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Kris

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Everything posted by Kris

  1. New Items Sherlock's notes Sherlock's notes are a tradeable item which can be used on any clue scroll to advance one stage, regardless of whether you have the requirements or items needed to complete that stage. Sherlock's notes can be bought from our vote store for 1 vote point each, or from the donator store on our website in two different packages - one being 10 notes for 35 credits, and the other being 100 notes for 300 credits. Tome of experience Tome of experience is an untradeable item which allows the user to gain 5 minutes of 50% bonus experience per tome. The tomes will stack by the time duration, so if you redeem two of them, you'll have 10 minutes of 50% bonus experience. The bonus experience will not stack with the global bonus experience that we enable from time to time. If you have active bonus experience from the tome when we enable the global bonus experience, your private bonus experience will freeze at that time. The timer will tick down whenever you're online, and global bonus experience isn't enabled. The timer cannot be manually stopped by the user, so only redeem as many as you really need to avoid the experience waste. Tome of experience can be bought from our vote store for 1 vote point each. Creature Creation Creature Creation is a minigame that involves creating unique hybrid monsters and killing them for their drops. It can be found in the basement of the Tower of Life. Some of the monsters drop multiples of items that are otherwise hard to get or expensive to purchase, such as Unicorn horns, which are used to make Unicorn horn dust for Herblore. Players who have completed tiers of the Ardougne diary will receive these drops in noted form. Some of the monsters are dangerous, so bringing food may be advised. Sandstorm The Sandstorm is a grinder found west of the quarry, operated by Drew, which grinds sandstone into buckets of sand. To use this machine, players must deposit empty buckets (notes are accepted) with Drew, and must load the machine with sandstone, with heavier pieces of sandstone resulting in more buckets being filled with sand. They can then claim noted buckets of sand from Drew for 50 coins each. Drew can hold up to 25,000 empty buckets for a player and the machine can store up to 25,000 buckets worth of sand. Donator benefits Sapphire members+ will now see a "Remove-skull" option on the restoration box at home. This allows them to remove their PvP skull at any given time. There is no cooldown to using this feature. Sapphire members+ will now be able to automatically collect any marks of grace they find during rooftop agility if they have a ring of wealth worn with the currency collection option enabled. Emerald members+ will now have a 25% chance of getting the option to be sent directly to the center room of Barrows when finding the hidden passage on a sarcophagus. When this occurs, they will be met with a three-option dialogue, instead of the default two options one. The option to take you directly to the chest room will be first in the dialogue; the other two have been shifted down. Dragonstone members+ will be able to insure their pets for free at Probita after they've insured at least two pets with her. Onyx members+ will be able to freely enter the Wilderness resource area even if they do not have the elite Wilderness diary completed. Bugfixes Players can now use grimy herbs on a vial with herblore cape equipped to create the corresponding unfinished potion. Coal bag empty option now functions as intended with bank deposit interface open. Crafting jewellery speed has been increased by two ticks. Creating stamina potions now shows correct potion on creation dialogue. Ranging guild turret ladder no longer causes no-clipping. Sophanem temple ladders now take you to correct destination. Iron dragons at the Catacombs of Kourend now have an attack speed of 4 ticks instead of 6 ticks. Players can now ask Guildmaster Jane how much contracts they've completed (this won't include any contracts completed prior to update). Rubber chicken whack option as well as emote now functioning. Creating anti-venom+ is now only possible with 4 dose potions. Players can now search sack near mage arena for a knife. Rune pouch empty option while bank open no longer deposits runes into bank but into inventory. Fairy Ring to leave Zanaris now checks for Elite Diary completion. 