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Sharkbrew Helper Bot

Sharkbrew Helper Bot
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  1. Log in News Home - News Home Looting Bag Improvements, PID Changes and Bounty Hunter Targets mod_gambit August 09 2018 This week sees the release of the first changes from the recent PvP Changes and Upcoming Poll Blog. These include changes to the PID system in PvP and Bounty Hunter worlds, the improved Looting bag and allowing players the ability to toggle receiving Bounty Hunter targets past level 10 Wilderness. We also have an update on the progress of the in-game Collection Log. PvP Changes In July we discussed some changes we wanted to make to PvP that aimed to address certain areas of concern prior to looking at larger content updates. This week's game update includes some of these changes, with the remaining ones expected to be released over the next few weeks. Upgraded Looting Bag Functionality The Looting bag has received a big update to its functionality! It now has an Open option which, when selected, makes every item you pick up go straight into the Looting bag whilst in the Wilderness. Items will go into your inventory when the Looting bag is closed. You can still Check to see the contents of the bag by right-clicking. We've also reduced the cost of the Looting bag in the Bounty Hunter store from 150,000 points to 10,000. PID Changes On Bounty Hunter, PvP and tournament worlds, PID will randomise more often. In these worlds, PID will randomise every 40 to 60 game ticks (24 to 36 seconds) per player rather than the previous 100 to 150 game ticks (60 to 90 seconds) per player. Feel free to try out the changes on these worlds and let us know how you find them. From there, we can make any necessary adjustments and roll them out to the rest of the game. The way PID works within the duel area has not changed. Bounty Hunter Targets in Deep Wilderness You can now speak to the Emblem Trader in Edgeville to toggle the ability to receive Bounty Hunter targets above level 10 wilderness. By default you will still receve targets above level 10 Wilderness. To change this, speak to the emblem Trader to toggle this option. We're moving the PvP World Rota Asssignment to Period B. Progress Update: In-game Collection Log Whilst it's not being released this update, we thought you'd like to see the current progress of the in-game Collection Log. The following words are from Mod Lenny who has been the lead developer of the project. When we set out to build a Collection Log, the first step was to compile everything that players may like to see in the list. This meant asking the community what they expect to see (tweet @JagexLenny with your suggestions still!) which provided a lot of helpful insight. Not all the ideas were possible just yet and the log is intended for more than showing unique drops and Clue rewards. As such, the list is not yet complete and new items may be added as development continues. Using a rough list of items to work with, I began structuring the data. Due to the huge amount of data involved, I spent time writing scripts to help compile it all into the formats that I may require during development. Once the data was structured and implemented, I moved on to showing this in game. I've built an early version of the interface, split it into four tabs (bosses, raids, clues and other), with the possibility of adding a fifth for Slayer. Each tab shows a list of everything under that category and clicking on any of these will display all the associated items in the Log. Unobtained items will show up translucent and duplicate items will have a number displayed. Our team discussed the extent that the log should go to. One of the most debated topics concerned tracking items that come from a specific source. If possible, rather than just having obtained the item at all, the Log could potentially show how many of your Dragon axes came from the Wintertodt or the Dagannoth Kings. While this would be a great addition, it currently brings too many questions and technical complications. However this would require a more intricate system and a higher level of maintenance in the future, complicating the process for adding anything new to the log. Another hot-topic is logging items retroactively. Untradeables such as pets, Fire capes, Infernal capes, and so on may be logged as we know these were already earned rather than bought. A bigger uncertainty lies in retroactively logging drops earned by Ironmen. We welcome further discussion on this matter. As with everything else in the game, there's a limit to how high we can track the collection of any items included in the Log (for example, the Slayer Log will tell you that you have killed �Lots!