Jagex_Stu

Jagex_Stu



02 Mar

Comment

Originally posted by yuei2

Stu stu stu, do you know if movement not being affected by surge/escape/dive is on that list? It was a gamejam shown off last year you could click a spot, start moving, surge, and at the end of the surge the character continued to move towards their destination rather than having to re-click it.

That sounds like something Mod Giragast (engine developer) started in a 2023 gamejam and was working on further during the Q4 community hitlists.

Looks like his engine work that it was dependent on has released but the content side of it is unstarted. Everyone who was assigned to work on community hitlists throughout Q4, including me, were assigned back to developing Q1/Q2 episodic projects at the start of 2024.

That specific issue (a task he created named "add variant of Surge that doesn't break pathing" looks to be what you're describing) seems to have been reassigned to the combat modernisation team in late January, so perhaps that's something they might explore after the release of the combat beta frees up Ryan and Sponge to work on other things.

(I can't confirm whether or not that's an imminent priority - that's just going off what I can see in our ticketing system, that the task is now listed under the combat modernisation team's backlog.)

Comment

Originally posted by Alchemic_Sun

Thank you for the response, I'm very much looking forward to Monday's update, and hopefully we'll get to see the fruit of several game jam projects in May :-)

I'm looking forward to both too! :) Happy 'Scaping.

Comment

Originally posted by Alchemic_Sun

Releasing the old combat jingles along with this update would be perfect. The current boring jingle was instated shortly before the (at that time) horrible Evolution of Combat.

Returning the old jingles on Monday's update would signify that that the old combat skills have been improved and modernized.

Hope you read this u/Jagex_Stu

Good idea, but not going to happen. When and if gamejam projects are released is outside my control.

Happily we did recently get confirmation that several of the smaller updates developed and completed in prior gamejams are currently scheduled to release in a ninja strike in May, and that currently includes combat skill levelup jingles. Plans change, so no guarantee, but that's the current ETA.

I can understand wariness to include additional projects in Monday's release, as the combat beta was a massive amount to get through release candidate testing in one week. I've got a few fixes from the quest requirement cleanup developed during Feb gamejam week that are waiting in the release queue but couldn't be accepted this week as they're relatively minor. All in good time, and we have to be patient.


26 Feb

Comment

Originally posted by Apprehensive_Peak462

Thanks for the reply - appreciate it king.

I'm pleased to report that Mod Easty hotfixed the pink dye issue earlier today. Just got home and checked on my main to confirm and yep, you can definitely get pink dye from Betty. Happy Falador area tasking!

Comment

Originally posted by Apprehensive_Peak462

Any News on if the Pink Dye bug is fixed in this update? It's the same step I need to completely finish the Falador Diaries.

Unable to buy Pink Dye from Betty even after going through chat dialogue - think it's a known bug looking at a previous thread

We don't have patch notes this week, as production was shut down the last few days for the quarterly gamejam so the release candidate team could participate.

So earliest for a cold fix would be next Monday - but combat beta is in RC this week, which is huuuge, and likely to limit how many bugfixes can be accepted into RC this week.

I've requested a hotfix for the pink dye issue (it's a server-script only change, so can be hotfixed), but whether that passes is at the release candidate team's discretion.


21 Feb

Comment

Originally posted by A_Reddit_Browser

I found another bug/oversight. When trying to do Dimension of Disaster: Defender of Varrock you need 43 mage for the superheat spell to fix the tin soldier. No where in the quest guide on wiki or in game says you need 43 mage and you didn't need 43 mage for the Defender of Varrock quest in the overworld.

Thank you! That looks to be due to relying on inheriting the 59 Magic req via Defender of Varrock that used to be on Family Crest to defeat Chronozon.

Have requested a bug report from our QA.


19 Feb

Comment

Originally posted by Warrior0Doom

You say: "Wees Wax" rest of the Rs Community says: Vis Wax 🤣

BlameLatin

Comment

Thanks! Have raised this with QA to investigate a fix.

Comment

Originally posted by A_Reddit_Browser

PSA - Between a rock still requires 30 Def to wear the golden helmet.

Thanks! Have requested a bug report for this.