10 warrior guild tokens are now removed on entering a cyclops area as well as 10 per minute inside. Chopping trees with a boost will now check for players level every iteration versus one time on start. Players can no longer harvest multiple scarecrow by using rakes. Falador shield now has proper messages for checking charges left. Harmony island can now be found in Skilling category in the portal at home. Explorer's ring alchemy function no longer lets you use alchemy for free with no charges left. Toktz-xil-ek and Tzhaar-ket-em now have proper attack styles as well as animations. Meat cleaver now has correct attack style and animations. Wilderness course plank works again, after having accidentally broken it with the last update. The shortcut on troll stronghold mountain that requires 47 agility now gives 8 xp. Helemos and his store now implemented on the second floor of Heroes guild. Martin Thwait's lost and found shop implemented - players can sell items to him at the high alchemy prices. Ghorrock teleport location updated on the ancient spellbook. Shops are now duplicated across the game. Instead of there being one stock of regular and ironman shop each, there are now five different versions of each of these. Each player has access to a unique slot out of these five variations - the slot will never change for an account. This helps better spread out the stock amongst our player base due to the lack of extra worlds. Dragon hasta's special attack implemented. 'Reptile freezer' slayer unlock now only works if the user is carrying an ice cooler - and deletes it in the process of use through automation. Removed all the "suspicious water" creature spawns across the dagannoth king islands. Creatures can no longer damage you as walk you towards them but behind an obstacle. This glitch was specific to walking behind an obstacle that was one game tile away from the creature(for some reason, code added +1 tile to maximum distance if the target was moving). Players can now place a cannon in the waterbirth dungeon - just not in the areas filled with dagannoth kings. Uri can no longer spawn outside of the clue scroll's polygon boundaries. Players can now read a daily board on the northern wall of the general store at home, which lets them see how long until the next daily limits reset occurs, and what limits they have at any given time. This board includes things like Zulrah resurrections, spellbook swaps, many of the achievement diary teleports and more. Daily limits are now synchronized to server clock. In addition to this, as soon as the clock hits 00:00, everyone online will receive a message about their daily limits having reset. You no longer need to relog to get them reset. Cerberus should no longer glitch out upon death and not give you loot from certain points of the area. Bush patches will now regain fruit over time if left alone, assuming it's not at full capacity. If you have a bush patch available right now and it is completely empty, you will need to clear the patch out and re-plant it. It'll only work if you remove some berries off the patch after this update. Dark essence block chiseling is now an automated process if one wishes to AFK. Simply craft one block, and you'll continue to do so every few game ticks until you run out of blocks, or are at full capacity in the fragments. You can interrupt this simply by walking away. Infernal tools rewritten: The tool creation was rewritten so that you can now also charge infernal equipment that's ran out of charges. The dialogues and sound effects were all replicated. When the infernal tool incinerates something, a local sound effect is now sent. On top of incinerating logs, the smoke graphics is now also sent for incinerating fish and ore. The experience received for incinerating logs has been halved, to match RS. The experience received for incinerating bars has been hard-coded with specific values, to match RS. Incinerating ore no longer gives you a full bar back. The check-charges messages for infernal tools made to replicate RS. Media
  2. Thanks for your suggestion!
  3. Has been patched and will come out with tomorrow's update, enjoy!
  4. Thanks for your suggestion!
  5. I'll implement both of these for you, the update will be out at the end of this month. Enjoy!
  6. As most large updates, this didn't come without any mistakes either. Updating within an hour of this post to fix the following things: Jewelled crabs no longer permanently freeze when smashed. Salamanders will no longer freeze up when failing to get caught in a trap. Salamanders will now pathfind around the tree of the net trap when they happen to walk behind the tree, to the opposite side of the net. The guardians in raid will no longer have mining level boost applied twice for much higher than normal damage output. Hunter diaries have been restored - you can now catch the respective creatures to complete the diaries.
  7. I doubt we'd be able to do anything better with just a colour change to be fair, and I don't think people would actually wear those if that was the case. Animations are tricky to create, wouldn't really be viable. The only option I see myself is getting a modeller to do the capes but initial design of them is going to be tough.