� of monsters past a certain point). Given the broad range of items covered in the log, we�ve concluded that various items warrant different limits. The logic here is that you�re unlikely to receive as many Scythes of Vitur as you do Nardah teleport scrolls for example. After polishing the interface, we'll begin tracking the data. Once in place, a tracking system will allow the Collection Log to show items that have been collected rather than items that are already possessed. This will need implementing given the different loot systems used by Barrows, Chambers of Xeric, Theatre of Blood, or simple monster drops on the floor. Beyond this, there are a couple of other features which we would like to include such as displaying your kill counts on the Log where suitable and allowing other players to view your Collection Log - possibly in your Player Owned House. In Other News The world map icon has been enlarged on mobile to make it easier to open. Logging in for the first time since a game update will provide you with a broadcast which contains a link to the accompanying game update newspost The Justiciar helm has been made larger when worn by female characters. Ironmen can now pick up the small fishing net at the fishing spots south of Lumbridge. The poll booth located outside the front of the volcanic mine has been removed as players would be hit with volcanic debris while trying to vote in polls. There are already other poll booths available on the Island. Fixed a spelling error for the description of the "Smelly Journal", found on Zeah. The restock rate for gloves sold in the Culinaromancer's Chest has been increased. Fixed a typo in the Book o' piracy. The 'use' option on hot air balloons now assumes you wish to travel, rather than making you talk to the attendant. The Gnome Stronghold balloon attendant now still works even if they wander south of the balloon. Shop packs will no longer be permitted in situations where certain item restrictions apply, specifically Glarial's Tomb and the Koschei fight, lest they contain something that would otherwise be forbidden. Rune pouches can now be taken into Glarial's Tomb and the Koschei fight if they do not contain any runes. Blast Furnace dwarves are now available on world 355. The alch value of the Twisted bow has been raised to be the same as the Scythe of vitur (since they�re both rather expensive items). This is in response to some rather unfortunate players who had their alch warning set quite high, and consequently exchanged the bow for its actual alch value. The text that appears when attempting to use the Mort'ton teleport scroll without the requirements has been updated to include that you must talk to Drezel after completing Priest in Peril. Old School Merchandise: Survey Ever since the JMod team and a few other players have gotten their hands on large Vorkath mousemats, we've heard the rest of you loud and clear. You want them too! We're looking to add a new range of mousemats, mugs, canvasses, and fine art prints to the merchandise store, all using game artwork. We have a few questions we'd like to ask you to answer, so you can let us know your preferences for artwork. The survey is being administered by the company who operate our merchandise store, so if you have any feedback on it, we'll pass it on for you. The questions won't take long to answer. Have your say on our merchandise store! Do you want to own a mousemat featuring these designs? Let us know whether they should be added to our merch store. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Gambit, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  2. Log in News Home - News Home Old School Mobile Android Soft Launch: Canada mod_ayiza August 06 2018 Old School Mobile Android Soft Launch: Canada In preparation for the full release of Old School Mobile, later this afternoon we'll be allowing all Canadian users access to the Android app! The soft launch of mobile in Canada allows both members and free to play users access to the app, whilst giving us the chance to experience a launch to both sets of players in a more controlled manner than opening the gates to the entire globe. We've also unlocked the ability for those users to purchase bonds and membership via the app, rather than having to go through the website. For all other regions, not much has changed. You'll still be able to access Old School Mobile as you can now on Android with an active membership! These are really exciting times for us all as it indicates just how close we are to a full release of mobile. Depending on the success of the soft launch in Canada, we hope to allow full access to mobile to more regions in the very near future. This is the first time we're opening mobile up to those outside of the open beta, and whilst we're confident that everything will run smoothly, there is the possibility for something unexpected to occur. As such, we're unable to give any dates on future soft launches, but rest assured we will share our progress with you as we're able to. Mobile Changes In preparation of the release of the soft launch, we've implemented some new changes for mobile users! One of the larger changes is one we mentioned earlier in the blog - the ability to purchase bonds and membership via the app, rather than through the website. In order to