Jagex_Stu

Jagex_Stu



10 Aug

Comment

Originally posted by Twander92

Any changes for obtaining Dragon Pickaxes as its still a joke for Ironmen to obtain.

Agree that the dragon pickaxe drop rate is Karamjan bananas, but fixing that was out of scope for this 110 skilling update. Though limiting supply is how it holds its value.

You won't need a dragon pickaxe for the level 100 upgrade to the pickaxe of earth and song, for what it's worth.

Comment

Originally posted by poiska

Might actually log in to ‘actually’ play for the first time in months. In the long term would you guys consider just condensing level 120 xp to be the new 99..? I feel it’s so odd that we have skills that go to 99,110,120,150 virtually.

Eventually 120 all is the goal (other than you, Invention, you over-achiever with your wacky elite skill 150 levelling curve).

The new strategy is we're taking individual skills project by project in 10 level increments to 110, then in future years another 10 levels to 120, to ensure players get frequent skilling updates in relatively short development cycles, rather than 6 month+ reworks or anaemic unlocks in some level bands.

That does mean we have a minimum 110 content deliverable that must be met in a reasonably short timeframe, so we have to be very brutal what quality of life improvements we include and consider them stretch goals.

We were able to squeeze almost all our nice-to-haves into this update by virtue of the recently reworked state of Mining & Smithing.

I suspect some subsequent skills will be trickier to extend, and consume more of our development time to achieve the core deliverable 110 content.

Comment

Originally posted by YouSaradoministFilth

HOLY f**k, make-x for smithing!1!11!one

Only this week I made about five inventories' worth of alloy spikes and made half of them into abyssal ones.

Amazing stuff. And I take it that Everything Is Oresome is up for redoing... Luckily the Earth And Song wasn't a comp req so hopefully neither will be upgrading it to the 110 one.

I have 200M mining but never felt compelled to advance smithing since there aren't many lazy methods, but I did 110 this week so I'm ready :)

Everything is Oresome has RuneScore and a functional ore box benefit.

So we made a separate primal achievement so the benefit doesn't become locked where you can't use it during one's journey to 99.

I did also try to get both pickaxe creation achievements onto comp cape, but design said no, so no stress there. Achievement is its own reward.

Gratz on 110 Smithing! The primal equipment tier should make your journey to virtual 120, and my journey to 200m, less of a grind. ;)

Comment

Originally posted by RoseAndLorelei

update has me resubbing after quitting in april

Welcome back to RuneScape!

Comment

Originally posted by Kopiko45

Do mining and smithing skillcapes now require level 110 to wear?

The max cape has remained the 99 cape when skills have increased to 120, so we've followed suit with that convention. Still need 99 all skills to enter the max guild.

Comp cape requires the Master Skiller achievement which requires the highest non-virtual level in every skill, so that's affected by the new 110 Mining and 110 Smithing skill chain achievements. Those 2 achievements have a generous grace period.

We're not adding 110 capes.

There's also a few new achievements, at least one for each skill on comp cape and bringing Mod Jack's mithril metal upwards lore from the M&S rework design in-game in master quest cape's Lore->Books category.

Release the lorehounds!

Comment

Originally posted by AnimeChan39

Are there going to be new protean tiers or should I just use them now?

That decision's under the purview of our Live Ops colleagues for future consideration.

We've not modified proteans in this update.

Personally I'd be inclined to use them now, while DXP is running.


07 Aug

Comment

Originally posted by azerluh

Out of curiousity Mod Stu, can you let F2Pers buy / equip skill capes for skills that are F2P?

Can easily make it so bonuses from them don't function on F2P but make it so they can equip them at any time.

To my understanding, capes of accomplishment are considered to be a compelling members' benefit, and I don't imagine that's likely to change.

I've done some F2P updates in the past, but they're really difficult to justify as additions to the schedule, as they've each had next to no impact from a positive player data perspective. The vast majority of players subscribe first chance they get, and the F2P community is tiny.

As much as it feels good and the optics are good for RS to be a try-before-you-buy experience, in practice it's predominantly played as a subscription game, so the RoI for F2P improvements has been hard to prove with the desired metrics.

Comment

Originally posted by SamooTToomaS

Will the mining and smithing be trainable to 110 for f2p as well? Guessing no items will be available but still..

As they're F2P skills, the Mining & Smithing skill caps are also increasing to 110 on F2P worlds.

Given the established precedent of Dungeoneering, the only 120 F2P skill, that seemed to make sense. So when Mining & Smithing eventually go to 120, they'd hopefully also go to 120 in F2P.

Though following established precedent, Mining & Smithing F2P content and levelling benefits are 1 to 50 (bronze to rune), so consequently the level 100 primal and so forth are members content, in a similar fashion to members elder rune and masterwork.