  8. Before getting to the log itself, I'd like to say a few things. Starting now, we're going to try to switch over to a different schedule of one smaller update every two weeks, instead of one large update every month or two. The new schedule will be looking in lines of 3-4 days spent on smaller updates, 10-11 days spent on larger updates. There is a poll ongoing until August 20, 2020, which will determine which large update we work on going forward. You can vote on the poll in this topic: https://forums.zenyte.com/topic/5721-future-updates/ Update log Hunter changes Birdhouses, bird snaring, box trapping, deadfall trapping, net trapping, and pitfall trapping have been rewritten fully. All the animations have been matched to the OS ones, none of the traps will now use invalid animations. Hunter now comes with sound effects. Upon logging out of the game, all of your traps will fully collapse immediately. Any traps placed in instances will collapse when the instance is destroyed. Traps can now be set up using alternative methods. Example in case of pitfalls and deadfalls, you can just use the knife or the logs on the trap to begin setting this up. The issue with having phantom traps, limiting you to less and less traps has been patched. The way your Hunter traps attract creatures has been reworked to a different entity-based system. If a player dismantles a trap before the prey manages to get caught in something, the prey will not glitch out. A more detailed log on the changes found in Hunter can be found here: https://forums.zenyte.com/topic/5419-development-blog-hunter-skill/ PvP, Wilderness & Player Combat Grey chinchompas' attack speed has been matched to OSRS. The Kitchen knife is now a dagger-type weapon. The Infernal pickaxe now has the proper attack animations. One of the ents by the corporeal beast entrance will no longer spawn partially inside the tree. Guard dog in Ardougne no longer spawns inside the wall. Magic hut and pirate's hideout door interaction has been replicated to better match RS - it now has a fail chance to enter it, and no longer requires a lockpick to leave from the inside. Added the remainder of the max capes to be safe upon death in under level 21 Wilderness. God capes can be imbued by bringing the respective body part, after having imbuing a cape for the first time. Anyone who has imbued a cape before this update will need to do it once more, to take advantage of this. You no longer need all 3 for 1 cape. Items from a Looting bag will drop on the ground with the same timers as they normally would, so dropping food becomes visible after some minutes, and other items become visible instantaneously. Magic attacks no longer trigger the block animation. Fixed a projectile delay for barrage spells. Animations such as Vengeance, weapon attacks, and range attacks now correctly stall in accordance with OSRS inside of PvP areas. The unarmed attack speed has been boosted by one tick, it took 3 seconds between each kick/punch before, this has been changed to 2.4 seconds. Salve amulet (ei) now has a protection value of 220K. Karambwan eating now works by eating the food item first, then drinking the option and finishing off with the karambwan. (Any other method will block the tick eating effect) Pizzas now have the game messages when eaten. Pizzas can be combo-eaten in accordance with OSRS. If you're not in combat(and combat delay is 0), eating and then attacking starts combat with no delay whatsoever. Previously, eating at any given time would add 3 ticks to your combat delay. Salamanders can now attack diagonally and the magic option on salamanders can now be selected without it redirecting to a different style. Damage received is now reset upon leaving Wilderness areas, thus ensuring that any death you have after leaving Wilderness doesn't count as a PvP death. Your defence roll against another player's attacks has now been multiplied by 0.825. This reduces the overall defence of every player in a PvP scenario by 17.5%, which I've found to be a sweet spot. This change does not affect attacks from monsters, only players. The dragon bolts (e) special attack 'Dragons breath' now checks if the target has drank super antifire - previously, only normal antifire would provide protection against it. Fake experience drops should no longer glitch out and display invalid icons/amounts when receiving large sums of experience at once. Specials attacks now always trigger the skull when used against a player, assuming it was the first hit. Edgeville dungeon boundaries improved so the first two tiles after going through the gate aren't wilderness. Wilderness obelisk will no longer force-teleport people once the teleport has begun, if the user happens to leave by other means during it. Wilderness ditch jump speed has been adjusted to allow quicker passing. Slightly altered the formula for dragon claws. Previously, it would run through the four hit schemes of dragon claws and stop at the first one that 'rolled' successful damage against the target, regardless of what the damage was. I've now changed it to go through all four possible options and pick the one which is going to deal the highest amount of damage at the target. Any hits that are executed on a player or NPC upon its death will now display for the first tick of the death. So for example, if you run a dragon dagger special at another player and the first hit was enough to kill them, previously, the second hit would not show up altogether. It will now show up. However any hits that are delayed further than that will be fully discarded - therefore if you run a dragon claws special and the very first of the four hits