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OSRS Annual Survey: 2020

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OSRS Annual Survey: 2020

Originele tekst

Afbeelding
The Old School RuneScape Annual Survey is here! It's your chance to have your say about the game you love.

Your survey feedback will influence future updates and help shape the game's direction. It's an opportunity to pitch the team your content designs.

The survey will close on Friday June 5th.

We're asking you a lot of important questions, and to thank you for your participation we're going to be giving out 50 x $50 Amazon vouchers (or equivalent local currency)! These will go to randomly selected users who have completed the survey in full.

Ready to go? Then simply hit this link!

A huge thanks to everyone who takes part. Your input is essential to Old School, and is truly what makes our game special. Your voice is not only heard - it's treasured.
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Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West

The Old School Team
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Vanguard Improvements

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Vanguard Improvements

Originele tekst



This week sees the release of some improvements to the Chambers of Xeric raid following Poll #71.
Afbeelding
Vanguard Improvements



Afbeelding


The vanguards room has long been a sore point for raiders, but no longer! Your votes have led to a bunch of changes, with the aim of making this tricky trio more of a challenge and less of a hassle.

Firstly, there’s been some adjustments to the vanguards’ stats. In general, defence has been lowered and hitpoints increased. This makes the fight reset mechanic less risky for smaller raiding parties.

The high magic defence of the ‘melee’ vanguard has been swapped with its melee defence, so that it slots neatly into the established combat triangle.

Next, we reduced the vanguards’ aggro range and shifted one of the spawn positions to match the room layouts in other vanguard rooms.

Lastly, you are now guaranteed to get at least one Overload from the vanguards. Bottoms up!

This isn’t the end of the vanguards changes - there are still a few features such as the HUD, which passed the poll, but will take a little longer to implement. In the meantime, let’s have a look at what else we’re doing to improve the Chambers of Xeric raid...
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Other Chambers of Xeric Improvements



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You’ll notice that upon finishing a raid in Chambers of Xeric, your best times will appear on-screen. This information will also be visible in the Adventure Log in your Player Owned House - assuming you’ve built one!

While doing this work, we’ve also corrected a few other issues with the raid.
  • We’ve rebalanced the scavenger beasts’ loot table to include a more reasonable amount of cicelies and endarkened juice.
  • We’ve altered the positions of crystals in one of the crab rooms, to not be as much of a hindrance on raids efficiency.
  • We’ve also fixed an issue where players would be hit by Vespula’s melee attack if the Abyssal Portal died.
Again, this week is only the start of the changes from Poll #71. In the coming weeks you can look forward to improvements for The Gauntlet, Grotesque Guardians and more - so keep your eyes peeled!

 
Afbeelding
In Other News
The Bounty Hunter world (w535 AUS) that we trialed a few weeks ago has been removed.
  • Made it harder for players to assign kill-credit to a friend by reducing the amount of time a PKer can claim credit for a kill when their target leaves PvP combat and dies in PvM.
  • The Support Tutorial can now be toggled via the Bank Settings menu.
  • Players who have contributed enough to the Zalcano fight will now have a static 1/2,250 chance at the Smolcano pet.
  • Saradomin's Tear can now be obtained from the Last Man Standing shop.
  • The prices of various blighted spell sacks have been increased, with the Ancient ice sack now at 500 points, the Entangle sack at 250 points, and the Vengeance and Teleport spell sacks at 350 points apiece.
  • The elite clue that requires a player to kill a green dragon will now accept a brutal green dragon.
  • In the DMM Tournament, the clue that requires lava dragon bones is no longer given. Players who already had it will find it has changed to another clue.
That's all for this week, folks! But if you’d like to sink your teeth into some juicy RuneTunes, you can now find the Theatre of Blood soundtrack on Spotify and all other major streaming platforms.
Afbeelding
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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Chambers of Xeric Improvements

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Chambers of Xeric Improvements

Originele tekst

Afbeelding
Chambers of Xeric Improvements
Afbeelding
Hello! This week we continue with the improvements to the Chambers of Xeric raid that came from Poll #71.

Further Vanguard Improvements


Afbeelding


Last weekwe went through a number of Vanguard changes including some changes to their stats, aggro range and spawn position. But there are still further improvements to be made!

From now on, Vanguards will have a visual cue if their health is either too high or low.

Furthermore, should you brave the Chambers of Xeric with four members or fewer in your raid team Vanguards will now reset if their HP differs by 40% - previously this was set at 33%, and this remains the case for raids of five members or more.

Olmlet Metamorphs

AfbeeldingAfbeelding


While many of our waistlines are metamorphosing during this prolonged period of working from home, alas our pets have not yet begun to do so. But if you're the proud owner of an Olmlet, then metamorphosis is very much on the cards!

Specifically, Vespina now has a flying form metamorphis and Tektiny now has an enraged form metamorphis.

Twisted Ornament Kit

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The Chambers of Xeric Challenge Mode now offers a brand new reward - the Twisted Ornament Kit! Players will have a chance to obtain it from an extra roll on the drop table akin to the metamorphic dust drop. Note: You do not need dust in order to get the kit.

This kit is untradeable, and you'll require one kit for every piece that you want to recolour. Your flashy new robes will be stored in the Magic Wardrobe of your Player-Owned House, whereas the regular version appears in the armour case. We are aware players wanted the original Ancestral kit in the magic wardrobe, and the plan is to deliver it as soon as we can after Darkmeyer hits. This delay is due to a national holiday in the UK this week, and the focus on getting Darkmeyer finished. The changes to the raid itself were obviously more important!

Note too that when this kit used on any piece of Ancestral Robes, it will make that item untradeable.

And beware - your sweet new threads transform back to their original colour when dropped to a PKer in the event of a PvP death. However, should you die somewhere with a special death system (for example, The Nightmare), you may pay to get them back.

Other Chambers of Xeric Improvements


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  • Players with higher Thieving levels will now have a chance of receiving multiple grubs from a chest.
  • Potion drops now have a higher value, and are thus more likely to appear on top of the lootpile alongside raid supplies and bones.
  • Players can now build an extra large storage chest with a capacity of 1,500. To make it, you will require 99 Construction and 8 planks.
  • Players now have the chance to obtain the metamorphic dust again even if they have already previously obtained it in Challenge Mode.
  • Unique rewards collected from the reward chest will now be given as items rather than banknotes.


The final Chambers of Xeric change, which will add a HUD to Vanguards and bosses, is still in development. We'll update you with an estimated release date nearer the time.
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Limited Edition Merch

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To celebrate the 5th Anniversary of Prezleek's first ever Baroo Cartoon, three limited edition pins arrive in the Official Merch Store today (May 28th)!

Is your preference for the Fighting Boots Baroo? Or the Fancy Boots Baroo? And for those who simply can't make their mind up, there's also a Barootiful Baroo that is wearing both Fighting and Fancy Boots. This is also sold with a limited edition card featuring an illustration from Prezleek herself.

Also arriving in-store today is a keyring version of the popular Dragonfire Shield pin.

Head over to theMerch Storenow to check them out!

Afbeelding
In Other News
The PvP world rota has moved to Period A. On the east of the Atlantic, the host for the High Risk PvP world will be W343, Germany and the Bounty Hunter world will be W318, UK. On the west of the Atlantic, the host for the Standard PvP world will be W324, USA, and for the F2P PvP world, W417, USA. The members-only LMS world will be W333, UK, and the F2P LMS world will be W469, US.
  • Numulites will now appear under more items in loot stacks. As a consequence, they'll be worth a bit less if sold to general stores.
  • Many weapons have had their positions fixed on female characters to ensure they are firmly grasped when equipped.
And don't forget - Lord Lowerniel Drakan, the vampyre overlord of Morytania, has finally emerged from his castle, and is intent on avenging his brother and eradicating the Myreque once and for all.

Darkmeyer arrives in Old School RuneScape on Thursday June 4th and we cannot wait for you to play it!You can read all about here.
Afbeelding
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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Darkmeyer Issues Summary

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Darkmeyer Issues Summary

Originele tekst

AfbeeldingDarkmeyer Issues
This morning at 10:30am BST we released the eagerly-awaited Sins of the Father quest, along with the city of Darkmeyer. The game was turned off 13 minutes after the update, so needless to say it didn't quite go to plan. The game worlds are back up now, and we can see thousands of you enjoying Morytania's fine swamplands.

We'd like to explain what happened, what we did to resolve it, and why we made those decisions.

Timeline of events:
  • 10:00am BST - We started the 30 minute countdown timer for the game update.
  • 10:30am BST - The game update was released.
  • 10:35am BST - We began to observe issues with player items.
  • 10:39am BST - We began a shutdown of all game worlds, accompanied by a three minute countdown timer.
  • 10:43am BST - All worlds were confirmed to be offline.
  • 10:47am BST - We made the decision to begin a rollback.
  • 14:39pm BST - Game worlds began to appear online and players began to log in.
We constantly updated the Darkmeyer newspost, the Jagex support pages and our social media channels throughout this time to keep you all in the loop.

What was the issue?

The game update corrupted item IDs. Put simply, it meant that a number of items from before the release now had incorrect IDs. Players with Twisted Ancestral Robes (any piece), the Twisted Ancestral Colour Kit, Flying Vespina or Enraged Tektiny found that those items had changed to new items which arrived alongside Darkmeyer.

Why did we choose to rollback the game?

There were 1,141 items affected in total, owned by 846 unique accounts. This means that up to 846 players could have been adversely affected by the bug. It's unlikely that all of these players logged in during the 13 minute period that the game was online, but at the time we weren't able to discern the precise number of accounts affected. We discussed simply deploying an update to convert the item IDs back to what they should have been, but we had no way of knowing whether the accounts kept the items, or had discarded or used items they didn't expect to have. We felt the safer option was to rollback the game to a point where no-one's items would be affected.

Is it fixed?

We think so! It's the first rollback performed remotely, but at the time of writing we've got around 100,000 players logged in and many of them are working their way through Sins of the Father. A very small number of players will be presented with the following error message when attempting to log in: Error loading your profile. This error is related to the rollback. Rest assured, we're trying to fix this issue as soon as possible. If you're facing this problem, you don't need to do anything - we'll identify the error with your account and work to fix it. Unfortunately we don't have an estimate of how long it will take to resolve these errors. We appreciate your patience and we apologise for the inconvenience.

What's next?

Now the real fun begins. You get to play Sins of the Father and explore the bloody delights of Darkmeyer. That usually means finding small (hopefully) things for us to fix and tweak. We'll continue to monitor the game update performance and engage as necessary. We want to avoid similar issues in the future. We're tightening our processes for how we build release versions of the game, and the QA team are adjusting their approach to merge testing to assist in preventing this from occurring again.

The Old School Team
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Darkmeyer Day One Feedback Changes

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Darkmeyer Day One Feedback Changes

Originele tekst

AfbeeldingDarkmeyer Day One Feedback Changes
It's been so exciting watching you all complete 'Sins of the Father', explore Darkmeyer, and take on the challenge of the Hallowed Sepulchre. We'd like to thank everyone who played through the content on Day 1, especially those of you who sent us your feedback! We've been listening, and today we've made a few small improvements.