remain compliant with the rules of the app stores that will be hosting Old School Mobile, making it a requirement for us to be able to release the app fully, we've had to make sure our billing systems were updated to include the new methods of payment that will be used, rather than the traditional website billing we're used to. This means we've had to make some changes that will apply to mobile users only. A toggleable orb has been added to the advanced settings menu when on a mobile device, that when tapped, will open the store to and display payment options for bonds and membership. This orb will always show for F2P players. For members, the orb is disabled by default and will need to be toggled on via the advanced settings menu. This will NOT appear for desktop users. We'll be monitoring the usability of the orb over the next few weeks. One of the ideas we had was replacing the orb entirely with a new "Account Management" interface. In order for us to do this, we'd look at combining the "Friends" and "Ignore" buttons into one single interface, and using the space this would free up to implement the new Account Management interface. From the Account Management interface you'll be able to see very specific details such as; how many days of membership you have remaining, an indication of any messages you may have in your Message Centre, a link to the Old School Support page, a link to the Old School news page for new blog posts, and the ability to purchase bonds and membership. Your feedback on this is very much welcomed, including what else could be included in this page. Bug reports can now be submitted when playing on mobile. The following missing map icons have been added: - Farming Shop in Draynor Market - Water Source north of Bob's axe shop - Candle seller in Lumbridge swamps - Quest icon at Charlie the Tramp - Minigame icon at Mort'ton temple - Dungeon icon at Observatory dungeon - Dungeon icon at Abandoned Mine - Dungeon icon at the Hollows - Transport icon on Dragontooth Island - Transport icon at the Meiyerditch boat - Dungeon icon at Uzer - Dungeon icon at Sophanem bank - Transport icon at the Fossil Island barge The keyboard is now closed on mobile when attempting to open the world map. We've made some new icons which have been added to both the world map and minimap. These are as follows: - Lumbridge Guide - Mining Tutor - Prayer Tutor - Crafting Tutor - Cooking Tutor - Combat Tutor - Woodcutting Tutor - Fishing Tutor - Smithing Tutor - Bank Tutor - Hunter Tutor - Danger Tutor - Deadman Tutor - Security Tutor - Ironman Tutor - Bond Tutor - Holiday Item Shop - Wine Shop - Quest Item Trader - Newspaper Trader - Tea Seller - Dairy Cow - Dye Trader - Garden Supplier - Rope Trader - Taxidermist The letters K, M & B have now been added as buttons to the window when depositing or withdrawing "X" amount of items on a mobile device. These buttons will function the same as when entering K, M or B after an amount on the desktop to represent thousand, million and billion. There is now a space between names displayed in the Friends list, Ignore list, Friends chat channel, and the Friends chat channel set-up menu on a mobile device. An additional option has been added when tapping a player's name on a mobile device to display their previous name. This will then appear in red for a few seconds before changing back to their current name. A second batch of interface overlays have been updated so that they'll no longer overlap with the chatbox on mobile. We'll be continuing to work through these in the coming weeks. In Other News The graphics on the Viggora's chainmace have been updated to make it look and behave more like a chainmace. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team Mod Atlas, Boko, Mod Dark, Mod Giara, Mod Keyser, Mod Jenesis, Mod Kurotou, Mod Meercat, Mod Mike, Mod Puppi, Mod Samy, Mod Titus, Mod Veda, and Mod Vegard The Old School Mobile Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  3. Log in News Home - News Home Dev Blog: Making Friends with My Arm mod_sween August 03 2018 Dev Blog: Making Friends with My Arm Last week, after much teasing, we revealed that the next large content release that our project team (do read about the recent team restucture if you haven't done so) would like to offer is Making Friends with My Arm. Making Friends with My Arm is an Experienced quest and is the next installment in the Troll series, designed by Mod Ash himself. The quest was initially pitched to the community at 2016's RuneFest and was in response to a player suggestion to fill the black map zone near Ghorrock, and north of the God Wars Dungeon. Working with Mod Ash will be Mod Munro, one of our newer content devs, and he'll be taking the lead on programming the rewards. The proposed rewards are intended to provide a purpose for the Firemaking skill, with the player able to benefit from passive boosts upon completion of the quest. The higher your Firemaking, the more uses for the rewards will be available to you. It's important to note