Hi, thanks for your feedback. I've had a chat with the combat council, and we agreed to lower the Agility req for Dive, Escape and Surge to 5, so it's within the F2P skill cap. Fix is implemented and undergoing QA testing.
Hi, thanks for your feedback. I've had a chat with the combat council, and we agreed to lower the Agility req for Dive, Escape and Surge to 5, so it's within the F2P skill cap. Fix is implemented and undergoing QA testing.
If you go down the stairs in the Falador castle throne room and go back up (possibly choosing Legacy of Zamorak from a prompt that appears, depending on if you've completed Aftermath), does that possibly fix it for you?
Hope the final reward in the " Zamorak" quest related series is related to "Zamorak" like Solo balancing changes, or no deep runes p7 like the Community has been asking about since release.
I can confirm that the reward from the Legacy of Zamorak finale quest is neither 'no deep runes p7' nor solo balancing changes to the Zamorak boss.
It sadly is not fixed. Here is a gif showing that with the puzzle box and no persistent rage relic activated, it still puts you in combat. I have bug reported it twice in game and really hoping for a fix soon :(
"I believe that inconsistency was fixed earlier in the project."
Changes the finale quest project has made to the puzzle box / Persistent Rage / adrenaline urn will release with that quest in (hopefully) December, and are not yet live.
Please please please please fix the puzzle box bug where surge puts you in combat before you remove our ability to use persistant rage in its place
I believe that inconsistency was fixed earlier in the project.
If it's not working as expected when the quest releases, let us know - I'll have a little window of allocated time during release week for fixes. But presently the finale quest project is locked for localisation and my time's fully allocated to my next (2023) project.
An easy way to fix this issue is to make the Persistent Rage relic cause your adrenaline to increase when you're out of combat. It would increase at the same rate that adrenaline currently decreases when exiting combat.
This makes it more useful than the puzzle box but not so useful that it becomes a must-use relic. It would still primarily be a QoL effect like it is now.
The main use for this would be to easily start each boss kill at 100% adren without having to use dummies or tele to War's Retreat to use the crystals. Even if you do make a pitstop at War's to use the bank, you'd get back to the boss that much faster since you wouldn't need to stop and use the crystal.
I think this is the best way to buff the relic without making it overpowered.
Oh hai,
A quick note to reassure that Persistent Rage's relic effect will indeed, with the release of the Legacy of Zamorak season finale quest, change to differ from and complement the infernal puzzle box.
The adrenaline urn will also function slightly differently to accommodate these changes.
(Shout out to Mod Asherz for patching Persistent Rage and the adrenaline urn for us, while Mod Raven and I had our hands full developing the quest.)
Read moreUnless the cooldown timer is also paused, aura pausing can be abused by turning all pvm auras on and then immediately log out for a long time, like for sleep or work. After you log back in, you now get to use two aura durations for free.
But if we pause cooldown timer as well, players who log out with a few minutes left on their aura and forgot to remove it first will lose out on most of that aura when they log in.
You'd see the edges of the trap doors in Klenter's Pyramid. If you fall into a trap door, it would remain open for a couple minutes, and would be visible to other players.
Will this also apply to the traps before the chest?
CROSS-WORLD PRESENCE
Can this be made a toggle rather than be on for everyone? This would make certain player hubs laggy and too noisy if everyone can see and hear everyone else in every world. This would be a huge buff to spambots as spamming in one world wo...
Will this also apply to the trap(door)s before the chest?
Yes. :)
Hi Mod Stu! By that standard can we also relabel Twilight of the Gods as a Grandmaster as well? As a quest that :
1) Has an L80 requirement 2) Actually requires a GM quest as a prerequisite 3) Massive story implications and big adventure
I think it meets the criteria perfectly.
According to our guidelines, Twilight's one 80 req puts it on the fence where it could go either way. But given the other req is 60 and its role in that arc, I'd say Twilight's in the right place at Master.
Requiring a Grandmaster quest doesn't necessarily mean that a quest itself is Grandmaster.