The following changes were hotfixed yesterday:
  • Vyrewatch Sentinels are no longer cannonable.
  • Players can no longer alchemize blisterwood weaponry.
  • The Crystal Saw can now be used to build the bridge in the Hallowed Sepulchre.
  • Fixed a bug where players could not properly enter Hallowed Sepulchre instances.
  • Fixed a bug that caused players to teleport to the entrance when completing floors in the Hallowed Sepulchre. Personal best times have been reset due to this fix.
  • A couple of typos in the 'Sins of the Father' quest have been fixed.
  • In the Temple Trekking section of the quest, Ivan would take a full stack of food if offered. We've had a word with him about sharing and from now on he will only take one snack.
  • Some blocking that was accidentally added to the swamps near Darkmeyer has been replaced with traversable scenery.
  • The Darkmeyer bankers now stop players from banking there without a disguise, even when they are interacted with from a distance.
  • Fixed an issue where a clue scroll in the vicinity of Castle Drakan was incompletable.
  • The Ring of Endurance can now be traded on the Grand Exchange.
The following changes were hotfixed today:
  • XP for completing a floor in the Hallowed Sepulchre is no longer scaled down depending on the time remaining. This will moderately increase overall XP/hr.
  • All treasure encounters in the Hallowed Sepulchre are now enabled though you can still only pick one to loot.
  • Leaving the Hallowed Sepulchre using an obelisk will now restore run energy if you are wearing Saradomin items.
  • The immunity period following the activation of a teleport trap has been increased to two cycles.
  • All personal best times have been reset and will no longer set if you exit the floor with no remaining time.
  • Lightning traps will now respect the temporary immunity from teleport traps.
  • The final coffin on Floor 5 will now award 8-12 Hallowed marks instead of 4-7 and will have 2 rolls on the high-tier coffin loot table.
For next week's update:
  • The Corpse Leg will be changed into a fun weapon so as not to compete with the Ham Joint and Swift Blades.
  • We are planning to make the bolt projectile in the Hallowed Sepulchre easier to spot.
  • The quest guide will be more specific on how to access the manor during the Damien section.
  • Treasure encounters will be disabled if the timer has run out to stop players from wasting supplies, as the coffins will contain no loot.
  • All active treasure encounters on each floor will be lootable. This will moderately increase the number of Hallowed Marks per hour, provided these opportunities are taken.
We are slowly bringing the small number of players affected by the "Error Loading Profile" message back into game. Please be patient with us as we continue to work on getting the profiles resolved. If you are still having issues by the end of next week, please contact the Support Team.

We'll continue to monitor the Darkmeyer content throughout the weekend and make further changes as necessary. So kick back, pour a glass of... wine, and enjoy Darkmeyer!

The Old School Team
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Darkmeyer

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Darkmeyer

Originele tekst

This week's update introduces the Sins of the Father quest, the city of Darkmeyer, and the Hallowed Sepulchre.
AfbeeldingSins of the Father Quest
Afbeelding
Game Update 10:32 BST

We'd like to apologise for any inconvenience, due to a problem with players' save games we're turning the game off temporarily.

We're just as excited for Darkmeyer as you are, and we're working to bring the game back online as soon as possible.

Game Update 10:51 BST

We're going to rollback the game which will mean it remains offline for a few hours. We'll keep you updated throughout.

We'd like to apologise again, and we greatly appreciate your patience whilst we resolve this issue.

Game Update 11:17 BST

As the rollback process begins, our aim is to rollback the game as close to the game update as we possibly can.

Game Update 12:47 BST

The rollback process is still progressing as planned. We'll communicate any updates as soon they're available.

Game Update 14:18 BST

The team is continuing to test the game worlds since the update has been rolled back. Thank you for your patience whilst we continue to do essential testing.

Game Update 14:42 BST

We're slowly re-opening the game worlds. We'd like to thank everybody for your patience.

We're excited to finally show you Darkmeyer.

Game Update 14:50 BST

The Ring of Endurance (uncharged) currently cannot be traded on the Grand Exchange but can be traded between players manually. We will look to hotfix this after we know the game update is stable.

Game Update 15:10 BST

A small number of players are being presented with a 'Error loading your profile' message when trying to log in. This is related to the game rollback. We're trying to fix this issue as soon as possible, but we're not able to offer an exact timeframe.

Game Update 16:35 BST

We're aware of an issue that's causing players in the Hallowed Sepulchre to teleport to the lobby upon floor completion. We're working to resolve this as quickly as we can.

Game Update 16:53 BST

This should now be resolved. If you come across any bugs please report them in-game using the "Report" button located in the bottom right of your chat box. Thank you for your patience.

In 'A Taste of Hope', you showed the vampyres that they bit off more than they could chew when they attacked the Myreque. Now, you and your revolutionary friends must take the fight to them, by infiltrating the vampyre city of Darkmeyer and facing Lord Lowernial Drakan on his own turf...

Are you prepared to walk the bloodstained path?

Sins of the Father is a new quest with the following requirements:
Click here to see quest requirements
Quest Completion
  • A Taste of Hope
  • Vampyre Slayer
Skills
  • 62 Woodcutting
  • 60 Fletching
  • 56 Crafting
  • 52 Agility
  • 50 Attack
  • 50 Slayer
  • 49 Magic
Click here to see the quest starting point
Quest Start
  • Speak to Veliaf Hurtz outside Slepe
Click here to see quest rewards
Quest Rewards
  • 2 Quest Points
  • Access to Darkmeyer
  • Improved Ivandis Flail
  • The ability to teleport to Darkmeyer with Drakan's Medallion
  • A Tome of Experience (3 x 15,000 XP)
Darkmeyer Release Trailer.
AfbeeldingDarkmeyer
Afbeelding
Inside Darkmeyer.
Like its ghoulish inhabitants, the vampyre stronghold of Darkmeyer is both beautiful and dangerous. Before you step through the gates, you should read our traveller's guide to the region:

Vyrelords and Vyreladies
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Vyrelords and Vyreladies at an auction.
The vampyre aristocracy are laden with luxuries - luxuries which a deft thief might easily take for themselves. At 82 Thieving you can pickpocket vyrelords and vyreladies, whose unique loot table includes the Blood Shard, a rare attachment for the Amulet of Fury that will transform it into a Blood Fury Amulet. This remarkable little artefact will allow you to try and sap your opponent's life force, with a 10% chance to heal you for 10% of the damage you deal.

Vyrewatch Sentinels
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Vyrewatch Sentinels.
Members of Drakan's disciplinary force, the Vyrewatch Sentinels, can always be found prowling the streets in search of unruly humans to snack on - but there are many rewards for an adventurer brave enough to face them down.

After Darkmeyer's release, you can pay to have Konar, Duradel, Chaeldar and Nieve/Steve start assigning vampyres as Slayer Tasks - the Vyrewatch sentinels will count towards those. You can also use Slayer Points to purchase a vampyre task extension, if you're feeling particularly bloodthirsty.

The Vyrewatch Sentinels all have a rare chance to drop the Blood Shard.

Daeyalt Essence Mine
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Daeyalt Essence Mine.
For many years, Darkmeyer was home to a mysterious power. Its presence caused the mineral deposits in the area to change, creating daeyalt and pure essence.

With 60 Mining, you can mine daeyalt for yourself. The mine's mysterious power means that only one daeyalt deposit will be active at any one time - so you'll have to keep on your toes. The untradeable daeyalt shards you get from this activity can be traded in to an NPC in the mine for untradeable daeyalt essence, which will get you 50% more Runecraft XP when used as a basis for runes.

Other Amenities
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The Crypt.
If Slaying and Mining seem a bit too lowbrow for your taste, you can indulge in a bit of retail therapy. The clothing store in Darkmeyer sports a range of vampyric fashions, so you can strut your stuff about town in style.

There's also a general store, which stock the usual range of practical items, and a food shop, which sells the local delicacy known as 'mystery meat'. Good luck with... whatever that is.

Need something to wash that down with? Then head on over to The Crypt, where you can get yourself a nice warm Bloody Pint.

And now that you've got a good meal in you, why not work out your Smithing muscles down at the forge? You'll find a furnace and an anvil waiting for you. Chop chop! Those bars won't smith themselves!

Of course, if you're looking for a more intense activity, you could always visit...
AfbeeldingThe Hallowed Sepulchre
Afbeelding
Entrance to the Hallowed Sepulchre.
Before the vampyres came to Morytania, the region was occupied by the icyene, an ancient race of winged beings who followed Saradomin. Their queen was the legendary Efaritay Hallow, and their capital city was known as Hallowvale. Now, the royals might have had their own sacred burial plot, but most citizens of Hallowvale were laid to rest in a great crypt known as the Hallowed Sepulchre - along with all their worldly goods, of course.

Plenty of adventurers have tried - and failed - to obtain those ancient treasures for themselves. The Sepulchre's traps are not to be taken lightly. You'll need all your skills, and a little bit of wit, to progress through the tomb and claim the treasure. Such bravery will be well rewarded. A mysterious group of unknown individuals will exchange a number of exciting goods for Hallowed Marks, the currency of the icyene.

Will you be the first to uncover the Hallowed Sepulchre's mysteries?

Click here to see the requirements
Requirements
  • Level 1: 52 Agility
  • Level 2: 62 Agility
  • Level 3: 72 Agility
  • Level 4: 82 Agility
  • Level 5: 92 Agility
Click here to see the rewards
The Rewards

Treasure Loot
If you're willing to sacrifice both time and Agility experience, while inside the Hallowed Sepulchre you can track down some treasure chests. These are protected by various traps, but they contain loot that may be worth your while, including the Ring of Endurance and the Strange Old Lockpick.
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Ring of Endurance[/td][td]Afbeelding[/td][td]This ring requires 70 Agility to equip. You charge it with up to 1000 doses of Stamina Potion (1 dose = 1 charge). A charge is consumed when you drink a Stamina Potion, which will double its effects.

While the ring has at least 500 charges and you are not under the effect of a Stamina Potion, your run energy drain rate is reduced by 15%.

