Jagex_Stu

Jagex_Stu



08 Feb

Comment

Originally posted by Terrasour

Please have a look at removing the 75 magic requirement from the elder kiln quest. It would allow pures and skillers to try to get the kiln capes.
We see low level pure inferno runs beeing very popular on osrs, but since we have a requirement locking accounts out from kiln, we cannot get the zuk capes either. I dont see a bot restriction beeing an issue now a days either.

I would be very fun to see low level accounts and pures with kiln capes and pures with zuk capes without beeing limited by 75 magic requirement.

Would deeply appriciate if it can be looked into u/Jagex_Stu

As mentioned elsewhere in the thread, I'm gradually putting together a design for a similar project focused on skill requirements. (Though I'll probably do some smaller gamejam projects for a bit - I started this one in Dec 2022!)

This point in the Elder Kiln is on the list - I appreciate various flavours of pure would love the challenge provided by the Fight Kiln.

From a mechanical perspective, this scene is faking the casting of spells to heat an egg via an interface. You don't gain any XP from heating the egg, you don't have to be on the standard spellbook, and it doesn't consume runes.

I'd want there to be suitable narrative justification for not casting the spells with your own magical skill (you're guiding a TzHaar-Mej's attacks, or are provided with a limitless staff or spell tablets or suchlike), and it may be preferable to bring another of the quest's requirements up to 75 to keep the Elder Kiln in a suitable difficulty bracket, but I'm opening to a...

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Comment

Originally posted by Termades

These changes look good, but I don’t love transferring the level requirements onto the reward lamps, especially for the low XP low level lamps (5000XP lamps from King’s Ransom and Between a Rock). We’ve had quests like Waterfall Quest and Knight’s sword that provide substantial XP drops with no level req. before, so the level gatekeeping feels arbitrary when done at the end like this.

Definitely a controversial take, but the Waterfall Quest and Knight's Sword predate our current best practice for quest XP rewards, and from a balancing perspective, it would be preferable if their lamps (or quest accept) either had a suitable level requirement or awarded less XP.

They skip a massive chunk of the initial levels for their skills, and that's where you're learning how to level those skills and getting the most satisfying succession of rapid 'dings'.

On the other hand, the 'mastery knowledge', that there are techniques experienced players can use to accelerate their progress when making alts, is something some players enjoy, so it's a tricky thing to nerf.

In a 2017 TAPP project, I did an improvement project to the Knight's Sword that included converting its 12k Smithing XP reward to a lamp with a suitable level requirement. We ultimately removed the 28 Smithing requirement from the lamp a few months later due to the ongoing outcry.

On t...

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Comment

Originally posted by Japanese_Squirrel

Holy Stu! This is amazing. I read the blogpost. I can't imagine the amount of time that went into this.

Just one thing though, I'm kinda opposed to the Legend Quest being decoupled from all those quests. A mountain of requirements makes you worthy of being a Legend, no?

I certainly agree that Legends' Quest should have legendary requirements!

I think it still achieves that even with a few cuts, though (particularly via that signature Quest Point requirement, as Kobra noted).

It's hard to see from this patch notes format, so here's the updated Legends' Quest requirements:

* 107 Quest Points

* Heroes' Quest

* Jungle Potion

* 50 Agility

* 50 Crafting

* 45 Herblore

* 56 Magic

* 52 Mining

* 42 Prayer

* 50 Smithing

* 50 Strength

* 50 Thieving

* 50 Woodcutting

Comment

Originally posted by KobraTheKing

Been a pleasure to contribute to the list.

Great work as always, God Stu.

Literally couldn't have done it without you, Kobra. Thank you for all the time you put into your initial design and investigation that kicked off the project, and your feedback throughout its gamejam iterations. :)

Comment

Originally posted by Ziadaine

Could we remove the 7 magic req for in aid of the myreque in order to start the quest? Since you can use enchant sapphire tablets to do the same effect.

If this goes well, I'm hoping to do a follow-up gamejam project focusing on skill requirements in future. (A few skill pure requests slipped into this project due to poor impulse control, but had to stop myself to manage scope.)

I've created a ticket for In Aid of the Myreque's 7 Magic req to ensure it's on the list for the future. :)

Comment

Originally posted by Gamez_X

Stu, was surprised anyone still remembered that old quest tree i made though i'm curious, why am i "Follow - formerly gamez-x"? As far as i'm aware, i've not changed my name to follow =P

Oh, I do apologise! I mis-assumed gamez-x was a prior handle of the player Follow / 5-x who's a reddit admin here.

In that case, here's my official statement that credit for the quest requirement tree in my dev blog is very much yours!

Also thank you again for your https://www.deviantart.com/gamez-x/art/Runescape-Multiverse-601594844 which I partially utilised in a cosmology presentation at Runefest many years ago.

Post

Greetings, fellow players! We've just posted a developer blog I wrote to contextualise my upcoming gamejam project.

I've also got a preview of the full patch notes below, hopefully releasing on 19th of February.

There's a narrow window today and tomorrow before it's code-frozen for release candidate testing on Monday. So if you foresee any issues with any of these changes, I welcome your discussion in the thread below.

Another Slice of H.A.M.
• No longer requires The Dig Site quest; made some dialogue referring to its earth sciences test conditional
• Now req...

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30 Jan

Comment

Originally posted by LuckilyLuckier

Can you submit a bug fix the F2P Map Labels missing issue? Been a long time, still waiting.