From a seasonal cadence perspective, despite the lore implications, IMO Twilight is more of an epilogue resolving the consequences of the climactic events in Extinction.
Massive story implications and big adventure are certainly how many players would describe a Grandmaster, but it's never been our criteria for bracketing its Difficulty.
To be honest, we'd be keen to remove the Difficulty field from the quest overview and quest sort, now that there are so many other ways to sort the quest list.
There's now much more information available to make an informed decision of how difficult a quest is according to your own criteria.
As this conversa...
Read moreReclassified Pieces of Hate's difficulty from Master to Grandmaster, as it requires multiple 80+ skills. This moves the pirate finale in the timeline sort from Legendary to Mythic, alongside the finales to the elf, dwarf and myreque series.
Pieces of Hate makes much more sense as a Grandmaster quest. It's strange it was not billed as one until now. Did they have plans on creating yet another Pirate quest to be a sequel at some point?
I didn't develop Pieces of Hate, so can only speculate (maybe Mod Rowley recalls and could chip in) why the pirate finale released as a Master quest.
I think it might've been because either there'd been a lot of Grandmaster quest releases at the time, or as a concern of managing expectations (Grandmaster difficulty tends to get compared to fond memories of While Guthix Sleeps, which Mod Tytn developed for about a year, and quests typically need to go from design to release in about 3-4 months).
Certainly the previous quest in the pirate series is Master, so I don't think would've been due to jumping requirement brackets too quickly, and Pieces of Hate was definitely intended to be the pirate series finale.
Our internal definition of a Grandmaster is that it typically has 80+ skill requirements, which applies to all of the skills required for Pieces of Hate.
I'm glad you're happy with this reclassification. :)
No, there's lots of miniquests that are on comp/trim. Such as:
Comp -
Damage Control, Enter the Abyss, Eye for an Eye, Father and Son, Flag Fall, Ghosts from the Past, The Curse of Zaros, Final Destination, Harbringer, Head of the Family, Helping Laniakea, Jed Hunter, Hopespear's Will, Lair of Tarn, The Lost Toys, Mahjarrat Memories, One Foot in the Grave, Raksha, Sins of the Father, Tuai Leit's Own, The Vault of Shadows.Trim -
Desert Slayer Dungeon, Sheep Shearer, Tales of Nomad, Tales of God Wars, Witch's Potion, Rebuilding Edgeville.I don't know what logic Jagex uses to determine which should be on Comp and which should be on Trim. IMO, all quests and miniquests should be on Comp, and MQC should be on Trim. Or just remove Comp cape so that trim is the new comp and have the option to choose white or gold particles.
In an endeavour to reduce this inconsistency, I've created a miniquest meta achievement that both the comp cape and MQC require.
That way we don't have to maintain two inconsistent lists of miniquest requirements on each cape.
All going well (always the possibly of a change of plan before release), it'll release with the Daughter of Chaos sequel / Legacy of Zamorak finale at the end of the year.
I'll check on Monday if the Civil War miniquests are on there. EDIT: Checked. They are.
Though the finale will require the 3 Civil War miniquests, as noted, so that makes them indirectly a quest cape req anyway.
Nope, in the same way that the drop chance of eggs from BGH is fixed.
The roar just increases the XP from eggtivities.
The biggest interface that bugs me is achievements, why is this not next to quests or challenges??
Amen, brother.
I hate having dimension of disaster partly completed but I don't want to finish it anymore after doing the mqc req.
It's been a while since DoD, but I believe Aris has a right-click option to complete the remainder of a replay, which sounds like it'd fit your use case.
Two weeks of afk grinding, and I got the strange egg! In that time, I have literally graduated from university and moved houses! Was it worth it? Probably not. Am I still thrilled that I got it? Hell yeah!
E: Deleting my minor complaint, as I see it does get unlocked in the transmog interface! So basically perfect (although it would be hilarious if you could move around while transmoged, hint hint).