The charged ring is untradeable.[/td][/tr][tr][td]Strange Old Lockpick[/td][td]Afbeelding[/td][td]When placed in your inventory, this lockpick will allow you to bypass all Barrows doors. It is tradeable when it has its full 50 charges. A charge is consumed when you use the lockpick to open a door which was previously impassable to you. Once a charge has been lost, it becomes untradeable. When all charges are lost, the Strange Old Lockpick will disappear. How mysterious![/td][/tr] [/tabel]


The Reward Shop
Certain individuals will offer a number of interesting items in exchange for the Hallowed Marks you can find within the Sepulchre. For example, the one stood just outside the entrance carries the following useful items:
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Hallowed Token[/td][td]Afbeelding[/td][td]This token, when consumed within the Hallowed Sepulchre, will add an extra minute to the remaining time.[/td][/tr][tr][td]Hallowed Grapple[/td][td]Afbeelding[/td][td]This new grapple, when equipped in the ammo slot, will halve the failure rate when attempting a Ranged-related treasure challenge in the Hallowed Sepulchre. This grapple cannot be used anywhere outside of the crypt.[/td][/tr][tr][td]Hallowed Focus[/td][td]Afbeelding[/td][td]When equipped in the off-hand slot, this focus will halve the failure rate of the Magic treasure challenges in the Hallowed Sepulchre.[/td][/tr][tr][td]Hallowed Symbol[/td][td]Afbeelding[/td][td]This symbol, when equipped in the necklace slot, will halve the number of sacrifices required to get past the Prayer treasure challenges in the Hallowed Sepulchre.[/td][/tr][tr][td]Hallowed Hammer[/td][td]Afbeelding[/td][td]This hammer will halve the chance of breaking a nail during Construction challenges in the Hallowed Sepulchre. It cannot be equipped.[/td][/tr][tr][td]Hallowed Ring[/td][td]Afbeelding[/td][td]When equipped in the ring slot, this ring will prevent the user from taking damage when they fail an obstacle. It will teleport them back to the start of the obstacle "in the nick of time", avoiding the penalty.[/td][/tr] [/tabel]

Other Rewards
The same mysterious stranger also has some cosmetic rewards in stock, for those of you who want to show off your tomb-raiding skills in the wider world:
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Dark Dye[/td][td]Afbeelding[/td][td]This dye can be used on any piece of Graceful clothing to recolour it into Dark Graceful.[/td][/tr][tr][td]Dark Acorn[/td][td]Afbeelding[/td][td]When used on the Giant Squirrel pet, this acorn will turn it into a black and red version to match the Dark Graceful set. It is a permanent unlock, but don't worry - you can choose to swap your furry friend back to its original colour at any time.[/td][/tr] [/tabel]

Afbeelding
Words from the J-Mods
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Team photo.
Darkmeyer is one of the biggest content releases of the year, and the J-Mods have been dying to talk about it with you.Now that it's here at last, we can finally lift the curtain and see what they have to say!

But before you take a look, be aware that this section contains spoilers for the Myreque quest line. You've been warned!

Click here to read words from Mod Ed
Mod Ed: Content Developer on 'Sins of the Father'
Afbeelding
Sins of the Father quest start point.
This is the fifth main quest in the Myreque storyline, but only the second we've released in Old School (after A Taste of Hope two years ago). While not on the scale of a Grandmaster quest like Dragon Slayer II, Sins of the Father is still much bigger than the previous quests in the series - so come prepared!

We finally get to explore the aftermath of Ranis Drakan's death in A Taste of Hope. We also dive deeper into the mysteries of Safalaan Hallow and his strange powers. On top of all that, you'll face the Myreque's greatest threat yet, as Lord Lowernial Drakan finally enters the fray.

A big challenge for the entire team was the sudden move to working from home mid-way through development. Our development tools were never designed to be used remotely so there was quite a bit of experimentation going on as we adapted to the situation. Inevitably, these challenges did result in a slight delay to Darkmeyer. However, the team have adapted brilliantly to the new circumstances and the delay is much smaller than originally feared. Well done, everyone!

This is the update where everything changes for the Myreque. For 15 years, Drakan has been the faceless villain hidden in the shadows. With Sins of the Father, the Myreque - and you, the player - will find themselves confronting one of the most powerful beings on Gielinor.

Good luck.

Click here to read words from Mod Husky

Mod Husky: Content Developer
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Hallowed Sepulchre Lobby.
It was my job to come up with the majority of the Hallowed Sepulchre's trap mechanics, rewards and systems. Most of the traps utilised new engine commands which had previously only been used for The Nightmare of Ashihama - so when I encountered problems, there weren't any existing pieces of content I could look at for clues. Essentially, I was paving the way for introducing and creating new mechanics for future content.

The fire traps in particular caused a lot of headaches - every time we thought we'd solved the issue, QA would come back with another exception that meant players could essentially skip the trap if they ran through in a certain way. The lightning traps were also tricky to get right - for a long time, they felt a bit too random, which we didn't think was an enjoyable gameplay experience. After three whole iterations and countless playtests, we were finally truly happy with it.

I'd like to thank Mod Flippy for supporting me throughout development, Mod West for helping me to flesh out the story (and adding a few surprises!), Mod Gee for bringing the statues to life, Mods Ian and Surma for creating a barrage of sound effects to use and, of course, Mod Bruno, for making sure that the Hallowed Sepulchre... actually works. I'd also like to thank Mod Ed who was there the whole time, providing guidance. I know I'll be using the skills he's taught me for even more awesome content in the future.

It's been great seeing the simple Agility concept I came up with nearly a year ago grow into this awesome piece of content. I can't wait to see what you'll all think of it on launch. I know I'll have a little smile on my face every time I see someone run past me in Dark Graceful.

Click here to read words from Mod Flippy

Mod Flippy: Content Developer
Afbeelding
Daeyalt Essence Mine.
My main work for this project has been on the Hallowed Sepulchre's treasure encounters. I created a loot table for the chests, some helpful rewards, and, of course, some challenges to overcome.

I also worked on the daeyalt mine - a new, relaxed way of training Runecraft. Although implementing the content itself wasn't too difficult, the balancing was a bit tough to figure out. Runecraft is such an iconic skill and we didn't want the traditional training methods to be overshadowed by this new one. For that reason, you'll see that the daeyalt mine has slower experience rates - but it's less intensive, and actually, it's closer to the original design for Runecraft.

Lastly, I got to work on a puzzle for Sins of the Father. Also, once you reach Darkmeyer, keep your eyes peeled for some of the easter eggs I've implemented. I challenge you to find them all!

Click here to read words from Mod Gee

Mod Gee: Character Artist
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Concept art of Vampyres.
I was responsible for the character work for this update, including the citizens of Darkmeyer, the Elite Vyrewatch and the new player kit.

One of the biggest challenges I encountered was with the original vampyre base, which was very clunky and difficult to work with. I overcame this by recreating the base with more flexibility to the rig, which also meant I had to go through the entire library of vampyre animations and update them. This was preferable to manipulating the old rig, as I didn't want to change any of the existing vampyre and vyrewatch animations. It was especially fun to recreate all of my favourite animations from the previous base and know that the old and the new will remain side-by-side in the game!

I especially enjoyed creating the vyreladies, who can be found in the highest tiers of Darkmeyer society. I imagined them to be very elegant and wealthy and I tried to reflect that in their designs.

Click here to read words from Mod West
Mod West: Environment Artist
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The Icyene Graveyard.
Initially I spent my time working with Mod Ed on a few of the new areas the players will be exploring in the early stages of the quest. These were environments some of you may already be familiar with - the icyene graveyard and the Meiyerditch labs which featured in the same questline on RuneScape 3. I wanted these environments to be as similar to the originals as possible, but with slight variations here and there. The icyene tomb, for instance, has a coat of ivy placed over it to help ground it into the world.
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Concept of one of the final floors of the Hallowed Sepulchre.
Then I moved onto the Hallowed Sepulchre. The initial step was to figure out the aesthetics. For this we spoke with one of our concept artists, Mod Neil. After much discussion we had come to a good vision of our top and bottom floors as well as a breakdown of the various assets that will be populating the Sepulchre.

While this was happening, Mod Husky and I spent some time working out a greybox of the environment and how we'd go about creating the path through the floors. After these were built, I made a pass of each one, shifting and moving certain paths around, either to make them more symmetrical or to integrate them better into the greater structure.
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Hallowed Sepulchre Fire and Bolt Traps.
A strange issue I bumped into early in the greyboxing stage was a peculiar graphical bug where scenery from the floor below was rendering through the floors above. Not good! After much playing around and speaking with a member of the engine team, the problem was still unresolved! I was getting quite worried as it meant that the overall layout I wanted wasn't going to work. I ended up putting together a scene to try and discover the cause of the bug. As it happens, what was needed for the scene to render properly was some invisible terrain connecting the walkways together. Madness.

From here, the rest of the work was polishing the basic layout with various props and set decoration. This was when I was joined by Mod Gee, who masterfully created all the magical statues seen setting fires and throwing swords - very cool.
Afbeelding
Hallowed Sepulchre Floor 5.
The Hallowed Sepulchre is some of my best work and I had a blast making it. My favourite part was during the final stages, when I started playing through the minigame to try and complete it. This was a great exercise as it got me looking at how the environment can be improved from a gameplay perspective. Can the bolts still be seen as they fly through both streams of fire and a field of lightning? Do the floor tiles make navigating tedious? Did I hide the grid too much? Hammering out these issues from a visual perspective was incredibly rewarding and I look forward to seeing players take on the Sepulchre.

P.S. The final traps are hard, but I managed to get past them - so you've got no excuses!

Click here to read words from Mod Bruno

Mod Bruno: QA Analyst
Afbeelding
Inside Darkmeyer.
I was the lead QA Analyst on the Darkmeyer project. My job was to make sure that the content being released has no bugs, is enjoyable to play and fits the game in terms of balancing, graphics and gameplay.

Old School RuneScape has never had a piece of skilling content like the Hallowed Sepulchre, so one challenge I faced was ensuring that the difficulty of the minigame was appropriate. In the initial playtests, we found that it was a little too hard to complete and so we spent a lot of time rebalancing.

One of my favourite things about Old School RuneScape is how it tells stories in quests, and it was really enjoyable to see how the plot unfolds in Sins of the Father. It's been a really fun quest to play through, and I'm sure you'll all enjoy it too!

We'd also like to give a special thanks to Mods Ian, Surma, and Slippers, who composed the music for everything in this update. To hear their musical stylings for yourselves, you can tune in to Spotify, where the Darkmeyer soundtrack has just launched.
Afbeelding
Competition Winners
To celebrate the release of Darkmeyer and Sins of the Father, we held not one, but two player competitions to show off Old School RuneScape's dark side. So, without further ado... let's see who won!

Login Screen
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Player submitted login screens.
We asked you to design an extra-spooky variant on Old School RuneScape's iconic login screen. We received loads of entries, and after a lot of deliberation, we chose just four finalists. Well, the votes have been counted, and we're proud to announce that the winner is...

Nancyy! Congratulations! Your ghoulish log in screen (B in the image above) wowed the judges and your fellow players, and for that you'll receive a 200 Amazon voucher and 12 months of membership.

In second place is image C, which was created by SOFKAVODKA. They'll win a 100 Amazon voucher and 6 months of membership.

And in third place is DryDoctorEgg, with image A. They'll win a 50 Amazon voucher and 3 months of membership.

Special shout-out to God of Onion, with image D, who placed fourth.

We'd like to thank everyone who submitted a login screen to the competition. There were some frighteningly good entries, and it was tough to choose just four for the final vote!

