Jagex_Stu

Jagex_Stu



21 Jul

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Hi there. We've just released a hotfix that should resolve this issue (was affecting players who completed Legacy of Zamorak before Twilight of the Gods).

Let us know if it's not fixed for you.

If you logged out in the Falador throne room, you'll need to go down the stairs and back up to set Saradomin and Adrasteia to their expected state.

From the stairs, you might get a prompt to choose which quest/season you're on, depending on how many other quests you have in progress that use the Falador throne room and can be progressed in non-linear order.

Note that there's a particular state in Twilight of the Gods where the quest journal says to speak to Saradomin but actually Adrasteia is there and continues the conversation. Checked with the quest's developer and that's intended.


19 Jul

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Yes, the engine command that lets us clone the player as an NPC (previously used for Kerapac's time clones) currently has a limitation that it doesn't copy dynamic customisations such as polygon recolours. It's essentially cloning with the default colour of worn recolourable items.

Engine are aware and a fix is in the works, but engine releases are less frequent than content updates, so the scheduling didn't work out that we'd have an engine release live to fix this in time for Dead and Buried's release.

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Originally posted by Damosane

This is great but are you aware it's impossible to complete twilight of the gods at the moment ? Saradomins daughter refuses to talk about the quest and insists on singing at people

Yes, I moved over to working on fixing that this morning. I'm close to a solution, hopefully hotfixable. The manner in which Twilight of the Gods can be completed before or after Legacy of Zamorak makes for quite a lot of corner cases.

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Never mind. QA have a savegame to reproduce this now. :)

Could OP/someone who's having this issue reply with the account name you use to log in, please?

QA are having a tricky time reproducing this one, so if we can copy your savegame that'll help a lot with getting it resolved.

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Originally posted by Ayitriaris

Maybe we can get the big raptor when she is not walking, like anywhere besides in the quest?

Not the greatest option since it’s inconsistent - but I guess inconsistent isn’t unusual in this game, and we’d have our big raptor back 98% of the time we see it

Hmm, I did consider that - though as I said, our art director prefers we don't resize character models at all.

You start to run into issues where characters are too wide to fit through doorways and the like. (Admittedly Keldagrim already has that problem, but we needn't contribute to the problem.)

Trouble is that widening only the Raptors that stand still would introduce a strange inconsistency.

Whenever the character has to move or do something, they'd get slimmer, which affects more than just Dead and Buried and Song from the Depths.

Like the version of the Raptor that fights dragons, cannoneers, glacors, trolls, etc in Slayer areas would have to still be slim. Or any wandering signature hero events or guild appearances.

I think let's see how people feel when we release the animation change above and get to see it for themselves and have some time to get accustomed to it.

I do need to start preproduction for my next project at the ...

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18 Jul

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Great work with these mockups!

For what it's worth, earlier today I queried the art leads about whether we might be able to horizontally stretch the Raptor NPC configs to bring back a little of the character's girth.

To transparently paraphrase our animation director's reply: "The issue with resizes is that the feet may slide when walking, as the animated stride length will be different relative to their leg length. It may not look too bad if a small resize value is used, but preferable to avoid if possible."

Unfortunately, while we do have the capability to do that, our art director also isn't comfortable with using resizeh to resolve this.

I was able to get a little time from an animator to adapt the Raptor's original idle pose to work with the new Raptor model. ...

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Originally posted by Konstiin

I mean, I think that if they had intended this story at the time of Unwelcome Guests, they would have done the character model change then. This is some really recent retcon idea by someone.

Would've been ideal to graphically update the Raptor to the male player armour silhouette prior to this quest, I agree.

Would've allowed some time to get used to the updated look (and correct my bad call of using the angry walk to help their posture seem stockier, bad-ass and top-heavy like the original) before exploring the Raptor persona.

Unfortunately, the resource scheduling just didn't work out that way.

We requested the asset near the start of the year when the major characters for the Fort Forinthry season were locked in, and it's taken this long to get the updated Raptor modelled, textured and rigged.

Character models take a lot longer to make to the level of detail that's expected nowadays.

For most of this quest's development we developed with a placeholder, and only got both characters a week or two before release when we were otherwise feature-complete.

When we got it was the earliest we were going to get it.


17 Jul

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Originally posted by King_Yugo_Wakfu

i wish i could lose weight as fast as Raptor Stu

he looks like he went on a major dieting spree

Never skip torso day.

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Originally posted by jajanken_twat

Why did you make them less bulky? There are plenty of bulk armor sets in the game that fit the player's 1x1 size while making the Raptor interactable, but still minimizing this poor 'retcon aura' around the raptor.

It was unfortunately a necessity for the Raptor to conform to a human player rig so they can use the animations available to a player.