Comment

Originally posted by yuei2

of creating a base dungeoneering plate armour kit to support lots of different variants

Was this just some future proofing incase you wanted to do the Daemonheim melee armors? Or is there actual plans to update all the armor sets?

We're looking into it as a post-release stretch goal, but Dungeoneering armours definitely won't be graphically updated on Monday. (We had to be very mindful of scope to meet our release date.)

I expect the usual suspects will find some fun planning ahead stuff in the cache, though.


06 Aug

Comment

Good news - thanks to your early feedback, we got this fixed during release candidate testing, so a correction will release with Monday's update.

The perks of a pre-release week! :D

BTS facts: Turns out that particular part of the helmet and the 4 lights in the chest had exactly the same base colour (a side-effect of creating a base dungeoneering plate armour kit to support lots of different variants). That's fine on the player, as each kit piece has its own set of recolour values, but proved a problem when adding it all together on these prerelease NPCs, that needed to ship sooner rather than later. Our lovely character artists have consequently created an NPC variant of the armour set with recolours and textures baked in, so they can happily function in conjunction.

Second fun fact: Turning off textures does absolutely nothing to improve performance. (The texture cache is loaded into memory regardless.) Would be nice if we could remove that option and phas...

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Comment

Originally posted by JagexBreezy

I hope so. If they do, they should make a top end armour called Aetherium

It Still Should've Been Called Aetherium.


05 Aug

Comment

Originally posted by yuei2

Hey Stu when you talk on stream soon can you explain the steps that go into adding ore to the surface? I’m curious how it all works since until today I assumed it was kind of just something you plop down, but it sounds like that isn’t really the case?

I'm hoping to do a skill 'n chill livestream with Mod Yuey in the near future - if, when published, the show date aligns with your schedule, please pop that question in the chat during the Q&A segment. It'll be an interesting one to answer! (Particularly in the specific example of replicating Dungeoneering ores.)

If that falls through, poke me in a suitable channel in our discord and I'll cascade unnecessary detail all over you. ;)

Comment

Originally posted by Denlim_Wolf

Is this Armour going to be better than master trimmed? It shouldn't considering how difficult and expensive the master trim Armour was to make. @Jagex_Stu

Primal armour is the level 100 equivalent of level 90 elder rune armour.

So masterwork armour still has its niche because masterwork's augmentable power armour you can smith (plus trimmed masterwork adds a set effect), while 'core' smithable armour sets like elder rune and primal are unaugmentable tank armour - they're essentially tiered Smithing training methods.

Comment

Originally posted by Butternubicus

You’ll have to keepsake the new set considering it’s a non dg set, I highly doubt they’re gonna update the old set to match the new set. ignore me :)

It'll be post-release rather than with the 12th August launch, but now that the 110 update is feature complete and has started release candidate testing, we're working on our stretch goals of applying the new primal look to the primal player armour in Dungeoneering (which are the objects used by the keepsake box), and exploring adding a retro primal cosmetic override to the Dungeoneering token shop.


31 May

Comment

I'll see your bet, and raise you... (with some glitches, because I was AFKing vyres at the time, and the mockup predates Adventures -> Calendar)

https://preview.redd.it/xd061772at3d1.png?width=968&format=png&auto=webp&s=bbbf2269e21f8820443f00622ac5c16b4a81d6b1


03 May

Comment

Originally posted by ErikHumphrey

I personally would rather this stay a sound effect, but it would be cool if there were a separate "interface sounds" / "UI sounds" / "jingles" audio slider for the gameplay-related contextual sounds.

As for the awful combat jingles, I believe they already fixed that and it's just waiting for release.

Regarding combat skill level up jingles, got some good news coming your way in Tuesday's game update.

Check the patch notes for some other long-requested tasty treats from the last game jam.


29 Apr

Comment

Originally posted by yuei2

I heard Mod Grace was supposed to add Vorkath’s rest to the music player. I can’t log in now to check but I didn’t see it in the patch notes, is that still happening do you know?

Mod Grace added Vorkath's Reprise to Music Maestro (unlocked on login if you've already completed RfaD) last week, but it came in slightly after the mid-week cut-off for release candidate testing, so is in the queue for future patch notes.

We've also got an extra Master Quest Cape achievement related to the two lore books, as requested by some lorehounds, awaiting upload.


25 Apr

Comment

Originally posted by Madness_Reigns

Does it mean the issues at ED1 and other places will be fixed too?

Yeah, it's the same issue affecting those places.


22 Apr

Comment

Thanks! Known bug, fix developed earlier this afternoon and awaiting deployment.