Congratulations! Well done.
If you guys are okay with strange rocks from the auto-cycles, would it be possible to add strange/golden rock chance to Hefin posts?
You can only do 800,000 agility experience maximum from auto-cycles before you can never do them again, which means if you reach the cap for conventional training reasons, you get locked out of a really effective way to gather the rocks.
It's certainly possible, if the skilling council approves; I moved onto my next project a week ago, so I can't see myself having an opportunity to implement that QoL. (The project aims target my strike as a different area of focus, and I already have a deadline to meet.)
I can only suggest reporting both of the above changes you'd like to be made (adding strange/golden rocks to Hefin serenity posts; allowing autocycles to be rode for side-effects when their Agility XP is capped) as a bug through the ingame report tool, and perhaps that way it may get into our live bug pool to be actioned whenever a dev has a chance between release schedule sprints.
Feeding the Dino troughs: why did you revert it frol giving agility xp back to farming xp? It was a great quick way to get agility strange rocks and golden rocks. We already have numerous ways to get farming rocks...
We received feedback from some players that they wanted it changed back to Farming so that they get Seren spirits (which you only get from gathering skills) from Eggsperimentation.
I'd suggest auto-cycles in the Empty Throne Room, if you need a quick source of Agility rocks.
Hefin agility course is probably still a good option too - double rock chance during Hefin Voice of Seren, equip an Agility skillcape, etc. It all adds up.
Hm. Alright.
Skillers have benefited from making bak bolts for a while no doubt.
I do need to ask though, do you think ammo really needs to be consumed with every arrow? Aside from Wen and Bik at max charges, the god arrows will be using an arrow with every ability. Bolts for the most part don't do that. It's a bit of weird balancing. For the mean time to keep profits decent, it's okay. In the long run I don't know if that's healthy for rangers to be spending so much per hour on just ammo unless that was intended.
Cheers.
The tricky thing is that supply of bakriminel bolts is throttled by the six hour regrow of bloodwood trees, while the limiting factor in supply of elder god arrows is the time for someone to gather, fletch and imbue them. One could see it as comparing orange bolts to apple arrows.
It's also a space where other T95 arrows exist (albeit capped at T92 by equipment for now), which lends additional differentiating elder god effects to be situational rather than for constant default use.
We're monitoring the consumption rate, and will tune it if necessary. Currently in conjunction with secondary uses for components, it's central to maintaining demand to meet the supply, though.
Incidentally, I'm happy to report that buffs to sources of resonant anima (to roughly equalise them) just passed Release Candidate QA, so all going well are awaiting deployment in the next Monday update.
Will the creation speed of the god arrows be increased as well? They're really slow compared to enchanting bolts.
That's currently intentional in order for the skillers-feed-killers economy of the arrows to work.
The aim was to add an evergreen high-level moneymaking method for non-bossers.
Which means to a large extent, the skiller is selling their time spent to make the arrows, and the PvMer is paying for the convenience of spending that time bossing.
I'm surprised the imbuing speed needs to be this slow in order to accomplish that balance, but it's currently in line with the balancing council's intent.
We're going to monitor the supply and demand, and buffing the creation speed is one of the levers we could pull in the future if the ratio makes it not worth the effort on either side of the equation.
So far the demand's been high (and should only get higher when a T95 bow unlocks the full capability of elder god arrows in the future).
So we're first pulling levers on the side of buffing resonant anima supply now that it has a sink, and to keep...
Read moreAgreed. This outfit is a work of arrrt.
Actually, I have eggsactly one more question: is there anything that would lead to an increase in drop rate for the strange egg? I've tried eggerything, including having the mysterious egg pet out, having a regular egg in my inventory, hunting during the roar period, eggtc. I even tried having a frying pan (both weapon and artefact) with me, in case it helped me. But so far no luck,
strangegoose egg, if you will.
Great inventive modifiers! According to what Mod Abe told me, it's just a random roll, nothing eggstra that can egg you on.
The question is, can either of us trust him?