 50/60. (Fletching re-tier complies with that by re-tiering acadia/rune to level 50 equipment and magic/bane to level 80 equipment.)

Comment

Originally posted by RunicLordofMelons

My only concern looking at this would be around the changes to Magic bows, rune cbows, etc. And mostly considering the F2P players.

If we insist on capping most of the standard CB items available to F2P players at level 50. Then it seems like F2P players will need a way to obtain Acadia logs and ideally Acadia Trees. The easy solution is to just make the logs F2P so they can buy on the GE but it just transplants the current issue of Magic logs down to Acadias.

Currently even though Magic logs are available to F2P players only non irons can obtain them through the GE. This really shouldn't be the case but its just how it is. Won't be an issue if Magic Logs and everything go full P2P. But definitely want to substitute something in so F2P players can actually access and create their high level weapons.

Also this would make Yew Trees entirely useless on F2P if they can no longer fletch them into anything. Not a dealbreaker on it's own but if Yew TREES remain ...

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As mentioned elsewhere in the thread, with 110 Woodcutting & Fletching, we're adding a few teak, maple and acadia trees to F2P forests. Teak, maple and acadia woodboxes/logs also become F2P objects where they aren't already.

Look for details in the patch notes for 110 Woodcutting & Fletching when that update releases on the 9th Dec. :)


10 Oct

Comment

Originally posted by [deleted]

[deleted]

The hatchet/pickaxe of earth and song is the part that needs Plague's End (level 70 crystal hatchet/pickaxe and completion of the elf questline for "song"), Birthright of the Dwarves (for level 80 imcando hatchet/pickaxe and completion of the dwarf questline for "earth") and While Guthix Sleeps for a tertiary ingredient that combines them into the level 90 hatchet/pickaxe of earth and song.

The level 100 hatchet/pickaxe of life and death is then an additional upgrade of the hatchet/pickaxe of earth and song with extra requirements (such as pirate quests and necromantic elements).

If you don't want to do quests and are happy to settle for not having an augmentable hatchet, though, you'll be able to smith hatchets up to level 100 primal, in a similar manner that you can smith pickaxes. (We're adding smithable hatchets from orikalkum upwards.)


09 Oct

Comment

Originally posted by [deleted]

[deleted]

Yes and yes.

Quest reqs of https://runescape.wiki/w/Pickaxe_of_Life_and_Death#Creation but replace Cabin Fever with Pieces of Hate.

Comment

Similar quest reqs to those of the pickaxe of life and death, but Pieces of Hate instead of Cabin Fever.


07 Oct


28 Sep

Comment

It's technically possible to add a HUD child window for the quest journal - the caveat is there's nothing in quests that tells the quest journal to refresh when any quest-specific variables advance state.

Historically the quest journal generates its text from your current state when you open the interface, depending on that player-triggered event to have the latest objective text.

So the popup would need a manual refresh button at the very least, which would somewhat degrade the benefits of passively having its objectives on your HUD while you continue through the quest.

Could refresh the popup on a timer, but slight performance impact to that (the quest journal is a very old interface from back before we had client-side infrastructure that generates all its data server-side then transmits it to the client - also fun fact, the quest journal long predates dynamic components so each entry is one of a finite set of static text components).

So would s...

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16 Sep

Comment

Originally posted by infectedbunny

Are you on a F2P world, by any chance?

Members objects are inert (properties unavailable) on F2P worlds, and the lamp data is stored on the object, so a members object lamp on a F2P world possibly might be the cause.


06 Sep

Comment

A few options, depending on your particular self-imposed play style restrictions:

  1. If I remember rightly, you can talk to Challenge Mistress Fara for an option to skip the old set of combat basic challenges if your play style prevents you from completing them.
  2. You can talk to Nastroth in Lumbridge courtyard and get him to block combat XP in skills of your choice (other than Constitution, sadly). You can freely toggle the skills back on whenever you want. If you gain XP in a skill you don't want and the skill level is still fairly low, you can also get him to remove XP in a skill (6 months cool down).
  3. I believe you can kill cows with recoil damage, so if all else fails, wear a ring of recoil, bring some food, and let the cows work out their own beef with you.

20 Aug

Comment

Originally posted by RohitPlays8

Its pretty annoying that when you x close the console, your game also goes away, maybe a hotfix for this, could it just hide it momentarily?

The engine can't be hotfixed.

The engine has a feature that allows server-side RuneScript (that defines the logic for content) to be hotfixed (that is, modified without rebooting the servers), as long as we're modifying existing triggers and not creating new ones.

Since only server/lobby script can be hotfixed, game data (configs) and client script cannot be hotfixed.

As this extra window is an issue with the game engine, it has to be fixed in a game engine update, and those are typically monthly at most.


19 Aug

Comment

Nope. The item's stack quantity is repurposed as an object variable to store data (in the case of unfinished smithing items, split between the finished item ID and your progress toward finishing it), which means that such items cannot stack in your bank. You can either have one or the other, but not both.

Comment

The examine is correct.

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so a fix to make the decorated urns comply with their description will come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99, while incubator effigies will continue to do so. (Which is why some delicate surgery was required, as they're intricately conjoined.)

Comment

Originally posted by Genji_main420

Decorated mining urn examine text still says: "This will collect ore slivers when I mine ore at or below Mining level 99" But they DO work with the t100 rocks.

Higher tier urns on the way? 😏

Patching decorated mining urns was a bit more complicated than some of the other post-release fixes (just finished the code review feedback for urns this afternoon), so that'll come in future patch notes.

But for transparency, once patched, the decorated mining/smelting urns will not fill from resources above 99 (so the examine is correct), while incubator effigies will continue to do so. (Which took some delicate surgery, as they're intricately conjoined.)

Comment

Originally posted by srbman

Is there any update on the external console window that opens when pressing Alt+~? It's been going on for over a month.

That's more in the engine realm, and engine builds release less frequently than weekly content updates. I believe our engineers hoped to get a fix into the engine mostly recently released this month, but it didn't quite make the cut, and subsequently are hoping to fix it in the next engine release.

Comment

Originally posted by Kazanmor

nope

Protean bars and unstable protean bars now give appropriate XP at levels 100 to 110.

Yep, and appropriate XP in this case is to cap protean bar XP at 99.

I initially implemented the patch as an additional primal protean tier at the start of last week, but upon further discussion with the balancing designers during the week, the preferred approach, considering the long term implications of 110 skill increases, was to cap the XP for this protean, which is where it's now landed at launch.