I assume you're referring to the fish deposit box in the Menaphos ports district?
Thanks. Will investigate!
I assume you're referring to the fish deposit box in the Menaphos ports district?
Thanks. Will investigate!
Are there any current places where we could suggest hitlist changes?
Community Management have been gathering oft-requested suggestions from our existing social channels.
So a thread on reddit would do just fine.
this is great would love to see some other added
For Better or for Worse
For all I Care
For the Record
For the sake of it
For no good reason
Good thinking!
I've already reached the maximum number of pages for this type of interface, so would have to replace 5 others on the list.
Also at this point any changes would have to be a post-release patch as the December community hitlist's code-frozen for release candidate testing this week.
Can choose between Equip or Activate on the action bar similar to Vuln bombs being thrown/targeted. As well was what the player yells (so it won't always be "For Camelot!")
The options shown were:
- (silence)
- (random)
- For Camelot!
- For Lumbridge!
- For Varrock!
- For Falador!
- 3 more lines of "For [City, most likely] but Stu's head is in the way
- For King and Country!
- For Justice!
- For honour!
- For Valour!
- For All Intents and Purposes!
- For Candles!
- 3 more lines of "For ..." but Stu's head is still in the way.
- For Future Reference!
- For Instance!
- For Me, it was Caistleday!
- For Reasons Unknown!
- For Science!
- 3 more lines of "For..." but you guessed it. :)
So you can see all the options,
I've posted the background footage video here https://twitter.com/JagexStu/status/1729906643691770235. :)
Can't empty the artificer without equipping it during banking since vorkath update
Similar situation. We have a fix for that filling/emptying bug ready but there wasn't room for it in last week's build. We're hoping it'll be accepted into this week's build.
Currently the hard Varrock set task: "But it won't warp you anywhere" is incompletable due to the recent changes to the Varrock sewers.
Just checked to confirm and there's a fix for that achievement implemented and awaiting release candidate build since Friday 17th.
Wasn't capacity for it in RC last week due to all of the Christmas + Vorkath post-release, but can confirm it's in the (production) pipe (line).
Amazing. Now we just need that action bar configuration from a few years ago. https://x.com/JagexSova/status/1052874562277388289?s=20
If I had a penny for every time someone's linked me that 5 year old prototype since I started work on Excalibur, I'd have 7 pennies. ;)
Unfortunately, Mod Sova's experiment didn't prove to be viable for release. I did some refactoring of the action bar code for Excalibur that moves us a step closer, though, at least for specific situational cases.
Did you figure something out for the enhanced Excalibur?
Yes indeed! Essentially I figured out a solution to fix Excalibur the hard way in the end. (You'll be able to drag Excalibur from your backpack onto your action bar and choose whether that slot is Activate or Wield/Remove, similar to a vulnerability bomb.)
Community Management have a video prepped to narrate all my Excalibur changes, planned to distribute across our social channels next week.
If you're morbidly curious in the meantime, I've posted a preview of the chunky Excalibur patch notes on the RS discord here: https://discord.com/channels/30383514407...
Read moreShame the priff crystal sound isn’t being fixed :(
Good news! The audio team also have a community hitlist fix in flight that removes a looping crystal chime bgsound near the banks in the Tower of Voices and the Max Guild. :)
Assuming it isn't postponed (the audio fixes mentioned in this thread begin release candidate testing on Monday), it'll hopefully release in the December community hitlist on Dec 4th. :)
Can you guys also add an option for the scan beep from clues to be toggled off?
Streak! You guys are good.
The final fix the audio team did for the December hitlist was to revert the louder audio that accompanied an update to the scan ring GFX in a ninja strike earlier this year.
Not exactly what you're asking for, but the feedback Community Management gathered for us constituted several requests unanimously imploring we roll back to the previous scan beep.
Now what about doing something to the dang cat noises? Everytime I hear someone's cat meow every 2 seconds, I want to mute ambient sounds.
Bingo! Three in a row! :D
We also asked the audio team to remove the repetitive meows from cat/kitten idle animations. As well as the Zombie Walk's moan in its idle cycle.