kills the target, only the first two hits will show up as they both appear on the first tick, and the two other hits will not display. Rewrote the way freezing and stunning worked. Instead of relying on epoch time(how many milliseconds have passed since January 1st, 1970), it now relies on game process cycles(each cycle being 600ms). This helps create more precise freeze durations. I also re-adjusted a lot of the freezes overall with this change - Ice barrage for example was defined at 20,000 milliseconds which comes down to 34 ticks. I've changed it to match OS at 32 ticks. Granite maul has been revamped, I'll write how it works now(some of these worked before too, but had problems with the functionality): The combo from granite maul special to another weapon(e.g. a godsword) no longer adds an unnecessary extra tick of delay to when the hit can actually land. The mechanic where clicking the special attack after having recently hit the target but being no longer in combat with them has been rewritten to match the conditions available in RS. Players can pre-load granite maul special while being completely out of combat by double-clicking the special attack button and clicking on a player within two game ticks frame, any longer than that, the pre-load will not function. After having hit a player, if the player is still within a one tile radius of the target(so physically next-to them, includes diagonal tiles), and the player is still under existing "combat delay" from the previous weapon attack(if the delay expires, this mechanic does not trigger), clicking the special attack an odd number of times within one game tick will re-initiate combat towards your last target and run the special attack(s) at them. So a short example is whacking a player with a godsword, switching to granite maul, and clicking the special attack bar either one or three times within one game tick. If you click just once, it'll retaliate against them and run one special attack at them. If you click three times, it'll retaliate and hit them twice. If you happen to click an even amount of times within the tick, it will not trigger the auto-attack at the last target and you must click them yourself. This mechanic might sound complicated but it has been replicated from RS. PvM Changes The dagannoth king boss assignment has been merged together into one task, which covers all three kings. Anyone who has a specific dagannoth king assignment prior to this update will have it changed to this new assignment. Zulrah, Alchemical hydra and Vet'ion no longer reset their stats during the transformation phases. Dwarf multicannon can now be used at the appropriate places in the Mount Karuulm Dungeon. Blue and black dragons located in the Taverley dungeon within the assignment-only area can no longer be killed off-task. The quantity of the dragon thrownaxes and knives dropped by Drakes has been changed to 100-200. Black dragon bones in Wilderness are now dropped in noted form if the elite Wilderness diary is completed. Ogress warrior and shaman now count towards the ogre assignment. Repositioned a stuck cave horror. One of the nechryaels in the slayer tower basement has been moved outside of a wall. Arclight's drain special now stacks additively. Superiors will no longer spawn if you're on an assignment but not within the area that you've been assigned to. Kalphite queen stats have been updated, and it no longer resets its stats upon transformation. Spiritual mage combat definitions updated using Wikia. Troll generals now count towards Troll task. Lizardmen west of the canyon now have definitions and drops. Infernal mage max hit has been changed from one to eight. Hespori's vines no longer damage the player post-death. Zulrah resurrection now restores prayer points and removes toxins. Grotesque guardian rare drops have finally been fixed and can now be obtained. The grotesque guardians slayer assignment can no longer be obtained without first having unlocked the rooftop access. TzTok-Jad should no longer be able to get healed past the point of death, thus allowing players to obtain two killcount sometimes. Inferno pillars no longer regenerate stats or hitpoints. Superiors are now only aggressive to the player they spawned for. Jar drops from bosses are now announced like other rare drops. The drops received by Hespori upon killing it are now announced in your chatbox. Cave kraken can no longer be harmed by melee damage. The trident of the seas drop from Kraken will no longer be untradeable when first received. Ankous located outside of the Wilderness will no longer drop dark fishing bait. Wyrms no longer do an animation glitch when transforming back from the active form to the inactive one. If you are assigned a hellhound task from Konar you will only be able to kill Cerberus if the task is defined inside of Taverley Dungeon. This mechanic applies to other bosses as well that may have been missed in the past. Slayer-boosting items will no longer work on tasks from Konar if the task is being "completed" at an invalid location - previously it'd effectively give infinite slayer helmet boost for faster experience if that was used. The slayer skillcape perk of 1/10 chance of receiving the same task back to back now works with Konar however keep in mind the location may vary. In additional to this it is also important to note that cancelled tasks may also be considered the "last task assigned". Lizardman Shaman's purple spawns will no longer spawn if the user is out of view from the Shaman. You will also no longer be damaged if your out of sight of the Lizardman Shaman upon the explosion effect. The bonecrusher necklace in your inventory