The Story So Far
We also called upon budding filmmakers everywhere to create a video summary of the Myreque storyline. We've seen entries that could give John Carpenter a run for their money, but in the end, we had to select just three winners. So here they are!
'Morytania Explained' by DiedAlready.
In first place is DiedAlready, with their video 'Morytania Explained'. For their Wurtzian efforts, they'll take away a 200 Amazon voucher and 12 months of membership.
'A Story of Vampyres' by Doctor Blunt
In second place is Doctor Blunt with 'A Story of Vampyres'. They win a 100 Amazon voucher and 6 months of membership.
'The Myreque Story (More or Less)' by MediumDalton
Finally, in third place is MediumDalton with 'The Myreque Story (More or Less)'. They've won a 50 Amazon voucher and 3 months of membership.

Congratulations to all of you!
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New Official Merchandise
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Why not show off your new allegiance to the city of Darkmeyer with a new range of related merch, available now in the official store?

Flesh out your Angels Scapes collection with all-new items including the Mark of Grace, Graceful, and Dark Graceful pins and the Trimmed Agility Cape keyring - perfect for when you need to protect some treasures of your own!

Meanwhile, get in the spooky mood with the Darkmeyer Digital Soundtrack, available now on Spotify and all major music streaming platforms. It features 17 tracks from Darkmeyer and the surrounding environs, as painstakingly created in the labs of the Old School Audio team.
Afbeelding
In Other News
  • Fixed a missing tile on the pier at Piscarilius.
  • Fixed the jagged coastline north of Prifddinas.
  • Fixed a blank tile in the Molch area.
  • The villagers of Draynor have become better educated in recent times, and will now spell 'vampyre' correctly - including in the quest text for Vampyre Slayer.
  • Three new music tracks, Vampyre Assault, Domain of the Vampyres and Morytanian Mystery, which previously only played in cutscenes during the Myreque questline, are now unlockable. Players who have already completed the relevant quests will find that the tracks have been unlocked automatically.
  • The 2019 Easter Dance emote will no longer stall combat damage.
  • If your friends or ignore list is empty, there will now be some text displayed rather than showing a blank space.
  • The talking in: and owner: fields of the clan chat panel are now grey when you're not in a chat channel.
  • The enraged Tektiny no longer throws a loud tantrum when walking.
  • Both walking and flying versions of Vespula should now perform the correct animations while on display in the player owned house.
  • The massive storage unit in the Chambers of Xeric has been added to the Construction Skill Guide and level up messages.
Afbeelding
Discuss this game update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & WestThe Old School Team
Panzkajr
Berichten: 1246
Lid geworden op: zondag 24 juni 2007, 21:25

Re: Nieuwsberichten van de website

Bericht door Panzkajr »

Ik wiel ook nieuws heb je voor mijn
Mooi :bier:
Bot
Forumbot
Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

**** & **** Sites To Be Shut Down

Bericht door Bot »

**** & **** Sites To Be Shut Down

Originele tekst



**** & **** Sites To Be Shut Down


We are pleased to inform you that, following legal proceedings, ****, and the **** website, will be shut down, and permanently closed by midnight on 3rd October 2020.

We take a zero-tolerance approach, both in and out of game, with bot users, developers and gold sellers. Simply put, we will never tolerate cheating in our games.

Today's success follows on from our removal of the Arcus & Bogla Gold selling sites in 2019.

Those of you that have been with us for many years, will know that fighting botting and cheating has never been something we have shied away from. Whether it be the removal of the Wilderness in 2007, Bot Nuke Day in 2011, to the introduction of Bonds and our more recent efforts to bring Third Party Clients in line, we are forever committed to going the extra mile in tackling cheating.

Be sure that our efforts will not stop. We will relentlessly pursue all parties which threaten the integrity of our games. Service takedowns such as today, are only one of a series of different measures we undertake every day to ensure the security and enjoyment of our players in game.

Given its nature, a lot of our work simply must go on in the shadows, so we understand when our community might not see or feel visible progress being made. Trust us, that we are and will always have your back.

On the rare occasion when our work can be shared with you, like today, we wanted to give you this good news as soon as we could.

Thank you again for your continued support, both now and in the future.


Afbeelding


Jagex Team
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Blowpipe Ammo Changes and Small Fixes

Bericht door Bot »

Blowpipe Ammo Changes and Small Fixes

Originele tekst



This week’s update sees another change from Poll #73!


Afbeelding


Blowpipe Ammunition Changes and Small Fixes



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Toxic Blowpipe


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You can now swap different types of dart into the Toxic Blowpipe without having to first remove your current ammo. To do so, simply use the new ammunition on the Blowpipe.

 

In addition, if the Toxic Blowpipe is the only scale-using item in your Backpack when you use scales on it, the game will attempt to put the whole stack in without asking how many you want to add.

 

As you’ve likely spotted, this is by no means the last of the Poll #73 changes. Never fear, we haven’t forgotten them! Check back next week for more.

 


Afbeelding

 

Recent Teletab Feedback


Last week changes were made to make the Wilderness teleport tabs consistent. As a consequence, another change players were after was highlighted so we've made the following change:

 

Wilderness warnings have been re-added on the relevant teletabs. These can be toggled on and off by using the right-click/long press 'Configure' option. As a result, the 'Break' option is now back on left-click/tap.

 


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Ongoing PvP Changes


Revenant Caves

We know you’re anxious to hear more about our plans for the Revenant Caves. In the past month or so, we’ve been discussing a number of options and opinions among the team. While it’s interesting to see the emergent gameplay coming out of the caves, the data we collected shows that there’s no way we can leave the content as it is.

 

We received plenty of suggestions from players and we know that two of them have become particularly popular: roaming revenants and modifying the caves.

 

Unfortunately, we will not be moving forward with roaming revenants. These were first created as a replacement for PvP - they were there to emulate the experience of being attacked by a PKer. We fear thatroaming revenants will quickly become annoying for both PvM players who want to enjoy Wilderness content, and PKers who will consequently find fewer lucrative targets. More damningly, it just moves the frustrations players experience in the Revenant Caves to the rest of the Wilderness.

So this leaves us with the second option: modifying the caves. The research we’ve conducted seems to indicate that the problems with the Revenant Caves are more to do with the nefarious ways they are being used than the caves themselves - so our modifications focus on reducing the possibility for abuse.

 

To begin with, we’ll be distributing the revenants all throughout the caves. Now that they’re roaming free, it’ll be harder for unscrupulous types to stop other players from accessing them. In the future, we may add even more revenant spawns - although that all depends on whether players feel that’s a necessary step.

 

Next, we’ll be removing multi-way combat in the caves and replacing it with what we’re calling ‘singles plus’. As you know, in normal parts of the Wilderness, players who are attacked by an NPC are not attackable by other players. This is great when it’s used legitimately, but it causes issues when players run into a field of NPCs and ‘box’ them in an attempt to escape a PK.

 

The ‘plus’ in singles plus is how we plan to solve this issue. Put simply, PvP combat will always take priority in the Revenant Caves, meaning that if a player is in combat with an NPC and a PKer appears, the PKer can instantly ‘PJ’ the player away from the NPC and bring them into PvP combat.

 

In all other aspects, the usual single-way combat mechanics would still apply.

 

As part of the Revenant Caves work, we're also going to be looking at the drop table of the revenants themselves along with the mechanic where skulled players receive better chances of better loot. Post-launch this will likely be one of the main points of discussion about the content, and working together we can ensure this offers suitable value for the risk involved.

 

Lastly, we’ll be rehoming the Slayer monsters in the Revenant Caves to a cave of their very own in an appropriate Wilderness level south of Larran’s Chest and north-west of Venenatis. This multi-way combat dungeon will be much more spacious, which leaves us open to expand the Wilderness Slayer task list in future. All the creatures in the new dungeon will have a boosted chance to drop Larran’s Keys, so they’re well worth hunting down.

 

We hope you like the sound of these changes, although we know that this is a highly controversial topic. As always, we welcome your thoughts and will be actively working to fine-tune our proposal in accordance with player feedback.

 

Vesta's Longsword



We’d also like to take this opportunity to discuss some other hot-button PvP issues, including Vesta’s Longsword. This powerful weapon was first introduced into Old School via Bounty Hunter in April 2020 - but since Bounty Hunter’s removal it’s essentially been gathering dust in players’ Banks because it’s only usable on Target Worlds.

 

We’d like to propose making Vesta’s Longsword usable in all PvP worlds, butonlyduring PvP combat.

 

At this time, we willnotbe enabling Vesta’s Longsword in PvM combat. Such a change would significantly alter the existing meta, and we never want to put PvM players in a situation where they feel they have to play on PvP worlds to achieve maximum efficiency.

 

We are, however, happy to discuss this further. Let us know your thoughts on Reddit, Twitter, Discord or the Official Forums.

 

Blighted Items



Blighted items are another casualty of the Bounty Hunter removal, and just like Vesta’s Longsword, we’d like to make them usable on PvP worlds. We’re still ironing out the details, but they might appear in limited areas, everywhere at once, or in stages.

 

Let’s talk about that last one, since it’s not especially self-explanatory. The first stage of introducing Blighted items would be to make them available only in designated PvP hotspots - the same places where the Looting Bag works. If that proves acceptable, we’d then release them to the rest of the PvP worlds.

 

No matter how we release the Blighted items, we’ll be making tweaks to the Last Man Standing store to ensure that we’ve hit the right balance of Blighted items flowing into the game economy.

 

 


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Mental Health Q&A on Discord
To help celebrate World Mental Health Day, we’ll be hosting a Mental Health Discord Q&A with our wonderful partner charities: Rise Above the Disorder, The Prince’s Trust, and CPSL Mind.

 

Join us on the Old School Discord Server’s mental-health-q-and-a channel here; this Thursday, October 8thbetween 17:00 and 19:00 to chat with us about mental health and hear some tips on how to cope with what 2020 has thrown at us so far. Feel free to jump into the discussion, ask questions, or just read along!

 


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Ron Plays Games - Content Showcase

 


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Gielinor’s greatestquizmasterwill be hosting an Old School-style game show each Tuesday until December 1st. Whether you Want to be A Millionaire or you’re just looking for a Deal (or No Deal), this is bound to be entertaining.

 

Plus, each stream will feature a new ‘Crusader Creator’ - a celebrity guest!

 

To join in the fun, head to the stream this Tuesday, October 13th at 9.00AM BST.

 


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In Other News
  • Mobile users will now see a warning offering to turn of the HUD when entering the Chambers of Xeric.
  • Great Olm’s Healing Special Attack animation will no longer persist after healing is finished.
  • It is no longer possible to have two concurrent sets of healing pools (one of which didn't work) in the Great Olm fight.
  • Lunar Teleport Tablets are now tradeable on the Grand Exchange.
  • In preparation for the Prime Plays: Last Man Standing event starting soon, The Last Man Standing worlds 326, 333, 469, 492 will no longer be part of the Rota and will be open from now until the end of the event. They will return to regular rota on the 11th November.