That one's out of my hands as a content developer, alas, as it's an engine bug with how static world map elements are parsed, and new engines release on a relatively infrequent schedule (more monthly than weekly).

Had a poke at our ticketing system to see what's up. Looks to have initially been reported in May, investigated quite extensively (looks like it was quite a tricky issue to isolate) and then a fix developed in September. Given the defect's relative gameplay impact severity, it's flagged as minor priority, so presumably some more critical engine fixes have beaten it to the testing suite a couple times.

Looks like the fix has been QAed and ready to merge since early December. Wasn't included in the most recent (January) client update, so presumably it's waiting for the next full stack (server & client) engine release.

EDIT: Investigated further. It won't be in the next engine (releasing mid Feb), but is scheduled in for the one after that.

Ho...

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29 Jan

Comment

Sorry to disappoint you, but I submitted a fix to recolour the untextured polys of grizzly/black bears last week. (Slightly too late to go into this week's patch notes.) Enjoy your purple drank bears while you still can!

Also added steel armour to the unicorn stallion familiar, to help distinguish it from other unicorn pets.

Comment

Originally posted by Flooterloops

Can we quickly take the time gate off the Myreque memorial miniquest and achievement. No need to wait 10 days when I could build them all at once

FWIW, over a few of 2023's gamejams, I did a big cleanup of various quest requirements, which included removing this Memorial to the Myreque timegate and some other adjacent points of questing friction (eg moved the Archaeology collector prompt on some quest NPCs into their dialogue tree).

That gamejam project completed localisation over Christmas, so it's in the pipe and I'm hopeful it'll release in the coming months.


02 Jan

Comment

Originally posted by x2o55ironman

Left click buy all sounds wonderful; would there still need to be a confirm screen in the newer interface, or could that be tied to the buy warning value setting?

Currently on holiday in a different country, so unable to check the codebase to confirm if the confirm screen has a remove option. But as it's a data-driven system, seems theoretically viable to add an option to disable the confirm screen on shops of this type.

Comment

Originally posted by x2o55ironman

First bit sounds directly worse than what we have now; I don't want to say "buy something" and have the game give me a popup going "are you sure?" with no keybind to confirm, even what we have currently (right click to choose to buy all with no confirm) is better than that

And none of those shops let you buy the full stock/all you can afford with left click, you're still force to right click; we're looking for an option to just go I'll take your entire stock with no extra steps

Those options are configurable in the generic reward shop interface. Could make the first option Buy All.

Sounds like that would be the primary use case for this type of shop.

Comment

Just a thought... What if such shops used the same generic front-end interface used by most reward shops nowadays? (Ref. Christmas spirit shop, Waiko reward shop, Treasure Trails reward shop, etc)

I wonder if it might also be time to do away with zero-stock Sell items in most shops, to reduce some UI clutter? I can't see much of a use case for them nowadays (other than the occasional outlier like Summoning training shops) since they became personal stock shops.


16 Dec

Comment

Originally posted by WardTurtle

Thank you everyone for your insight, I hope you all have a happy Holiday season! I will have the problem fixed next week once I get the minor reset to hitpoints and have xp blocked on hitpoints to prevent further mistakes. u/Jagex_Stu Thank you again!

Lovely! Glad you were able to request a Constitution reset.

When you activate your reset in a week, you'll be able to lower your XP to an input value. So read Nastroth's confirmation carefully to ensure you agree to lower your Constitution XP to the value you want. It's thrown a couple players who mis-read the instructions, and there's a 6 month cooldown before you can request another minor reset to try again.

Comment

Originally posted by WardTurtle

I tried this and it told me that it is no longer available.

Are you sure you tried the minor skill reset option?

From Nastroth:

Let's talk about skill resets. -> One skill of my choice (minor)

The two (major) resets, that also reset content associated with Constitution & Prayer or Defence, are the ones that are no longer available.

From your screenshot, it looks like, assuming your Constitution XP is below 2,745 XP, and you haven't used a minor reset in the last 6 months, a minor reset would qualify.

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08 Dec

Comment

Originally posted by sir_eos_lee2

How many hours did you spend having to sort thru color palettes before you right one(s) that screamed "imp vomit"?

Not enough.


05 Dec

Comment

Originally posted by NadyaNayme

Thanks for confirming my suspicions. :)

Also to confirm for OP - swapping modes doesn't bring back the old behavior (just tested).

I've just implemented a fix to force those "Remove to bank", "Remove to inventory" options onto all the Excaliburs in the bank's worn equipment panel.

Release'll probably roll to January's community hitlist, as we have limited update slots for the remainder of the year, and it can be worked around.

Thanks for raising the issue!

Comment

Originally posted by NadyaNayme

Probably more of an oversight of today's change that made it left-click activate instead of left-click equip. If you change its setting does it allow you to bank it again? Also could be a side effect of the new setting and not something easy to work around.

Tagging /u/jagex_stu as IIRC they were the ones that worked on this (all the recent QOL changes are blurring together but I know Stu had his hand in a few of them so sorry if this wasn't you, Stu)

It's a consequence of you now being able to dynamically flip Excalibur's first two options specifically in the backpack, worn equipment and action bar. The bank replaces "Remove" with "Remove to bank" and won't find it in this case because it's now "Activate" from the bank's perspective.


04 Dec