Comment

Originally posted by deathjohnson1

Blood Runs Deep

No longer requires Hard Fremennik Area Tasks

That did feel like one of the more arbitrary quest requirements in the game. Since it's not specifically mentioned though, is this line conditional now? That one awkward line seemed to be the only reason the tasks were ever required.

Thanks! Have requested a bug report for this to make that line conditional.


15 Feb

Post

The Q1 gamejam is next week, and I committed in this week's livestream https://www.twitch.tv/videos/2061690966 (00:46:47) to fix a long-requested niche issue, reinstating unique levelup jingles for combat skills.

There's a very dedicated voice that requests this fix in every weekly game update newspost: eg

Read more External link →

09 Feb

Comment

Originally posted by -Zakh-

Also on another note would we still need choppy bird hunting to do as a first resort, as far as I can tell there is no other way to get the 2 required chompies.

Yeah, as noted in a similar reply elsewhere in this thread, if you're on ironman, you'll still have to kill chompies yourself to get the 2 raw chompies for As a First Resort.

For players who can trade, though, removing the requirement opened their options a little.

Comment

Originally posted by ultravolt

Sad that the King of the Dwarves strength requirement was not lowered. Having to have 77 strength to start working on the mining skilling outfit kinda sucks.

This looks to be a similar question to that asked by -Zakh- above? Hope that answer is useful to you. :)

Comment

Originally posted by -Zakh-

The only thing preventing me from doing it is being level 3. I guess I’m just salty that non iron pure accounts can get the golden mining suit without access to the lava flow mine. The main reward from the mine.

Righto, so your issue is that King of the Dwarves has a 77 Strength requirement?

That appears to be due to needing Strength to lift big rock and Big Rock to recruit the trolls, which seems somewhat justified. https://runescape.wiki/w/King_of_the_Dwarves#Recruiting_the_trolls

A potential avenue could be providing an alternate method of recruiting the trolls that isn't a feat of...

Read more
Comment

Originally posted by -Zakh-

Would it be possible to remove the quest requirement for the lava flow mine, it’s only used in the start of the quest.

I don't think that would be suitable for this project. King of the Dwarves was built around introducing the lava flow mine, and consequently takes place partly within it. Access to the lava flow mine is one of its rewards.

Could you elaborate on why you want to access the lava flow mine without completing King of the Dwarves? Is there something about that quest that's preventing you from doing it?

Comment

Originally posted by ShinyCapeRS

Is there a specific reason why some level requirements can be boosted and others are firm? Wish I could boost them all to start quests.

Originally before we had quest accept screens, requirements were handled by checking the state of quest variables and levels of skills in dialogue with the quest giver. Because all the checks were bespoke, some checked your base skill and some checked your boosted skill.

Now that all quests have accept screens, they consistently check your base skill.

Comment

Originally posted by Orikune

As a skiller, could you look at requirements that can/could be bypassed with tools or DTD? An example being the 7 magic requirement for "In aid of the Myreque" where you can just use an enchant sapphire tablet to do the same job.

As noted elsewhere in the thread, I've put that one on the list for a potential future gamejam project more focused on skill requirements of quests, now we've had a go at quest requirements.

Comment

Originally posted by Lexieeeeeeeeee

Will these changes impact the current timeline order?

Other than Tortle Combat moving up from Pathfinder (its skill reqs should put it after Dragon Slayer at least), I don't recall any other deliberate changes to Timeline, or changes to age classification or release dates that might influence Timeline.

If you spot any issues with Timeline order when the project releases, please do let me know!

Comment

Originally posted by PickleVictory

These changes all look amazing! May I suggest a tweak to the requirement for Alpha and Omega? A level 95 quest req is totally without precedent, the next highest is 86 arch, less than half the xp. We're not all hard grinders, and I'd like to be able to enjoy the game story and get my quest cape back without pretending to be one.

That is an unusually high skill requirement for a quest, I agree, but is the level the Necromancy team intentionally used for your confrontation with the First Necromancer along the path to 120 Necromancy. I'm not at liberty to change it.

Comment

Originally posted by King_Yugo_Wakfu

i have quest cape and did all mini quest, does this mean i need to worry all my quests will reset?

I sure hope not!

Seriously, though, no it shouldn't affect your quest cape.

Various requirements to start various quests have been pruned, but that shouldn't impact your progress through those quests.