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Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Argo, Ash, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Ed, Elena, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard & West

The Old School Team
Bot
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Soul Wars and Minigames

Bericht door Bot »

Soul Wars and Minigames

Originele tekst

We started talking about Soul Wars way back in March, with insight into a behind-the-scenes experiment to bring elements of RuneScape to Old School. There was a lot of love for the detail in the blog, and a lot of support for the return of Soul Wars (albeit with certain changes). So, we've kept at it! Based on your feedback, we've changed the content to fit Old School, and we think the time is ripe to present it.

We published the first draft of this blog on Friday October 2nd. We'd like to thank you for all of the feedback. There was a lot of it! We've collated some of the notable bits in the table below. We've also edited the blog with any content changes, and we've added poll questions.

Player Feedback and Our Changes
[tr] [td]Your Feedback[/td] [td]Our Actions[/td] [/tr] [tr] [td]Soul Wars. Concerns that our proposal of ending the game when 50% of a team leaves could result in the match being sabotaged or manipulated for points.[/td] [td]We're going to change the mechanic so that if a large number of your team has left the game then you won't be penalised for leaving it yourself. Normally, when a player leaves they're prevented from entering a waiting room for a few minutes.[/td] [/tr] [tr] [td]You wanted to enjoy the thrill of massive fights without a player cap.[/td] [td]The cap is necessary to ensure it runs without performance issues. We'll keep the cap but look at increasing it post-release if things look good on launch.[/td] [/tr] [tr] [td]Consider having bandages available in the graveyards to make it more difficult to 'spawn camp'.[/td] [td]Great point. We'll add them there in addition to the supply areas.[/td] [/tr] [tr] [td]Concerns that the activity score could be manipulated, by doing things like setting up barricades and attacking them repeatedly.[/td] [td]We'll make sure you only get a contribution for attacking barricades placed by the other team, and we'll keep an eye out for similar exploits.[/td] [/tr] [tr] [td]The mercy rule and changing how it works, like having it based on kill differential rather than a static score.[/td] [td]We like the idea of teams racing to the kill when the score is close, like 9-9. That said, we'll reconsider it post-launch if it proves to be annoying![/td] [/tr] [tr] [td]Consider only allowing players join the waiting room using the green portal (rather than choosing a team).[/td] [td]We think it'd be a shame to lose the ability for groups of friends and clans to be able to play together. If our other attempts to ensure team balance isn't effective then we'll reconsider.[/td] [/tr] [tr] [td]Soul Wars Rewards. Addition of Soul Capes led to you wanting more clarity on whether the Nomad quests would ever come to Old School, and what we'd offer as rewards.[/td] [td]There aren't plans to release the quests, but if that changes then we'd likely tweak the quest reward to be an upgrade of the cape we're offering.[/td] [/tr] [tr] [td]Last Man Standing. You wanted to be able to play non-competitive Last Man Standing on any game world, for clan events and competitions.[/td] [td]We've edited the blog to offer the ability to play Casual games on any world.[/td] [/tr] [tr] [td]Minigame World Restrictions. Reconsider the proposal to restrict minigame access to specific worlds, since it'd impact group events.[/td] [td]We've edited the blog to state that we'll encourage players to use themed worlds, rather than restrict access.[/td] [/tr] [tr] [td]Barbarian Assault. Concerns that the proposals for Take-hammer and the removal of the Block tunnel would negatively affect existing metas, like 9-9-9 food and using the tunnel click to path north.[/td] [td]We're going to remove these proposals. We thought they'd be good QoL changes for inexperienced players but we didn't consider the impact it'd have on experienced players.[/td] [/tr] [tr] [td]You flagged a number of needed bug fixes and tweaks, namely re-adding the ability to click through interfaces whilst on the cannon, fixing the issue of players being removed from the team if using the cannon at the end of the round, and investigating the bonus effects of Defender not working beyond level two.[/td] [td]We'll investigate all of these and fix them if there's something broken.[/td] [/tr] [tr] [td]Shades of Mort'ton. The initial Prayer Robes proposal was "here are some robes, here are some effects, what do you like the sound of?". Most of the effect suggestions were well-received, but there was a clear appetite for the resource-saving mechanic.[/td] [td]We've edited the blog to confirm the effect of the new robes. The robes are a four-piece set (head, body, legs, and boots) with each piece offering a 1.25% chance of saving a bone or ensouled head.[/td] [/tr] [tr] [td]Some players felt that the new robes should more closely resemble the Necromancer equipment from RuneScape.[/td] [td]We would prefer to approach the Necromancer robes differently in the future (if at all), and tie them with the Dagon'hai robes.[/td] [/tr] [tr] [td]Concerns about the Splitbark proposals. Namely that the Swampbark equipment might make the Standard spellbook too over-powered.[/td] [td]We've edited the blog to reflect a decrease in the set effect of Swampbark. When comparing the Ancient spellbook to the Standard spellbook we also consider the risk involved (tome of fire, pages, the new armour set versus 'salad' robes, and the ancient staff). Our intention was to make the Standard spellbook compete with Ancients rather than best it. [/td] [/tr] [tr] [td]Other RuneScape Minigames. Understandably a lot of you have been asking why we aren't offering Stealing Creation or Fist of Guthix or other things instead.[/td] [td]Soul Wars was an experiment in how viable porting content from the other game to our game could be. We're not opposed to offering other minigames, or other content from RuneScape, in the future, but we aren't offering it now. We've built a short survey for you which asks about your reaction to RuneScape content: Porting Content Survey.[/td] [/tr][/tabel]
Afbeelding
We began talking about Soul Wars back in March and we've worked on it since then, iterating on the design and making the visuals feel more Old School. We've seen a lot of excitement for Soul Wars, but also some trepidation. You mentioned things like rewards, saying they were either over-powered (lots of XP!), not fit for Old School (buyable pets), or not suited for Old School at all (Summoning charms). Those are problems we can solve. Expand the section below to find out how we've changed Soul Wars to make it fit Old School RuneScape!

Soul Wars Content Changes For Old School

Those of you who played Soul Wars during its heyday will notice that the content we're proposing differs slightly from what you remember. In this section we'll highlight the notable differences:
  • The original version of Soul Wars only had one gaming running at a time. This meant sometimes you might face a long wait. We've changed this to allow multiple games to run concurrently, which should make it easier to find a game and more fun to play.
  • We saw a lot of discussion around how easily botted Soul Wars used to be. We've added entry requirements to mitigate this.
  • To make it easier to find people to play with (and as another bot mitigation step) you'll only be able to play Soul Wars on a small number of designated worlds.
  • To complement the match-making changes, and to help avoid the laggy games of yesteryear, we've implemented an upper cap of 60 players per team (120 players in total).
  • Avatars in the original version of Soul Wars would only attack one player. We've changed this to improve the multiplayer 'feel' of the minigame. They'll still target just one player, but their attacks can hit any players in front of them.
  • Game balancing used to be a big problem, particularly when a team would rush to a large lead early in the game, or when a team has a lot of its players leave (these two things were quite often linked to one another!). So:
    • Soul Wars games now last 10 minutes in total (down from 20 minutes).
    • A team reaching a total of 10 avatar kills will end the game early (similar to a 'mercy rule').
    • Players won't be penalised for leaving early if their team's player count drops below 50% of what it began with.
    • In the original Soul Wars there was only one exit point for the team graveyard. There are now three different exit points making it harder to camp opposing players as they respawn.
    • Originally, players on the controlling team could bury bones in a graveyard. Now both teams can, but the non-controlling team will only get 1/3 of the contribution.
    • Previously, only players on the controlling team could sacrifice soul fragments. Now both teams are able to, but the non-controlling team will only get 1/3 of the contribution.
  • Slayer was central to the gameplay of the original minigame. We've made a number of changes to remove the skill from Soul Wars:
    • Originally there was a Slayer level requirement to damage Avatars (which began at 100 and was reduced by using soul fragments on the Soul Obelisk). We've replaced this with a general damage reduction mechanic - all damage dealt is initially reduced by 100%, making them immune (this percentage is reduced by using soul fragments on the Soul Obelisk).
    • NPCs, which drop soul fragments, originally had a Slayer requirement to kill them. Now NPCs are no longer Slayer creatures, and Slayer requirements have been removed.
    • In the original Soul Wars you could purchase Slayer XP. As Slayer is no longer part of the minigame, we've removed this.
  • The original Soul Wars offered a host of rewards which just aren't fit for Old School (like Slayer XP, Summoning charms, and multiple pets). We're offering different rewards, and an entirely new way of rewarding players with Zeal (see the rewards section for more information).
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Soul Wars
A mystical portal has opened in Edgeville, leading to the lands beyond Feldip Hills' western shore. Any players who venture through will find themselves at the site of Soul Wars - a new, members-only minigame involving fierce combat, and territory control! If you've played Castle Wars, you will be on familiar ground with Soul Wars. It's a quick, fun, team game... but it's three times the size! Soul Wars is also a safe game, so you don't have to worry about losing any of your favourite gear. Once you enter the Soul Wars area you will meet Nomad. He'll show you the workings of the Soul Obelisk, how the giant Avatars function, and the basics of territorial domination. Being something of an adventurer, Nomad is prepared to give rewards to players who get involved!

A QUICK GUIDE TO PLAYING SOUL WARS
  1. Log in to a dedicated Soul Wars world.
  2. Speak to Nomad to begin and complete the Soul Wars tutorial.
  3. Enter a team waiting room.
  4. Once you're in the minigame, you can fight NPCs, players, or the opposing team's avatar! Be sure to keep your activity bar up.
  5. Finish the game to be rewarded with Zeal and Zeal tokens, which can be used to purchase rewards.
ACCESSING SOUL WARS

The Soul Wars minigame takes place on an unnamed island near the Feldip Hills. You can access it via a portal in Edgeville. Alternatively, you can use a minigame teleport or a second portal in Ferox' Enclave.

All Members can access the island on any world, even if they don't have the requirements to play the minigame (which we'll talk about shortly).

Upon arrival, you'll find yourselves in the Soul Wars lobby on the southern side of the island, within which Nomad can be found. He'll explain the minigame to you, and allow access to the reward shop (we'll get to the rewards later). The lobby also has a bank and a poll booth, as well as the waiting rooms for the minigame itself.
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A labelled map of the Soul Wars island, lobby, and battlefield.


You can enter a game of Soul Wars by stepping into one of the waiting rooms in the Soul Wars lobby. You won't be able to enter a waiting room until you've been through the Nomad tutorial. You'll also be unable to enter a waiting room if you don't meet the requirements to. Capes are given to you once the game begins, meaning that you'll be unable to take a cape with you.

The requirements to play Soul Wars are:
  • Total level of 500
  • 40 Combat level
  • Membership (needed to access the island)
You can access the Soul Wars island on any members world, but you'll only be able to enter a waiting room and play the minigame on a small number of designated Soul Wars worlds.