will now restore your prayer if you are within the Catacombs of Kourend when you receive a bones drop. Jar of dirt drop rate has been changed from 1/1100 to 1/1000. Kalphite queen drops now display the jar of sand in the drop viewer. The lizardman caves are now a slayer assignment-only area. If zulrah dies during the melee attack, the melee attack is cancelled. Vorkath has had a little bit of polishing: Sound effects introduced. The hitsplat for walking on the acid splats on the ground is now red. Vorkath's ranged max hit lowered from 35 to 32. Using crumble undead on the zombified spawn now provides correct amount of experience. Vorkath no longer drops amethyst bolt tips. Vorkath's loot is now dropped at the correct locations, relative to where the player is standing on Vorkath's death. This ensures that the loot tracker plugin can always recognize Vorkath's drops. Vorkath now resets its attack counter upon death, and randomizes the current special attack type. Demonic gorillas have been rewritten, old code has completely been scrapped: Alongside the demonic gorillas, tortured gorillas now better resemble OS in terms of mechanics and come with a proper combat script. Drops revised to more or less match OS. Sound effects included. Multi area introduced to the crash site cavern. Cerberus has been completely rewritten from scratch: It now comes with the combo attack that was previously missing. The combat script now properly follows the patterns that exist in RS and isn't randomized. The ghosts' attacks now register when the animation starts, not when it lands on you, so the according prayer must be up on the start of the animation. Sound effects included, and certain animations have been corrected. Alchemical hydra has had some bugs fixed, although not all yet, further fixes will come in the future: The alchemical hydra now resets its attack counter after death. In addition to the above, the attack style with which the hydra begins the next kill is now randomized. During the transition from the third phase to the last one, if the last hit that hydra did was the third hit in the sequence, it will no longer swap the attack style twice, thus resulting in it continuing with the same style that was in the third phase. The fire phase no longer causes players to get teleported back into the fire if they die through the fire upon death. The hydra can no longer be poisoned or venomed. The hydra's poison attack no longer applies poison to you once you've respawned at home after death, if the timing was luck enough. Orrvor Quo Maten now asks the players if they wish to enter the Hydra's lair when they already have items sitting in his collection chest from the previous death. The stun caused by the lightning attack by hydra no longer resets the player's current action(which would usually be combat). The "You're stunned!" message sent by hydra and kree'arra is now filterable. Players can now enter the Hydra's lair even without a slayer assignment to unlock the "Alchemical Attack!" music track. Chambers of Xeric Changes The Mountain Guide now transports players between Mount Quidamortem and Shayzien's Wall. The obstacles found in the scavenger room should no longer rarely glitch your client out to where it'd appear as if you got teleported into the void. The rare drops are now broadcasted with killcounts, and whether or not the user was in a challenge mode raid at the time. The portal swap attack by the Great Olm has had some miniscule changes to the delay of it, and it will now do the teleportation one tick earlier. The damage by the life siphon attack will now occur one game tick earlier. The Humidify spell now shoots out a projectile when used against the fire wall. Vasa Nistirio's teleport attack now longer locks the player, but rather stuns them, which allows the player to eat, change equipment etc. When logging into a raid, you're not placed at the respawn location, not the start of it(unless the respawn location is the start of the raid, of course). Energy focus is no longer allowed to turn more than once within a tick. The small muttadile will now use the melee attack more frequently when within attack radius. The abyssal portal no longer hits people away from the two-tile mouth. Players can no longer switch to a pickaxe to gain its damage-boost benefits against the guardians, the hit must be launched using the pickaxe. Dinh's bulwark no longer plays the emote if you try to equip it with both hands full, and no inventory space. Improved the code which loaded the blossom objects in the Vespula room - there was a rare case where the blossoms would not spawn as the code was looking for them in the wrong location and could not locate them. A hammer will now be found at the entrance of the crabs room in the Chambers of Xeric. The creature keeper room has the following changes: You will no longer receive 2 points for finding grubs instead you can now receive up to 3 grubs and this will be scaled depending on your thieving level for example: If you have 95+ thieving you will have a 11% chance of finding 3 and a 39% chance of finding 2 however if your only for example 74-94 thieving You no longer receive two points for finding the grubs. The thieving experience gained for finding cavern grubs is 40 for 1 grub, 60 for 2 grubs and 73 for 3 grubs. Players can now receive up to three grubs per chest, depending on their personal Thieving level. The scaling for the grubs is as follows: - If your thieving level is 95+, you have a 11% chance of finding 3 grubs and a 39% chance of finding 2 grubs. - If your thieving level is 75-94, you have a 11% chance of finding 3 grubs, a 13% chance of finding 2 