We had to do a similar thing to Sir Owen back when I developed Death of Chivalry.

All the signature heroes were initially made with unique models with a limited set of animations that'd work with them. That limited what we could do with the characters.

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Originally posted by 5-x

Will that change Raptor's stance in all Fort-related appearances?

Good to hear, I think the angry pose was a graphical misstep.

Yep, anywhere he's using a casual stance will be updated to no longer use this angry stance.

(Combat stance is already using the neutral type. You can see that in the Raptor at the Glacor front or Burthorpe troll cave, for example.)

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Yeah, that's a fair concern. I've just implemented a bugfix to replace the angry pose with a default masculine EoC stance.

I'd hoped the tension in the shoulders and tendency to fold arms would be more characterful and help capture a little more of his original silhouette, but on reflection it was a mis-step, and ultimately the armour was made for a more neutral player stance. My bad!

(I also changed examines "Who could move in all that armour?" to his alternate text "A mysterious warrior clad in thick plate armour.", given that's been raised as a concern and is something I can fix.)

They're config changes, so needs to wait for a Monday game update, but that'll hopefully present the Raptor's new model closer to what the character artists intended.

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Checked with Mod Jack to make sure it's okay to say this.

Dead & Buried isn't a season finale. It was never meant to be the ending. It's the cliffhanger episode at the end of the First Forinthry season that sets up the next season of the Fort Forinthry storyline.

It's understandably confusing, as the final items on the last development update are Dead and Buried and Necromancy, and we haven't talked about what happens after Necromancy.

The Necromancy season will take centre stage for a while, then we're going back to the Fort storyline for a second season.

There's a sequel to Dead and Buried in development, for which Dead and Buried set up plot points, that'll continue the Fort Forinthry quest series after the Necromancy season.


16 Jul

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Originally posted by brutalvandal

Please make it 28 mahogany.

But then we'd have to make Tier 3 56 magic.

Not For-in-thry enough.

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Originally posted by dweeegs

Just put Monster Mash on it 50 times

This is the way.

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Originally posted by Nolifedemon

Thats fair, Rubic already figured it out as well :)

https://secure.runescape.com/m=news/woodcutters-grove---fort-forinthry-season-update

And I belive they did but atleast in this post, if you scroll down, it is listed every building, and every frame required for said building :)

So unless its a Mandela effect. But given the post states the con lvls required (rubic pointed this out), he was also able to deduce which frames would be required as well.

So im hoping that since it is in that post, (I didnt go back further as I dont like the system for it but I was always prepared after the original forts release)

So if you do get in trouble, you can perm ban me for speaking out of turn! Since youre on of the best jmods about :)

<3

*screenshots your character reference in case I need it for my employment tribunal*

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Trusting you that all the previous news posts provided this info in advance, and hoping this won't get me in trouble:

Ranger's workroom frames:

  • Tier 1: 14 acadia

  • Tier 2: 24 mahogany

  • Tier 3: 42 magic

They also each require 6 stone wall segments.

Just checked the configs to confirm, and their Construction reqs are 50, 65, 80.

No comment on Necromancy. That'd definitely get me yeeted.

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Originally posted by Nolifedemon

u/JagexAzanna why arnt the tiers and frames required listed this time? we got told every other building in advanced, so why are they missing from this one?? id rather prep and be ready then spend 2 hours after release making the frames. obviously t3 will be elder because its 92 con, but what about tier 1 and 2? with 5000000 new frames added for every log, cant really guess anymore.

Trusting you that all the previous projects provided this info in advance:

Ranger's workroom frames:

  • Tier 1: 14 acadia

  • Tier 2: 24 mahogany

  • Tier 3: 42 magic

They also each require 6 stone wall segments.

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Originally posted by rishvish

For the new god arrows requirements for trim and comp, do I need to make the arrows from scratch or can I just buy dinarrows and add the anima ?

Imbuing is the step accelerated by Wisdom of Anima, so that's the part of the process that's tracked for the new achievements.

No need to make the dinarrows from scratch (unless you're an ironperson, living the DIY challenge).


13 Jul

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Originally posted by -Zakh-

You’re a god among men.

<3

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Originally posted by -Zakh-

Will level 3s be able to do dead and buried?

I just did a speedrun to confirm, and assuming:

  • you've been able to complete Unwelcome Guests (the season so far has some critical-path combat),
  • have some indirect means of defeating enemies (there was one scene where deathtouched darts didn't work)
  • are careful about the wilderness skeletons outside the Slayer crypt north of Fort Forinthry,

...You should be good. None of the quest's combat NPCs give combat XP on death.

The only XP I received on the critical path was some Construction XP, but that's not a concern to a level 3 combat pure.