Shattered Worlds Anima Rebalancing | Patch Week
Originele tekst
This week sees the long-awaited change to the rates of Anima gain in Shattered Worlds. Alongside this come some fantastic Ninja fixes and patch notes for you to sink your teeth into.Read on for full details!
Shattered Worlds Anima Rebalancing
We?ve heard your feedback and the anima rates from Shattered Worlds have been increased significantly. Worlds 71 and above now reward 29m-37m+ of anima per hour, depending on your own personal combat capacities and the other random factors in Shattered Worlds.
The amount awarded for completing the challenges has also increased:
Bronze - 250,000Silver - 1,000,000Gold - 7,500,000
We?ve also adjusted the price of the huge Slayer lamps from the Shattered Worlds reward shop to 6m, to account for the new and improved anima rates.
Patch Notes
The Ninjas are bringing a shed load of improvements in this week?s Patch Notes, including adjustments to Livid Farm and some more updates for F2P players. Check out some of the highlights below.
Free to Play:
F2P players can now receive and equip off-hand drops from bosses within Dungeoneering.P2P off-hand equipment from bronze to rune that isn't otherwise locked behind membership can now be equipped by F2P players.P2P main-hand claws, darts and throwing axes from bronze to rune can now be equipped by F2P players, who can now also smith steel studs.
Livid Farm:
The rune cost of the repair pouch spell was reduced to 1 Astral, 1 Cosmic and 1 Law rune from 2 Astral, 1 Cosmic and 1 Law rune.The XP rates across the various activities were increased by 50%.Bundled produce, logs and planks are now stackable in the player?s inventory.Random events will now award the player produce points instead of runes upon completion.
See the full Patch Notes for further details of today's updates.
Have Fun!
Enjoy those increased anima gains and make your Shattered Worlds experience even more rewarding.
Hop on and we?ll see you in game!
The RuneScape Team
In Other News
Mod Joe's looking for feedback on a proposed update to Treasure Trails ? for all your emote-based clue scroll needs.
If you haven?t yet, check out the dev blog that went out on Friday, vote in the poll in game, and let us know your thoughts.
Live Streams this Week
Each week we livestream Q&As, in-game events and more. Watch our streams and find a full streaming schedule over on our Twitch channel.
Check our YouTube channel, too, for recap videos of streams you may have missed and many other videos about RuneScape and future updates. Watch now!
Tuesday, August 22nd | 16:00 Game Time | RuneScape Developer Q&A
We?ve got some cool updates to discuss with you guys, but we?ll also be there to answer any questions you might have. Join us to take part in the discussion!
Friday, August 25th | 17:00 Game Time | Update preview with Mod Shauny
Find out what you can expect from Monday?s patches and more with Mod Shauny this Friday night.
Sunday, August 27th| 19:00 Game Time | PvM with Mod Lee!
Mod Lee will be hosting some Community PvM goodness live on Twitch.
As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game.
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Graphical
- Extended Death's Swiftness animation to last longer when using Planted Feet perk.
- Butterflies have had their model realigned in the hunter skills interface.
- The lobby background dropdown menu is no longer cut off slightly at the bottom.
- The Strykebow is no longer listed twice in the Defence Skill Guide.
- You can now use teleport and skill spells while wielding a ranged weapon, if you have the correct runes in your inventory.
- You now cannot unlock raid abilities until you have the corresponding level.
- You can now disassemble Superior void top and bottoms.
- Fixed an issue in the Divination skill guide regarding transmuting divine energy.
- Corrupt Statius's Full Helm now degrades correctly in combat.
- The Oily Fishing Rod can now be redeemed from Gerrant during and post completion of Heroes' Quest.
- Players will now no longer have cutscenes skipped automatically during Brink of Extinction if they have a familiar out.
- Anima rates from Shattered Worlds have been increased significantly. Worlds 71 and above now reward 29m-37m+ an hour anima depending on your own personal combat ability (and the other random factors).
- Amount awarded for completion challenges have now increased:
- Bronze - 250,000
- Silver - 1,000,000
- Gold - 7,500,000
- Price of the Huge Slayer lamps from the Shattered Worlds reward shop has increased to 6m to account for the new and improved anima rates.
- Four new override options have been added, magic off-hand and shield overrides for basic and illuminated god books. Complete one book or illumination to unlock the override. Completing all of the illuminating books will unlock their colours as recolour options, and completing all six books will unlock the ability to use other recolours (including prismatic dyes).
- Fixed an issue where using aura on aura refresh ignored the tier of aura refresh.
- Players can now equip the necklace of hearts from the Queen of hearts outfit via the neck slot.
- Resolved an issue with some teleport tablets not giving Wilderness Warning to players and updated the warning screen.
- A floating wall torch in Pollnivneach has been fastened down in accordance with Kharidian safety guidelines.
- Corrected the spelling of 'Dagganoth' to 'Dagannoth' in the Slayer codex.
- Resolved an issue with the Max Guild skill portal menus when a player used a keybind on a locked menu item.
- The toggle to Interface Options that disables shortcut keys closing windows is now enabled by default for new players.
- Free to Play Players can now receive and equip off hand drops from bosses within Dungeoneering.