There are two waiting rooms on the island, one for each team (blue and red). You can pick which team you'd prefer to join, but if the waiting rooms are too imbalanced (if there are uneven numbers or if one team is comprised of players with much higher levels) then entry to the stronger team will be blocked. If you don't care which team you join, you can use the green portal to be placed automatically.

A game of Soul Wars will either begin every two minutes or when both waiting rooms have 60 players. When this happens, players will be pulled from both waiting rooms and into Soul Wars itself. There must be at least 10 players in each waiting room for a game to start. If there aren't enough players present, the two minute timer will be stopped and will restart from the beginning once there are sufficient numbers.

If one of the waiting rooms has fewer then 60 players, the number of players pulled from each waiting room will match the count of the weaker waiting room. For example, if the blue room has 40 players and the red room has 60 players, 40 players will be pulled from each room into the game.

If players are left in a waiting room after a game starts, they'll be given higher selection priority for the next game.

PLAYING SOUL WARS

Once the game begins, both teams have the same objective. Kill the opposing team's Avatar as many times as possible before the end! Games will last for 10 minutes, but they can end early if a team reaches a total of 10 Avatar kills.

Avatars

Blue teams - your avatar is the Avatar of Creation! Red teams - your avatar is the Avatar of Destruction! Both have the same stats and damage reduction mechanic. Initially, all damage dealt to them will be reduced by 100% (making them immune to all damage), but this percentage can be reduced to 0% by using the Soul Obelisk (see below).

The Avatars have low Defence but high HitPoints. This means even low levels can damage them, but they'll take some time to kill. They attack using melee and will try to target the player in their area with the highest offensive bonuses (who they perceive as the biggest threat). However, their attacks will also hit any other players standing in front of them. Prayer can be used to block damage from their attacks. Players who are hit will lose some prayer points, with the amount depending on damage done.

Upon dying, an Avatar will respawn after 20 seconds, and will respawn with the 100% damage reduction restored.
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Left: Avatar of Destruction. Right: Avatar of Creation


Bases

Each team has a base, located on opposite sides of the map, which are visually different but otherwise identical. Each contains an Avatar, a Graveyard and a Supply Area.

All players begin the game in their team graveyard. The graveyard is safe, can only be accessed by members of that team, and is the place where players respawn. Additionally, players who die will appear there as ghosts and must wait for 15 seconds before leaving using one of the three different exit points.

Players can collect bandages from the Supply Area and from graveyards. These can be used to heal 10% of HitPoints, restore 100% run energy and cure all poison and venom, and aren't stackable. Bandages can also be used to heal other players on the same team.

Barricades can also be collected from the Supply Area, but only one barricade can be carried at a time. Theses can be placed to block player's paths. Each team can place down a maximum of 10,and some areas can't have any at all. Barricades can also be used on other players to trade them (normal trading is disabled in Soul Wars). Barricades can be destroyed by attacking them, burning them or blowing them up. Speaking of which...

Explosive potions can be collected from the Supply Area. These can be used on barricades to blow them up and, again, aren't stackable. Explosive potions can also be used on other players to trade them.
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An aerial view of both team bases. Above: Blue team. Below: Red team


Graveyards

Along with the two base graveyards, there are two additional graveyards closer to the middle of the game map. These begin the game neutral but can be captured by either team. To capture one, a team must have more players in its area than the other team for a short period. Once captured, it becomes an additional respawn point for that team. If a team has multiple graveyards, upon death a player will be sent to the closest one. Once captured, a graveyard can never become neutral again, but it can be instead captured by the other team. As with the base versions, both captureable graveyards have two different exit points.

Players can bury bones in any graveyard. Doing so will increase the damage reduction percentage of their team's Avatar. If players bury bones in a graveyard their team doesn't control, they will only get 1/3 of the contribution. Bones can be obtained from fallen players or NPCs.

Soul Obelisk and Soul Fragments

The Soul Obelisk is found in the middle of the Soul Wars map. As with the graveyards, the Soul Obelisk can be captured by having more players in its area than the other team for a short period. Again, once captured, it can never become neutral again but it can be instead captured by the other team.

The Soul Obelisk can be used to weaken the Avatars by lowering their damage reduction percentage. As mentioned above, both Avatars reduce all damage dealt to them by 100% (making them immune to all damage). However, this percentage can be reduced down to 0%. To do this, a team must sacrifice soul fragments to the Soul Obelisk. This can be done regardless of which team controls the Soul Obelisk, but sacrifices from the team that doesn't control it are only worth 1/3 of the contribution.

Soul fragments can be gathered by killing various NPCs found within Soul Wars. Stronger NPCs drop more fragments. If a player is killed, they will drop all of the soul fragments they are carrying, allowing the killer to pick them up.
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The Soul Obelisk in the centre of the Soul Wars battlefield.

Question #1

Should we add the Soul Wars minigame as described in the blog?
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Rewards
REWARD SYSTEM

A lot of minigames reward players with a special currency - in Soul Wars' case, Zeal. At the end of each game, all players will be rewarded with Zeal based on their participation. Players who exit Soul Wars early will not receive any Zeal. In addition, an activity bar will be shown on screen - failure to participate in the game will cause the activity bar to drop to zero over time, and once there, it'll never go up again. Players who have zero activity will also receive no Zeal.

In the original version of Soul Wars, the amount of Zeal rewarded differed depending only on whether players won or lost. We've changed this and now properly reward those who contribute to the cause.

You can now grab Zeal, and contribute to your activity bar, by:
  • Killing opposing players: More Zeal is awarded for killing strong players, with little to no Zeal received for killing weaker players. Killing the same player multiple times will see the Zeal reward reduced each time in order to prevent the farming of kills.
  • Healing fellow team members: Note that it isn't possible to heal team members already at full health.
  • Burying bones: If your team's Avatar is at maximum damage reduction, then no contribution is counted.
  • Sacrificing soul fragments at the Soul Obelisk: If the opposing team's Avatar has minimum damage reduction, then no contribution is counted.
  • Dealing damage to the opposing team's Avatar
  • Capturing graveyards or the Soul Obelisk
The following will contribute to a player's activity bar, but will not be rewarded with Zeal:
  • Killing NPCs
  • Destroying barricades
Once a game ends, a player's final Zeal count will be modified depending on whether they won or lost, with the winning team getting a 10% bonus and the losing team a 10% reduction. If it's a draw, there is no bonus or reduction. For every point of Zeal earned, a player will also receive a Zeal Token. Like Zeal itself, Zeal Tokens are a virtual currency that can be spent on rewards in the Soul Wars Reward Shop.

REWARD SHOP

Players will be able to see their current Zeal and Zeal Token values when in the shop. The shop can be accessed on any members world, even if it isn't a Soul Wars enabled world.

Experience

XP can be purchased in Attack, Strength, Defence, HitPoints, Ranged, Magic and Prayer. Players can only purchase XP for skills in which they are level 30 or above, and the higher the level, the more XP is given. XP can be purchased in bulk, but doing so will not grant any modifiers (buying 10 lots in one go is no different to buying one lot 10 times). We're aiming for XP rates to be comparable with Pest Control (we're basing this comparison on the Intermediate lander, including XP from gameplay as well was rewards).

Question #2

If Question #1 passes, should the Soul Wars Reward Shop sell Combat XP (Attack, Strength, Defence, HitPoints, Ranged, Magic, and Prayer)?

Imbues

Players will be able to use Zeal Tokens to imbue specific items (mainly rings) and improve their effects. These will work identically to the ones at Nightmare Zone. However, to prevent a player buying them at one shop and selling them to the other, they will be separate items. Imbues will be priced so as to ensure they take a similar amount of time to earn in both minigames. The available imbues are identical to those offered in the Nightmare Zone store. Note that the Nightmare Zone imbues won't be changed in any way.

Question #3

Should the Soul Wars Reward Shop be able to imbue equipment, like the Nightmare Zone reward shop does? The Nightmare Zone shop won't be changed in any way.

Soul Cape

Players will be able to buy a Soul Cape. This cape will look like the one worn during the minigame and can be freely switched between blue and red. It will require level 70 Prayer to equip and will provide a +8 Prayer bonus.

Question #4

If Question #1 passes, should the Soul Wars Reward Shop sell the Soul Cape, as described in the blog? You can freely change the colour of the cape, it requires level 70 Prayer, and provides an +8 Prayer bonus.

Ectoplasmator

Zeal Tokens can also be spent on an Ectoplasmator. When carried in the inventory, this item will grant Prayer experience whenever ghostly creatures are killed. The XP given will scale based upon how many HitPoints the creature has (similar to how Slayer XP is given). Buying this will require 40 Prayer.

Question #5

If Question #1 passes, should the Soul Wars Reward Shop sell the Ectoplasmator, as described in the blog? This item grants Prayer XP whenever ghostly creatures are killed.

Lucky Dip

This will give a random item from a new Soul Wars loot table.

Question #6

If Question #1 passes, should the Soul Wars Reward Shop sell a Lucky Dip, as described in the blog? This would be similar to the Barbarian Assault Gamble option.

Avatar Pet

Whenever buying a Lucky Dip, there is a rare chance that the item given will be an Avatar pet. This will work like all other pets and can be freely transmogrified to look like either the Avatar of Destruction or the Avatar of Creation.
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From left to right: the Ectoplasmator, Soul Cape, Avatar pet.

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Other Minigame Changes

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Last month we announced that, in response to your feedback about things like the Fishing Skill Boss and Soul Wars, we'd like to make some quality of life changes to existing minigames. Now we'd like to give you the opportunity to vote on the suggestions we received! You'll notice there's no Fishing Trawler changes currently being proposed, but don't worry - some of these will be offered alongside the Fishing Skill Boss poll later this month.

Not every change mentioned here will be polled alongside Soul Wars, but we expect to be offering them in the near future. If polled and passed, we'd expect the content to be released in a staggered manner across the rest of this year and early next year.

LAST MAN STANDING

As we mentioned in June's Gazette we'd like to add more variety to the gameplay of Last Man Standing, namely adding new maps and new 'loadouts'. The reception to the Wild Varrock map we proposed was particularly positive, and we expect to iterate on this further. We'd also like to add 'Zerk' and 'Pure' styles to fight with in the minigame. We'd also like to allow players to arrange and play friendly games of Last Man Standing by making Casual Last Man Standing (which don't offer rewards) available to play on any game world. Lastly, we'd like to make equipment imbues available in the Last Man Standing reward store. The available imbues would be identical to those offered in the Nightmare Zone store. Note that the Nightmare Zone imbues won't be changed in any way.

Question #7

Should the Last Man Standing Reward Shop be able to imbue equipment, like the Nightmare Zone reward shop does? The Nightmare Zone shop won't be changed in any way.


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Games 'Zone' (or Games Room Anywhere)

We'd like to add a new area to the South Western corner of the Grand Exchange called the Games Zone. Here you'll be able to play at games tables offering each of the four Games Room minigames. We'd also like to add these games tables to various pubs around Gielinor!