grubs and a 26% chance of finding just 1 grub. - If your thieving level is 50-74, you have a 17% chance of finding 2 grubs and a 33% chance of finding just 1 grub. - At 49 thieving or under, you have a 50% chance of finding just 1 grub. There is always a 50% chance of finding no grubs - this value prior used to be around 40%, but has now been increased to 50% to match RS. Scouting for raids on a mobile device has been implemented in terms of game messages upon entering the raid, mimicing the exact messages provided by Runelite, and the same level of uncertainty, as it cannot always detect all the rooms within the raid. You can now disable up to ten layouts within the Chambers of Xeric by speaking to Captain Rimor. This comes at a fee of 2.5m gold per one layout slot. Once you unlock a slot, you can add or remove any layout to that slot for free indefinitely. Captain Rimor will explain in depth how this works when you right-click and choose the layouts option on him. The large muttadile will no longer trigger your recoil effects(ring of recoil, vengeance etc) while submerged. It can no longer be damaged while submerged either. Bugfixes The gap in abyss will no longer unlock you prematurely, thus allowing you to re-run the sequence before it has even ended. Pets can now be insured at Probita by using the item on her. Explorer's Ring 4 now recharges run energy by 100%, instead of the previous 50%. Explorer's Ring 4 now has 3 recharges, instead of 4. The ladder of one of the eastern houses in Falador no longer takes you outside of the building. Bracelet of clay effect has been implemented. Guthix rests can now be decanted. The anvils at the blast furnace area now require a Smithing level of 60 to be used. Potato cactus spawns have been added to Kalphite lair. The super antipoison item spawn by Castle-Wars has had its respawn time lowered to 6 seconds. A broken fence south-east of Barrows is now functional. Players can now put potatoes, onions and cabbages into sacks. Limestone brick crafting implemented. The uncharged version of the infernal axe can now be used for the clue which requires you to bring an infernal axe to him. Shifted the position of the dancing chair in the Draynor Manor mansions. Motherlode mine exit no longer requires you to be level 60 Mining to use. A fishing spot in Mor Ul Rek can no longer go to an unreachable location. Graceful is now allowed on Entrana. The "Locate" option on talismans now inform the user which way the ruins are. The following five shortcuts have been given the respective achievement diary requirements: Stepping stones in Brimhaven dungeon. Crevice in Heroes' guild dungeon. The stepping stone between Lumbridge swamp and Kharidian desert. The stepping stone at Mos Le'Harmless. The narrow crevice in the deep wilderness dungeon. The location of the mining guild teleport on the Zenyte portal has now been matched to that of the Skills necklace. Angler's outfit can now be found while fishing, at a rate of one in 1000 five on average(through random rolls still, so you could get it on your first catch!). The rate does not change for different types of fish, so it doesn't matter whether you catch anchovies or sharks. The Wizard in Wizard's Guild will now create Splitbark. Jackie at home now sells fine cloth. Ancient Wyvern shortcut patched in the slayer-assignment-only dungeon. The killcounts of the boss versions of certain creatures are now added on-top of the killcounts of the weaker versions, so if you have five Kraken boss slain and only two normal cave kraken, the Kraken boss will display five killcount and cave kraken will display seven. Implemented the access point between the Karamja volcano and Crandor. A miscellaneous teleport to Crandor has been added to the Zenyte portal. Dashing and spotted kebbit furs have been added to Jackie's skilling shop. Zul-andra bank deposit box has been implemented. Players can now navigate through the dense Kharazi jungle with a machete. Placeholders have been introduced for further items which lacked them, these include max capes, tridents, ibans staves and more. The dwarf cannon pieces are now sold by Nulodion for 375,000 gold per piece, for a total of 1,500,000 gold for the full cannon. The cannon in the slayer shop has not been changed - this was only introduced as an alternative to aid people who wish to train ranged but keep their hitpoints level low. Upon disconnection, the game will now kick you out of the game once 15 seconds have passed, unless you're within Wilderness. The delay was previously at 60 seconds, making death by disconnections a much likely cause. Graceful hoods no longer show your facial hair. Pirate's bandanas now properly hide the hair. Mount Karuulm weapon shop introduced. Blessings no longer automatically go into the quiver when the setting to automatically pick up ammunition is enabled. Brother Tranquility now offers transport to Harmony Island. Players can no longer purchase a rune pouch if they already own one. Some new item broadcasts have been introduced and fixed - items like visages, imbued heart etc will now broadcast. Using the peek option on the Dagannoth kings lair ladder now tells you the number of people in the slayer-only lair as well, not just the regular lair. Desert heat can only damage you for 1-10 damage now, instead of the previous 6-12. If a drop is received in the noted form, it will still count towards the unnoted version tracked by the collection log. Fertile soil spell no longer locks the player in place for six game ticks after casting. Players can now rake in raids without needing free space, assuming they have at least one of each of the three seeds with them. The game settings interface no longer opens as a temporary interface which closes immediately as you walk away - it will now remain open for as long as you wish, replacing the game management tab until it has been closed. Elidinis statuette in Nardah now boosts the players' health to hitpoints level + 7 if their current hitpoints are below that. Dragonfire protection messages are now fully filtered. 