- P2P off-hand equipment from bronze to rune that isn't otherwise locked behind membership (such as darts, throwing axes, claws, defenders and some low-level shields) can now be equipped in F2P.
- P2P mainhand claws, darts and throwing axes from bronze to rune can now be equipped in F2P.
- Steel studs can now be smithed by F2P.
- Livid Farm - Repair pouch spell has reduced it's rune cost to 1 Astral, 1 Cosmic and 1 Law rune from 2 Astral, 1 Cosmic and 1 Law rune.
- Livid Farm - Increased the XP rates across the various activities by 50%.
- Araxxor's % for Wall Health, Burn and Acidity level will now always display on the progress bar.
- Livid Farm: Bundled produce, logs and planks are now stackable in the player inventory.
- When finding an elite skilling outfit fragment it will now state how many you find.
- Livid Farm - Random events will now award the player Produce Points instead of runes upon completion.
- Fixed an issue with pathing when trying to enter the Keep within the Clan Citadel.
- The North Ardougne Teleport Lunar Spell will now transport the player to the Ardougne farming patch north of the city.
- The Currency Pouch has been reworked to be more convenient to use and has increased the number of favourites available to the player.
- The South Falador Teleport Lunar Spell will now transport the player to the Falador farming patch south of the city.
- Updated the Tirannwn Quiver to add how many arrows your quiver contains after topping up/picking up arrows.
- Resetting Skeletal Horror now resets the completionist cape teleport correctly.
- Tool Leprechauns can now refund players 90% of the paid value for unused Compost and Super Compost.
- Tortleshell bowls can now be crafted in batched of 60 instead of 10.
- Fixed a number of cases where the game view may partially freeze or display artefacts.
- Fixed a situation where inventory icons may display incorrect textures or incorrectly display everything as the same item.
- Fixed a crash when minimising on compatibility mode.
- Fixed incorrect water rendering on older GPUs or compatibility mode.
- Fixed a case where the world could end up fully in shadow.
- Fixed a case where the world could end up at an incorrect brightness level.
- Fixed a case where objects could end up extremely dark at certain angles.
- Improved performance of minimising and restoring compatibility mode.
- Player picking area tweaked to not be so wide.
- Reduced RAM usage by approximately 90 MB.
- Fixed terrain not appearing on some lower spec Intel devices.
- Fixed an issue with black screens and red mini maps on certain low-end devices.
- Reduced memory and CPU usage of UI system slightly.
- Fixed a few issues with occlusion culling.
- Fixed a heap memory related crash.
- Fixed a freeze that may occur while loading in map squares.
- Fixed potential crash on exit or connection loss.
- Monsters that don't give any combat xp now won't roll for scavenging or looting perks.
Dev Blog - Hidey Holes Poll
Hi all!
When we started with the Clue Scroll Rework project we knew we had to do something about the fact that emote clues required so much bank space. We saw lots of suggestions on the forums to just implement STASH (originally referred to as hidey holes) similar to Old School Runescape, however we wanted to be sure we'd considered all alternatives. After discussing various approaches, we feel that OSRS's approach of STASH (store-things-and-stuff-here) units actually does tick all the boxes for what we'd want to achieve.
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This is our pitch for how we'd see them working in RuneScape:
The Pitch
STASH units will always be located near to emote clue coordinates. You will be able to fill these with the various costume and equipment you need to complete them, thus freeing up to 94 new spaces in your bank.
There will be varying levels of construction requirements on STASH units, with an appropriate amount of construction xp given on completion. You will still have to plan your journey to work out which items to bring with you and ensure you have the right construction materials.
For each emote clue you will have to search the nearby area for a good spot. This could be a rock, a tree or an existing crate.These will look identical to existing scenery. We may decide to add the occasional new rock or tree if there is nothing nearby already. All you'll need to do is right-click the scenery to convert it into a STASH unit. After a building animation you'll see the scenery looking virtually identical, except with the addition of a new painted graphic, effectively tagging the scenery identifying it as a STASH unit. See below for two examples, where we are just using a Zamorak symbol but we will create a new icon for treasure trails if and when we start implementing this for real.
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Obviously there could be a large number of these locations scattered across the world, so we will implement an interface similar to OSRS allowing you to track which STASH units you have already discovered and filled in.
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In addition to this, there will also be an achievement for building and filling all STASH units. Should you want to, you will also be able to retrieve your items afterwards.
Your feedback:
Before we put this to the next poll we would appreciate your input - does this satisfy all your concerns about protecting emote clues, without totally removing them? Please bear in mind that we may add more emote clues as part of the update, so let us know what you think about this system.
Our Next Steps:
On Monday we will open this up as an in-game poll. We will inclue a link to this dev blog so everyone has a chance to get more information than we can fit into the poll interface.
We would be looking for 75% in order for the poll to pass.
If this does not pass we will look at your feedback. If this design can be tweaked we will re-poll. Depending on the feedback we may try a different design and then re-poll again.
Final Poll Text:
As a headsup, here is what our poll will say next week:
We've considered a number of potential methods for how to make emote clues a smoother experience without removing their requirements, and have decided that STASH units (as detailed in our recent blog) are our best way forward. If this poll passes, that's what we'll do, else we'll poll one of our other solutions. Does this sound good?
1 - Yes
2 - No
Tell us what you think below!
Mod Joe and the Titans