that we don't intend it to be a method of training Firemaking, as there's enough variety as it is! Making Friends with My Arm Making Friends with My Arm is an experienced-level quest, taking the much maligned character from My Arm's Big Adventure and sending him on a whole new mission - now venturing into the icy lands of the north to establish relations with the troll town of Weiss. Players assisting him in this diplomatic foray will learn the troll technologies from Weiss that make the Firemaking skill useful, for the first time, offering buffs to skilling activities elsewhere in the world. But first they'll have to handle My Arm's ambitions to woo the troll maiden Snowflake and to kill the Wise Old Man... Requirements Completion of My Arm's Big Adventure Completion of Swan Song Completion of Cold War Completion of Romeo & Juliet Level 66 Firemaking Level 68 Agility Level 72 Mining Level 35 Construction Must not be afraid of nasty trolls. Rewards On completing Making Friends with My Arm you will gain access to a mine in which you can mine salts. The salts mined here can be used on special fire pits to make the fires give benefits to you as long as you remain nearby. For example, one kind of fire could be used to slightly restore run energy. To kindle the fire you are required to burn logs, with the type of logs you burn dictating how long the fire burns for. The salts are tradeable, but using them requires the completion of the quest. Completion of the quest will also yield a method of teleportation to the saltmine. The fire pits will require a Tinderbox to be used, but upon your first use of the pit you will be able to store it within the fire pit itself. The individual appearance and the status of the fire pits will be visible only by you. This also means that only you will experience the benefits of a lit fire. Similarly to a Farming patch, a player who hasn't lit a fire in that pit will not seen one, and will gain no benefits from one lit by another player. There are three different types of salt: Red salt, Blue salt, and Green salt. Higher Firemaking levels will allow you to access more fire pits, as different pits will unlock according to your Firemaking level. When burned in a fire pit, Red salt will provide a double run energy regeneration rate. The player's run energy will also not decrease whilst they are nearby. When burned in a fire pit, Blue salt will provide the player a place to sacrifice bones for increased experience. This rate would be double the experience that is received for burying the bones. When burned in a fire pit, Green salt will provide the player with a boost to gathering resources. When the player is skilling within range of the fire there will be a 1/3 chance that the resources they receive are doubled. The effect only doubles designated resources, for example, Chinchompas near Feldip Hills would be doubled, but trees cut near the fire would not yield double the amount of Logs. This would only affect the resource gathering rate and not affect the XP rate at all. There are also unique braziers which require building before they can be built and then lit permanently. For example, the brazier on the approach to the God Wars Dungeon requires 10 Steel bars, five Mahogany planks, a Tinderbox, and 250 of each salt. These braziers, when lit, would have effects that improve the area where they are; the God Wars Dungeon entrance one would mitigate the chilling effects of the weather around there. For an idea of where the fire pits will be located, see the map below. The fire graphics we're using in the map are just placeholder images. Should the rewards pass the poll we'll be making a new model. The red fire indicates a fire pit in which you can burn Red salt. The blue fire indicates a fire pit in which you burn Blue salt. The green fire indicates a fire pit in which you can burn Green salt. The black fire indicates fire pits which offer permanent boosts. Click the image to see a larger version depicting the location of the proposed fire pits. Your Feedback Discuss this blog on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #old-school channel. Your feedback on the proposed rewards is essential. We'll be monitoring the feedback and answering questions over the weekend with a view to publishing a revised blog early next week, which will precede the polling of the quest and the reward. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  4. Log in News Home - News Home Tournament World, Mobile Enhancements and Theatre of Blood Tweaks mod_ayiza August 02 2018 Tournament World, Mobile Enhancements and Theatre of Blood Tweaks This week sees the release of a few Theatre of Blood feedback changes, some mobile enhancements and the opening of a Tournament world which will be available for the next two weeks! Tournament World A new Tournament world (World 101) has been added this week, giving you the freedom to select your own stats and a wide range of equipment to choose from to handcraft your perfect set up every time. Whether you've been playing Old School RuneScape for a week or since the release, Tournament worlds are the perfect way to develop and hone your abilities in a PvP scenario (or just cause some carnage in the arena). For those unfamiliar with Tournament worlds, logging into one will place you here: Once you've logged in, you'll notice a nearby table. This table allows you to quickly grab your gear and modify your stats by right-clicking it: Selecting "Take" from the table will open an interface which lists lots of different equipment for you to choose. These include rewards from some of the latest content including the Theatre of Blood, the latest Revenant Cave uniques and more! Selecting "Set-stats" from the table will open an interface that lists all of your skills and your current level beside it (in brackets). If you want to change any of these, simply select one of the skills and type the level you'd like it to be changed to. To the west of the table, you'll notice an Altar. You can right-click this Altar to change your current spellbook! The Tournament world will be open for the next two weeks until the game update on Thursday the 16th August, so ready your arms, prepare your shield walls, and remember, it's not over until your opponent has fallen! Please note that Tournament worlds will not remember what gear or stats you had from your previous session. Each time you log in you will have to select your gear and stats again. Mobile Enhancements The feedback we've been receiving from everyone participating in the Android open beta has been invaluable in helping us identify further improvements that can be made to ensure Old School RuneScape on mobile is the best experience possible. Remember to make use of the Old School Mobile Testing forum to provide feedback and report any issues you encounter. We hope to have more information regarding the progress of mobile outside of the Android beta and for an iOS release soon, but for now, we'd like to highlight some of the most recent changes you'll see in this week's game update. Single Sign-on We're rolling out SSO to a small group of players this week, namely those involved in the May 2018 Closed Beta. We plan to include more players in SSO over the coming weeks, so don't worry if you don't see it just yet! Single Sign-on allows for you to log in on mobile without having to enter your username and password again with a simple tap, once it's configured of course. When logging into mobile you will be prompted for your Username and Password, as usual. If you have the Authenticator active then you'll be asked for that too. It's worth noting that if you enter your Username and Password and cancel the Authenticator then the SSO token will still be present for you to be able to "Play Now", but you will continue to be asked for the Authenticator code until it is provided. To remove SSO you can simply tap "Sign out", and you'll be asked for confirmation. Once confirmed the token is then removed and when logging in next you'll again be asked for your Username and Password (and Authenticator code, if you have it set). Alternatively, you can manage all active sessions via your Account Settings. Scroll to the bottom of the options and select "Update Preferences". Here you can "End Mobile Sessions", meaning that any stored SSO tokens will be removed. Additionally, changing your Password in any way will result in the SSO token being removed. We've changed the sprite used for each Function button on mobile to represent its currently selected function, and to better display whether it's toggled on or off. From left to right in the above image: Keyboard, Tap to Drop & Single Tap. Keyboard: Select the Function button to bring up the keyboard. Tap to Drop: Select the Function button to activate tap to drop. Single Tap: Select the Function button to activate single tap. Anything you select will bring up more menu options when you tap, rather than performing the default tap action. In addition to changing the sprites used, we've added a feature that will cause your inventory to turn red when Tap to Drop mode is active. This is to help prevent players accidentally dropping items due to not realising the feature is enabled. The above image showcases how the inventory looks when Tap to Drop is enabled. The option to toggle tapping through the chatbox has now been added to the advanced options in the settings tab when playing on a mobile device. Curious about testing Old School RuneScape on your device? Read the OSRS Mobile: Android Members Beta newspost for more information. Theatre of Blood Tweaks Sotetseg's projectiles will now be more consistent and the duration they disable protection prayers for has been reduced. Nylocas Vasilias will no longer be able to instantly attack players after switching combat styles. Verzik Vitur's attacks during her final form will now calculate damage dealt as you get hit, rather than when she fires her projectiles. In Other News The Home teleport and Teleport to house tabs now have right-click options for you to teleport