'Enter chaos rift' wilderness diary now works through the Abyss. Lit bug lantern no longer counts as a light source. Kegs can no longer be taken of the keg balance room. Molten glass can now be made by left-clicking a furnace when you have the items in your inventory. The slayer tower doors to aberrant spectres now force-walk you through them, immediately closing them behind you. The right click spellbook option on Tyss now switches you from the regular spellbook to Arceuus. Mosol Rei no longer walks around the entrance of Shilo Village. Bruma torch can now be used to light a Wintertodt brazier. Coordinate clues will now properly display coordinates that lead with a 0 for example instead of 3 degrees, it will show 03 degrees. Robin's name at home has been changed to Robin Hood to avoid conflicts with the Robin at Port Phasmatys. Runelite clue loot tracker now adds the entries when the clue opens. Previously, you would have to open two clues in order to get the first one to display. Alan at the farming guild will now be able to look after the bush, the cactus and the allotment patches for a fee. The rune pouch now costs 750 slayer points instead of the previous 1,250 slayer points. The slayer helmet and salve amulets now display the respective slayer and undead bonuses on the bonuses interface. The Wyrmy pet is no longer tradeable. Fixed a problem with certain clan names crashing clients. Items that are noted can now be sold to the shops which accept stock only, but provide the unnoted version of said item. Fixed a bug in the loot pile timer upon death which wouldn't properly register donator boosts. However to combat this, I have lowered the timer for "items being visible on the ground for all", which was oddly high at 5 minutes. That time is now at 2 minutes. Players can now deposit the contents of a looting bag that they're carrying by clicking the deposit-looting-bag button on the bank deposit box interface. Red dragonhide chaps (t) & (g) no longer require level 40 defence to wear. The rubber mushroom on Fossil Island now teleports players deep into the swap - however keep in mind you'll be hit for a hefty amount of damage if you don't fill the landing place with some mushroom! Calquat payment no longer requires the 8 poison ivy berries twice. Claiming donations and votes now informs the user if the API call failed, telling players to contract an administrator for manual help. This rarely happens but it does happen. Catherby teleport on the Zenyte portal has now had the location changed to match the Lunar spellbook teleport. Upon claiming votes, the player is now informed of how many coins they received for voting. Hard clue scrolls no longer give extended antifires when you land on the rare potions loot - instead, they now give regular antifires. The following lunar spells no longer require a defence level to be used: Bake pie, Boost potion share, Cure plant, Dream, Fertile soil, Geomancy, Humidify(Still need defence when using it to douse a fire wall in Chambers of Xeric), Hunter kit, Magic imbue, Monster examine, NPC Contact, Plank make, Recharge dragonstone, Spin flax, Stat restore pot share, Stat spy, String jewellery, Superglass make, Tan leather, All lunar teleports. Staff of the dead now requires level 75 attack to equip. Yell filter now also filters staff yells. If shields are disabled in a duel, two-handed weapons will now be unequipped when the duel begins. Master scroll book now turns to the empty version when all the scrolls are removed from it. Barrows prayer drain timer now resets if the player leaves the room. 1/100 drops no longer display as 1/1 on the drop viewer. Bloated toads can now be placed in both swamp areas around feldip hills. Zulrah item retrieval service must now be emptied before the user is allowed to go to zulrah. Emotes which are unlocked now remain unlocked throughout logouts.
  9. The point about the server trying to be as close to OS as possible is not exactly valid. We're open to listening what players have to say and want; the sole reason why there's so little custom content is due to many restrictions we have as to making them. I'm not exactly interested in adding poor-quality custom content such as "american torva" or whatever floats the boat of the servers nowadays. 120 capes have been mentioned many of times in the past, in one form or another. At the end of the day, it largely comes down to designing and modelling them, which is rather tedious. Not many people around in this scene capable of modelling and animating things. Whatever we produce, I want it to be on-par with the quality that OS provides. The only concept for such capes I've seen floating around has been the max cape re-do - there are pros and cons to this; they do look pretty, but at the same time it's as if we were to add 23 new max capes into the game, and there are other servers out there which have redone max capes as 120 capes, so it'd be as if we stole the idea from them.
  10. No. Read the topic. I said we'll try to aim for a smaller update every other week going forward, on-top of the larger update. I also have a large update currently pending, struggling to get it through quality-assurance but it should be out sometime next week, I'll test it myself if I have to.