If all goes as planned (the Dec hitlist starts release candidate testing on Monday, so there's the possibility some things might slip to the new year), all these audio fixes'll hopefully release together later this month.
Stu-pendous!
I know it might be a long shot, but do you happen to know the Magic Store Owner from Yanille's Mage Guild?
That dapper chap who sells runes and cannot stand still for a second?
I think it would be nice if he got himself a chair and perhaps a different attire (to help differentiate him from his magical colleagues), although being honest either of those options would be great for those of us who do "Rune Shop Runs".
And perhaps, would it be possible to change the left click option on Spirit trees from "Talk" to "Teleport"?
Those two apparently minimal changes would make such nice additions to our everyday adventuring :)
I proposed a similar fix when we started doing the community hitlist. (Trim the Yanille magic store owner's outfit so they're visually different from the other identically dressed blue wizards, and stop that one from wandering.)
Didn't make the short list, but I'll link to your request and propose it again. :) December's community hitlist is locked in now, but I'll see what we can do for 2024's.
All I have to do in Prif is mute the stupid glitter ambient sounds
the NUMBER one reason i HATE using max guild for anything nowadays.
More good news - the audio team have a community hitlist fix in flight for that ambient looping chimes SFX too. (Tower of Voices and Max Guild.)
Got some good news for you. The audio team have been helping us out with a few popular auditory requests in the community hitlist.
Action taken for this one was to lower the overall volume of Dare to Die and to fade in the track more gently at the beginning.
So particularly if you're passing through War's Retreat to your next boss encounter, that'll hopefully now be easier on your ears.
Hopefully will be in the 4th Dec hitlist release. Possibly January's.
Fix invention xp rates?
The current invention XP rates in Shattered Worlds are considered to be working as intended. Invention XP is derived from the XP you get from defeating monsters, and combat XP from monsters across the board were rebalanced around the time of Necromancy. This isn't caused or influenced by Feeling Pumped.
Thanks for your feedback, everybody!
Sounds like Excalibur's options remain a divisive topic.
As many of you have suggested, adding an ability that triggers Excalibur's heal (pre-EoC it was a special attack anyway) looks to be a more palatable and less controversial alternative. Will next investigate the feasibility of that.
EDIT: The combat council are working to reduce the number of abilities players need to manage, so would prefer to not add eg an Excalibur ability. So I'll explore some other options.
Hi, folks. Lately I've been tinkering with Excalibur (all variants) to respond to community hitlist feedback about its inconsistent options (eg Check for the augmented Excalibur on action bar instead of Activate, and having to open the minimenu to Activate Excalibur).
The primary use case, AFAIK, is that Excalibur has a very handy healing special, and being able to left-click Excalibur to activate that heal (wherever you have it - in backpack, equipped, or on your action bar) would be a Good Thing.
I've implemented that easily enough.
Where it gets thorny is that, at least in the past, weapon switching with Excalibur was a thing, so I've seen several historic requests to also be able to configure whether Excalibur's left-click is Wield/Remove. From what I can gather, the request goes beyond being able to configure whether Excaliburs in general flip Activate/equip, to setting that rule specifically on individual action bar slots.
That's proving to be ...
Read more External link →It didn't prove to be practical in the end to chop it up into segments to mix and match with other outfits - its joints are very padded, in order to be gender-neutral, so there are very noticeable seams between its kit pieces. Consequently the art team requested that we didn't add it to the Wardrobe.
It does get used by the Default Player Models feature in Graphics Settings to substitute elaborately customised player avatars in crowded areas to minimise their performance impact, so lives on in a way.
Yeah, as you and others have inferred, your video is prior to the rebalance of XP from monsters across the game that released with Necromancy.
Invention item XP is derived on damage from that monster XP - Feeling Pumped tokenises the combat XP you would have got if activated at the time of death.
You're getting similar item XP with and without Feeling Pumped, as expected, because the mutator doesn't modify item XP.
Can you contact them and ask them for me? They would listen to you more than me please?
No, unfortunately I am not able to intervene on an individual player's behalf.
I literally and deliberately do not have a direct line of contact with Player Support, so that all players are treated fairly.
Player Support require the account holder to contact them for any discussions about your player data.
I can only point you toward their contact page, and wish you the best of luck.