Question #8

Should we add a Games Zone to the Grand Exchange and various pubs across Gielinor, as described in the blog? In these areas you'll be able to play minigames found in the Games Room.

TROUBLE BREWING

It can sometimes prove difficult to find like-minded adventurers who fancy a game of Trouble Brewing. So, we'd like to remove the completion of Cabin Fever and the Level 40 Cooking requirement so more people can get involved. We'd also like to add a bank to the Trouble Brewing game lobby. We'd like to encourage players to hop to the designated world when attempting to play the minigame on other worlds (meaning that you'll be prompted to hop worlds to World 304).

Question #9

Should we change Trouble Brewing's requirements so that completion of Cabin Fever and Level 40 Cooking are no longer needed?

FEROX ENCLAVE

Some worlds can be quite laggy when engaging in PvP combat, so we'd like to add designated Ferox Enclave worlds which restrict players to content within the Enclave. Players won't be able to leave the Enclave in any way, and will be able to play Clan Wars, Last Man Standing and other content which may be added to the Enclave in the future.

BARBARIAN ASSAULT

We received a lot of Barbarian Assault suggestions, and we'd like to offer the following.
  • Re-model the eggs to be more colour blind friendly.
  • Add Fake XP drops, since no regular XP is gained.
  • Allow players to 'call' whilst interacting with machines.
  • Remove delays when repairing traps.
Question #10

Should we allow Barbarian Assault players to 'call' whilst interacting with machines?

Question #11

Should we remove gameplay delays when repairing traps within Barbarian Assault?

CASTLE WARS

You sent us a lot of Castle Wars suggestions, and here's what we'll be offering this time around.
  • We'd like to add a new potion to the supply table in the Castle Wars bases. It doesn't have a name yet (how does Super Hybrid Minigame Combat Potion sound?) but it will have the boosting effects of a Super Combat potion, a Ranging potion, and an Imbued Heart all-in-one.
  • To help make it easier to find matches, we'd like to add two new NPCs to the Grand Exchange. The Saradominist and the Zamorakian Recruiters will advertise upcoming Castle Wars matches and teleport players to the Castle Wars lobby.
  • We'd like to add new Full Helm and Boots to the existing Castle Wars armour sets as additional rewards.
Question #12

Should we add a new potion to the supply table in Castle Wars bases, as described in the blog? This potion will offer the boosting effects of a Super combat potion, a Ranging potion, and an Imbued Heart all-in-one.

Question #13

Should we add two new NPCs to the Grand Exchange to recruit players to play upcoming Castle Wars matches? The Saradominist and Zamorakian Recruiters will advertise matches and teleport players to the game lobby.

Question #14

Should the Castle Wars Reward Shop sell new Full Helm and Boots rewards? These items will be themed to the existing armour sets sold in the shop.

PURO-PURO

Puro-Puro is a magical realm, but the truth is that it's bit annoying to travel there! When wandering around the world and noticing a crop circle, you'll probably going to ignore it since it's unlikely you've got your Butterfly Net or Jar on you. And even if you decide to travel there, getting around Puro Puro itself can be a pain too. We've got a host of Puro-Puro improvements to suggest. We'd like to:
  • Add a new effect called Farmer's Affinity, a 30 minute buff which is granted when accessing Puro Puro through a surface crop circle. The buff will allow you to push through wheat far more easily.
  • Allow Elnock, found within the centre of Puro Puro, to store equipment used there.
  • Allow Elnock to sell a small number of impling jars.
  • Allow you to combine Jar generators so that they can store more charges.
  • Ad various new fields with crop circles around the entire world.
  • Add new impling spawns around the entire world, particularly in areas where they aren't currently found.
  • Reconsider the Strength XP gained by pushing through the maze, by allowing players to toggle any XP gain.
Question #15

Should we add new crop circle locations around Gielinor, as described in the blog? These crop circles teleport players to play the Impetuous Impulses minigame on Puro-Puro.

Question #16

Should we add Farmer's Affinity, a new 30 minute buff, which is granted when accessing Puro-Puro through surface crop circles? The buff allows you to push through wheat more easily.

Question #17

Should Elnock, the gnome on Puro-Puro, allow you to store Imp catching equipment?

Question #18

Should Elnock, the gnome on Puro-Puro, sell a small number of impling jars?

Question #19

Should we add new impling spawns all around Gielinor, with a focus on areas which currently lack spawns?

Question #20

Should we allow you to choose whether or not to gain Strength XP whilst navigating the maze on Puro-Puro?

And lastly, and perhaps the most significant minigame changes...

SHADES OF MORT'TON

Mort'ton was once a quiet market town that specialised in death - the natural caves beneath the town made for great catacombs. However, in the 23rd year of the 5th age a fallout from whatever dark experiments the scientists of Darkmeyer were working on have cursed the townsfolk with a horrible affliction. Mort'ton was built upon a ruined town known as Flamtaer which was destroyed by Zaros in the 2nd age, the only remaining part of this town is the ruined temple. Whether Flamtaer was a Saradominist town seems debatable as some locals suggest the temple was created by Pagans, which seems to be the only reference to a pagan religion in Gielinor.

Shades of Mort'ton is a minigame that calls upon your crafting and combat skills. If you're unfamiliar with the minigame, here's the gameplay in a nutshell.

Repair the ruined Flamtaer temple. Kill loar shades haunting Mort'ton and take their remains. Pour sacred oil on logs to create pyre logs. Burn shade remains on these pyre logs for a chance at a key. Use this key to access stronger shades and unique rewards. Kill these stronger shades and sacrifice the remains for a chance to unlock another key which allows access to even stronger shades and more unique rewards. And so on!

We've got a lot of ideas for you which we think will improve Shades of Mort'ton, and will also have a greater impact beyond just the minigame!

Shades and Mort'ton Catacombs

Urum shades (referred to as Uarum shades in the images below, but ignore that - we changed our mind on the name) are the new highest tier of shade. Burning Fiyr remains will have a small chance of yielding a golden key required to access these new golden shades. Burning Urum remains will always yield a golden key. Urum shades will be based in a new area of the catacombs, which houses new golden chests that offer improved standard loot.

Each room within the catacombs now contains a stone coffin. These coffins have a chance at spawning another new shade, the Diyn shade, when opening chests. Diyn remains can be burnt on the Altar of the Damned, which charges the altar to allow it to be used for prayer restoration (until the charges have depleted). Diyn remains are untradeable, and so must be gathered by the player wishing to use them. Diyn shades have a greater chance at appearing in the higher-tiered areas.

The changes described above will mean that a rework of the catacombs layout is needed. Here's our rework proposal:

At present the Asyn shades occupy a large (mostly empty) area. We think this space could be better used, so we'd like to move the Asyn shades into a more compact area which would allow for more space for the newest tiers of shades and chests. We've also looked at adding more ambience to each of the catacombs sections whilst retaining their essence. The mapping rework could happen in one of two ways, and we'd love to let you decide which we should implement.
  • Option A: Change the structure of the dungeon whilst retaining the 2004 style assets.
  • Option B: Change the structure of the dungeon, and replace the current 2004 style assets with the assets used in other nearby dungeons in the swamp area. The Haunted mine, Meiyerditch labs, Barrows, and Slepe's dungeon all use assets from the 2007-era.


Ultimately we'll be polling the visual direction of the dungeon, but our preference would be that we replace the assets with the ones used in other dungeons nearby (the 2007 option) which we think look a lot better than the garish assets of 2004.
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From top to bottom: an overview of the current map and the two proposals, the reworked catacombs in a 2004 style, and the reworked catacombs in a 2007 style.
Question #21

Should we rework Shades of Mort'ton as described in the blog?

Question #22

If Question #21 passes, the Mort'ton catacombs would require a layout change. In the blog we offered two visual styles. Do you prefer option A or option B? The most popular choice will be implemented.

Rewards

As we mentioned above, the new chests offer improved standard loot, but we've also got some new unique items to offer.

Wearable Coffin

The first of these is the Wearable Coffin. This is a wearable item that fits the cape slot, and can be used to store a range of shade remains to help with inventory management. The coffin comes in a range of sizes reflecting the catacomb and chest tiers from which it can be found: Bronze, Steel, Black, Silver, and Gold.
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The coffin allows you to store shade remains and has no stats.
Question #23

If Question #21 passes, should we add the Wearable Coffin, as described in the blog, as a possible reward to the minigame? This item fits within the cape slot, and can store shade remains.

Prayer Robes

The second unique reward we'd like to offer is a prayer robes set. This set is based on a player-designed concept by MaximasRS. These robes will only be found in gold chests. Whilst we're big fans of the concept, we expect to deviate from the design, for example we're offering only a four piece equipment set: helm, top, legs, and boots. The robes themselves would be untradeable, they won't offer any combat stats, and they'd have the following set effect: each item piece offers a 1.25% chance of saving a bone or ensouled head (with the full set giving a 5% chance). This effect would be stackable with the Wilderness Altar's bone-saving effect.
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A player-designed concept of prayer robes.

Question #24

If Question #21 passes, should we add the prayer robes, as described in the blog, as a possible reward to the minigame? These untradeable robes don't offer combat stats but offer the unique effect of saving bones and ensouled heads when training Prayer.

Splitbark and Others

Fine cloth is used in the creation of splitbark armour, and it's a reward from Shades of Mort'ton. Last year we polled Warding and new bark-based armours which would be craftable, alongside splitbark. The polls failed, but we've seen a repeated desire for us to reconsider the armours in another way, perhaps with the Runecraft skill rather than Warding. So here we are!

Splitbark armour can be made beginning at level 60 Crafting and gives similar XP as crafting green dragonhide armour does. Crafting the armour requires the same amount of bark (b) and fine cloth (fc) as would be needed when having the armoured wizard make it (helm: 2b 2fc, body: 4b 4fc, legs 3b 3fc, gauntlets: 1b 1fc, boots: 1b 1fc).

Swampbark armour can be created by using a piece of splitbark armour on the nature altar and will cost a specific amount of runes.
  • Gloves and boots require 100 nature runes and 42 Runecraft.
  • The helm require 250 nature runes and 46 Runecraft.
  • Top and legs require 500 nature runes and 48 Runecraft.
  • XP gained be minimal - it's not supposed to be a training method.
The proposed stats (below) offer a defence similar to Mithril and a magic bonus six greater than splitbark. In addition to the stats, we'd like to offer a set effect which buffs binding spell effects by 2 ticks per piece.
  • Bind: 8 ticks (4.8 secs) -> 13 ticks (7.8 secs)
  • Snare: 16 ticks (9.6 secs) -> 21 ticks (12.6 secs)
  • Entangle: 24 ticks (14.4 secs) -> 29 ticks (17.4 secs)
  • For comparison: Ice Barrage: 32 ticks (19.2 secs)
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Bloodbark armour can be created by using a piece of splitbark armour on the blood altar and will cost a specific amount of runes.
  • Gloves and boots require 100 blood runes and 77 Runecraft.
  • The helm require 250 blood runes and 79 Runecraft.
  • Top and legs require 500 blood runes and 81 Runecraft.
  • XP gained be minimal - it's not supposed to be a training method.


