Jagex_Stu

Jagex_Stu



05 Dec

Comment

Originally posted by GamerSylv

Will the new Fletching mechanics apply to lower tiers? I mean the streamlined and consistent ammo production.

We're experimenting with some new mechanics within the allocated space of 100-110.

Applying them to lower tiers, depending on how well that's received, would require a larger rework outside the scope of 110 projects.

Comment

Originally posted by Glenger

Will Yew logs still be accessible in F2P? Will we still be able to fletch and or burn them?

No changes to yew with this update, as yew's a level 70 wood.

The focus was on increasing the skills to 110 and adding Woodcutting and Fletching unlocks within that bracket.


25 Nov

Comment

Originally posted by yuei2

TIL, Thank you Stu!

That’s genuinely interesting also sounds kinda headache inducing lol. It’s funny how just a slightly different priority in the playing of animations could cause such a ripple. 

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I recall the deprecation of the client-side cutscene format giving Mod Liono lots of headaches! He took on the unenviable task of converting all the HTML5 client cutscenes (I think we had about 40 at the time) to server-side code and I remember him spending hours and hours manually tweaking the batch-processed scripts trying his best to fine-tune the delays for 30 frame/second client data to 0.6 second server increments. He managed to get most of them pretty close to the original, but eg there's a particular Tuska cutscene that's fundamentally ill-timed for a less granular tick rate.

Comment

Originally posted by yuei2

Fixed an issue where the player with the Risen Walk animation override active was unable to move after replaying The Death of Chivalry cutscenes using the skull of remembrance

What….what caused that???

Risen Walk's idle animation has a higher priority than most idle animations. (I think so the idle has a chance to finish before starting the walk cycle, so the animations blend more smoothly.) When you complete/skip the Death of Chivalry cutscene, any animations running on the player are cleared, so if there's a looping animation or cutscene animation playing at that point in the cutscene when you skipped it, the animation doesn't persist when you teleport out of the cutscene instance. (Some of the cutscene animations are long and elaborate, and some loop indefinitely.)

Back when I developed Death of Chivalry, there was an engine bug wherein passing a null animation caused the player to briefly T-pose before they started playing their ready animation. (I think due to more resources being streamed on demand at the time, leading to an issue where your current idle animation might not be cached at the time it needed to run.)

(Might've also had something to do with how ...

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23 Nov

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. :)


22 Nov

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.