  11. Welcome Glad you enjoy the server, hope it remains this way!
  12. As requested, I made a poll between Construction and Theatre of Blood. I believe there's nothing as highly requested as these two so I left anything else out of the equation for now. We will now also be aiming to provide small side updates every other week, aside from the main content piece that we work on. I explained more in the poll topic:
  13. No idea, I'd probably host a vote within the staff team and determine through that. It would likely be biased towards whichever option needs overhauling the most at the given time.
  14. Kris

    Future updates

    Given the recent events,@[email protected] resigned from development. Alongside this,@Coreyrecently got a job IRL and has shifted focus to a different project in-game, which has left the Theatre of Blood without any developers for now. Moving forward, I'd like myself [email protected] take on either the Theatre of Blood or Construction, whichever ends up being the more popular option out of the [email protected] continue working on a project that is yet to be announced, but will in the near future. Bear in mind the estimated time given in the poll here is a big approximate - it may take longer, and it make take less. It includes the testing process and everything between. We will also be switching up the way we handle smaller updates on the side. We will try to set up a schedule of pushing out a smaller update every two weeks. This may take some time to set up and catch up to the schedule, but the idea is to devote 2-3 days out of every two weeks to smaller bugfixes and content that people require, and the remainder of the two weeks to whichever project players choose. I chose to not include any other projects in the poll, as past polls have shown these two are the big ones that have been requested. The option that loses in the poll will most likely be worked on right after the winning option is published. The poll has closed. Theatre of Blood has won! The development will continue on it on Monday.
  15. Had never even heard of the mining place, seems cool. The ring is decent but it would be a lot less interesting around here as it revolves around quests and miscellaneous features that you do not typically see in servers. I'm not opposed to either personally, but they're not a priority as goes for a lot of things, at least not in the current state.
  16. We will not be moving forward with your suggestion. Sorry!
  17. I don't personally mind this idea, we do have many of the grapple shortcuts implemented across the game, putting this in the store could better inform people of this little side feature. I doubt you'll find grappling on any other server. I'm leaving this open for now though, as it didn't seem to get much support based on the replies. Perhaps my point here could change peoples mind.
  18. I'll say this straight off the bat - I won't be introducing items like abyssal whips in the vote store. That's way off the goal of what we were aiming for with the concept of a vote store. I am however interested in adding more consumable, limited items. Things that run out after a certain amount of uses or time. Right now, a large amount of the store comes down to just one-time purchases which quickly grows old. I don't know if bonus experience is the thing we're looking for here, but it could very well be. Giving a short period of bonus experience wouldn't really hurt anyone, although I'm still hesitant about that one.
  19. I don't think a capacity increase would do the trick there. 111 fragments comes to a full inventory of blocks which you need to take to the altar. Increasing capacity would simply mean you have to do an extra run to make use of the benefits provided here. Correct me if I'm wrong here, I believe this is how the runecrafting method works though. If anything, I think just straight up offering more runes while crafting at the altar could do the trick with little to no annoyances. It's an AFK skill so even if we offered more fragments, people wouldn't benefit much from it as they usually AFK it all the way to a full inventory, which on its own already provides the maximum number of fragments. I'll leave the thread open for more discussions.
  20. This idea has already been in the works but the map editor that we have does not perfectly support it just yet. In addition to that, I think this is a rather low priority update that could end up taking several days, so I'll put it on the side for now. It will come some day though, I definitely enjoy the idea of having our own custom agility course be there right at home, for all the new players to use straight away.
  21. We will not be moving forward with your suggestion. Sorry!
  22. I believe this is partially why bank fillers were introduced in RS. I think having placeholders without first having obtained the item could offset some people, it'd be weird seeing skillers with big PvM tabs of placeholders, could definitely confuse newcomers if they saw someones bank picture with them in it. I'll decline it for now, sorry.
  23. The blighted sacks will come when we upgrade our revision, I don't think I'll move forward with that one before that. As for spellbook swaps, I agree. I think the ideal solution would be to have it scale with lower-tier donator ranks, maybe capping it at ruby for 25 swaps a day. So the number of swaps could be 5 for normies, 10 for sapphire, 15 for emerald and 25 for ruby. Anything beyond feels a bit too extreme. Looking forward to more PvP-oriented ideas and suggestions - there's a lot of PvP changes coming in the next one.
  24. It's been awhile since this was posted but we do love the ideas proposed here. I'll definitely be moving forward with a lot of them in the near future.
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