The proposed stats (below) offer a defence similar to Adamant and a magic bonus five less than Mystic. In addition to the stats, we'd like to offer a set effect which buffs ancient blood spell effects (blood rush, burst, blitz, and barrage).
  • Increased heal percentage of 1.5% per armour piece equipped.
  • A full set bonus of 32.5% hitpoints restore.
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We don't have finalised designs for these new splitbark variants, but they will look different to the Warding proposals. This bloodbark set is based on a player-designed concept by grind24_7 and it's a proposal we're big fans of!
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A player-designed concept of bloodbark armour.
Question #25

Should Splitbark armour be made to be craftable, as described in the blog? Currently only an NPC can create the armour.

Question #26

Should we add the Swampbark armour set, as described in the blog? It's a variant of Splitbark, created using the Runecraft skill, which offers Magic and Defence equipment stats and a unique binding-buff set effect.

Question #27

Should we add the Bloodbark armour set, as described in the blog? it's a variant of Splitbark, created using the Runecraft skill, which offers Magic and Defence equipment stats and a unique buff to blood spell effects.
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Lid geworden op: woensdag 5 december 2007, 17:55

Leagues II - Trailblazer Areas

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Leagues II - Trailblazer Areas

Originele tekst

There's less than a month until Leagues II - Trailblazer begins on October 28th, so it's time to take a closer look at the core mechanics - Unlocking Areas. In this article we'll take a detailed look into all nine regions so you can start planning how you'll conquer Trailblazer!

But before we get started, we wanted to say a massive thank you for all of your Trailblazer feedback so far! The discussions you've had online and changes you've pitched have already had an impact on the team, and they've already started to implement some of your ideas. We'll continue to update the blog with any area changes up until launch.
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Unlocking Areas
Everyone will start with access to two regions, and you'll be able to unlock three more as you progress giving you possible access to five out of the nine total areas.

You'll start in Misthalin, as would any normal new adventurer... except, of course, this time there are some big differences.

Karamja will be unlocked by completing a tutorial. Beyond this, as you progress you'll have the option of heading to either Asgarnia, Kandarin, Morytania, The Desert, The Fremennik Provinces, Tirannwn or The Wilderness. But choose your regions carefully as you won't be able to change your mind afterwards!

You can read more about how to unlock areas in the 'Designing Leagues' section of September's Gielinor Gazette.

Starting in Misthalin
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Your starting area is one familiar to all players, both old and new! It covers the entire Kingdom of Misthalin along with Fossil Island, Zanaris and the Abyss, as well as instances of underground areas contained within.

There are some restrictions, however. Access to Al-Kharid, Port Sarim, Canifis and the western exit of Barbarian Village, as well as transportation and teleportation and shortcuts, is restricted via the cunning deployment of magical barriers.

Unlocking Karamja
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Throughout development we worked hard to keep areas balanced to ensure that no one unlock was more desirable than another.

An example of such balancing is Karamja. Early on, the only real rewards it offered were a way to obtain a Fire Cape, an Infernal Cape and perhaps Obsidian armour, and while the former two are prestigious items, players would almost certainly have been drawn to other items elsewhere that offered more useful PvM drops - something that would prove advantageous in the longer-term.

We didn't want to artificially inflate the number of points available in Karamja because that would have the counter effect, making it super desirable for easily obtaining points.

Ultimately the solution was to unlock it for free during the tutorial. We chose this course of action because:
  1. It resulted in an early lesson in area-unlocks for the player.
  2. The race to the first Fire/Infernal Capes will be entertaining to watch! It'll be fascinating to see which combination of other areas/Relics get players to these goals the fastest.
  3. Karamja also solves the Player Owned House issue by giving access to a PoH portal from the off.
Asgarnia
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Asgarnia is comprised of the remainder of the free-to-play world and the opening member area, along with the island of Entrana, the Pest Control islands and Troll Country. Those looking to make their way into Catherby will be met with magical barriers preventing access to the Fishing town.

Kandarin
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The land of the Gnomes, Mourners and Ogres offers players a selection of familiar content from Seers' Village to Ape Atoll. The Nightmare Zone is restricted and players can instead obtain Nightmare Zone points by purchasing them for 1 coin apiece from Dominic Onion.

Morytania
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Equip your Garlic and silver if you wish to venture to Morytania. The lands east of Varrock include Mos Le'Harmless, Braindead Island, Dragontooth Island and Harmony Island. You'll also unlock full access through the Paterdomus temple.

Kharidian Desert
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Don't forget your sunblock as it gets hot out in the Kharidian Desert. Unlocking this area of the map will grant you access to all parts of the desert including Pollnivneach, Sophanem, Nardah and Menaphos. Those looking to pass through Al-Kharid's gates must have unlocked this region first.

The Fremennik Provinces
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The Fremennik Provinces area includes Lunar Isle and Weiss. Access to Kandarin via the bridge south of Rellekka, as will several shortcuts to bordering neighbours (unless you've unlocked them), is prevented through the use of magical barriers.

Tirannwn
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Home of the Elves, explore the lands west of Ardougne when you unlock Tirannwn. This area will also grant access to the Temple of Light and the Underground Pass. Instances of areas in Tirannwn and underground spaces with an entrance in Tirannwn will also be included.

Wilderness
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The Wilderness is included in its entirety, although Last Man Standing will not be accessible. You'll be able to face off against Chaos Elementals, King Black Dragons, the Corporeal Beast and gain entry to Mage Arena I & II. Crossing the Wilderness Ditch or activating the lever at the Deserted Keep will require access to whichever area is on the other side of it.

Deaths will behave differently in The Wilderness when competing in the League:
  • PvP deaths will be treated like a PvM death, with your lost items moving to a gravestone and the gravestone moving to your respawn location.
  • PvM deaths are unaffected.
We are going to be sharing even more information over the next few weeks, so make sure you stay tuned across all our social channels, our streams and in-game.


Afbeelding
If you want to catch up on all things Leagues II, try these articles out for size!
Mods Acorn, Arcane, Archie, Argo, Ash, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Ed, Elena, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard, & West

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Volcanic Mine and Ava's Devices Changes

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Volcanic Mine and Ava's Devices Changes

Originele tekst



This week’s update brings further changes from Poll #73.


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Volcanic Mine and Ava's Devices Changes



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Volcanic Mine


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The point cap in the Volcanic Mine has been raised from 65,535 to 2,097,151. Now you’ll be able to mine for much longer, without having to run to the store to get rid of your extra points.

 

In addition, the interface in the Volcanic Mine Waiting Room will now count down to the start of the game, so you’ll know exactly when you’ll be able to start playing.

 

 

Ava's Devices


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Ava’s Attractor, Accumulator and Assembler will no longer be lost during PvM deaths. They will, however, be lost on a PvP death - so watch out!

 


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Revenant Caves Proposals and Other Ideas


 

 

Alongside last week's game update we asked you for feedback on our plans for the Revenant Caves, the Vesta's Longsword and Blighted Items.

 

Vesta's Longword

 

We received a lot of feedback regarding the Vesta's Longsword (thank you!) and we're still discussing the next steps. We won't make major changes without first consulting you, and we're actively working out the best approach right now. Once we're aligned as a team, we'll restart the conversation with you.

 

 

Blighted Items

 

We didn't see much feedback for our Blighted Items proposal, which is understandable considering the scale of our plans for Revenant Caves and the Vesta's Longsword. But we'd still love your feedback! Here's the proposal again:

Blighted items are another casualty of the Bounty Hunter removal, and just like Vesta’s Longsword, we’d like to make them usable on PvP worlds. We’re still ironing out the details, but they might appear in limited areas, everywhere at once, or in stages.

Let us explain that last one. The first stage of introducing Blighted items would be to make them available only in designated PvP hotspots - the same places where the Looting Bag works. If that works out, we’d then release them to the rest of the PvP worlds.

No matter how we release these, we’ll be making tweaks to the Last Man Standing store to ensure that we’ve hit the right balance of Blighted items flowing into the game economy.

 

 

Revenant Caves

 

There was general support for our Revenant Cave plans. You can read about these plans in more detail in last week's game update, but here's the TLDR: We'll spread the Revenant spawns more thinly throughout the caves, reduce the value of their drop table and replace the multi-way combat system with a new mechanic that we've coined 'singles plus' (it's single-way combat, but PvP combat will take priority over NPC combat).

A lot of your feedback centered around two things: concerns about 'ragging' and the implementation (or trial) of a 'PJ timer'.

We plan to keep a close eye on the situation within the caves, but, if you like the sound of the ideas below, we're open to making content changes ahead of time to pre-empt these issues.

First up is a player suggestion to disincentivise potential griefers. Entrance to the caves would require payment in the form of coins (which could be payable from the Bank). The payment could cover one or multiple trips, or until you die within the caves in a PvP scenario. A PKer would receive this fee when looting a killed player's items, which would mean that there's a minimum risk required to enter the caves, and players with little gear and bad intentions could be killed for their fee. The idea is that the upfront cost would deter anybody seeking to behave maliciously, beyond killing Revenants or killing other players.

Next we'll talk about the PJ Timer. We've been asked many times to trial PJ timer mechanics, as exist elsewhere in the game, in single-way areas of the Wilderness. So we're proposing applying the same PvP world PJ mechanic to the Revenant Caves. As the caves will be made single-way (technically 'singles plus', as above) this means we'd be preventing attacks against players who've attacked another player in the last 10 seconds. Put simply - you can be attacked by another player in the Revenant Caves, even if you're in combat with an NPC.

What do you think of these changes? Let us know!

 


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In Other News


The PvP world rota has moved to Period A. On the east of the Atlantic, the host for the High Risk PvP world will be W343, Germany. On the west of the Atlantic, the host for the Standard PvP world will be W324, USA, and for the free to play PvP world, W417, USA.

 
  • The Fishing Skill Guide has been expanded and reorganised to better show the equipment and levels players will need to catch fish.
  • ‘Lobster pot’ has been renamed to ‘lobster cage’.
  • The Lunar Teleport Tablets now have the same Grand Exchange buy limit as other teletabs (10,000).
  • Iron players can now pick up the net in the Ogress Shaman cave.
  • The Wilderness Crabs Teleport Tablet has been updated to give the same warnings as other teletabs.
  • The win counter at Last Man Standing now goes up to 32,767.


Update:We're seeing a lot of feedback on the lobster pot change. We thought it'd be a very minor change that might help to avoid any possible confusion among new players when fishing at lobster spots. That said, a lot of you are quite rightly pointing out that things like trees say 'Chop down tree' and axes aren't called 'Tree choppers'! Maybe relying on intuition can be a good thing and we got it wrong here.

 

We'll be reverting the change next week.

 

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Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Argo, Ash, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Ed, Elena, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard, & West

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