inside and outside of your house. The left-click option will continue to respect the option you have selected in your house settings menu. Some messaging has been implemented for when members log into free to play worlds. An issue with a cutscene during the Kings Ransom quest has been fixed. It is now easier to distinguish between charged and uncharged versions of the Dragonfire ward. The sound effect used for the Teleport to house spell has been changed to an area sound effect in order to be consistent with other teleport spells. Capitalisation has been added to the Great Olm's name. A few Mammoths were spawning on top of trees. They've been asked politely to stop doing that. The Elemental Wizards south of Falador now give loot at the end of their death animation rather than the beginning. The wording displayed when trying to buy a medium gamble at Barbarian Assault without the correct requirements has been changed. A missing word in the Tourist Trap's quest journal has been added. The Scythe of Vitur has been buffed. It can now slash webs. The Ring of life now displays a message when you change your teleport option to your default spawn point. A missing space has been added to a message received during the Murder Mystery quest. Cooks Assistant, Sheep Shearer and Imp Catcher will now recognise that you have the items required to complete the quest upon starting each of them. A spelling error within Doric's quest has been fixed. Last Summer we partnered with Twitch to deliver one free month of membership for every player with Twitch Prime, and we are absolutely delighted to announce that we'll be partnering with Twitch Prime once again. Details of the partnership can be found below! Old School RuneScape and Twitch Prime Between Thursday 26th July - Thursday 19th September members of Twitch Prime can claim one free month of membership and get access to the purple skin colour. Players without Twitch Prime will gain access to the skin colour once the partnership has ended. Using Twitch Prime Getting the membership and getting the purple skin colour can be done in just four easy steps: Step 1: Claim the Twitch Prime Umbral Pack Step 2: Link your Twitch and RuneScape accounts Step 3: Well, you now have the free month of membership! Step 4: Visit the Makeover Mage (found just South-West of Falador) to make yourself purple! We're delighted to tell you that Twitch offer a 30-day free trial to Twitch Prime. Those of you without Twitch Prime - Start your free trial today! Another benefit of Twitch Prime is a free subscription to a Twitch streamer each month. Put your free subscription to good use and support one of our fantastic Old School RuneScape content creators. Head to the Old School RuneScape stream directory to see who is live and to show some love! If there are any other questions you might have about Twitch Prime then please do visit our very handy Twitch Prime FAQ. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  5. Log in News Home - News Home Twitch Prime live! July 26 2018 Last Summer we partnered with Twitch to deliver one free month of membership for every player with Twitch Prime, and we are absolutely delighted to announce that we'll be partnering with Twich Prime once again. Details of the partnership can be found below! Old School RuneScape and Twitch Prime Between Thursday 26th July - Thursday 6th September members of Twitch Prime can claim one free month of membership and get access to the purple skin colour. Players without Twitch Prime will gain access to the skin colour once the partnership has ended. Using Twitch Prime Getting the membership and getting the purple skin colour can be done in just four easy steps: Step 1: Claim the Twitch Prime Umbral Pack Step 2: Link your Twitch and RuneScape accounts Step 3: Well, you now have the free month of membership! Step 4: Visit the Makeover Mage (found just South-West of Falador) to make yourself purple! We're delighted to tell you that Twitch offer a 30-day free trial to Twitch Prime. Those of you without Twitch Prime - Start your free trial today! Another benefit of Twitch Prime is a free subscription to a Twitch streamer each month. Put your free subscription to good use and support one of our fantastic Old School RuneScape content creators. Head to the Old School RuneScape stream directory to see who is live and to show some love! If there are any other questions you might have about Twitch Prime then please do visit our very handy Twitch Prime FAQ. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  6. Log in News Home - News Home Revenant Cave Rewards and Troll Quest Announcement mod_sween July 26 2018 Today's game update sees the arrival of four new unique Revenant drops. Later today you'll be able to take advantage of our partnership with Twitch Prime. And we need your help in perfecting the rewards for Making Friends with My Arm, the continuation in the the Troll quest series from Mod Ash. Revenant Cave Rewards At the end of June we polled a number of possible new rewards to Revenants. The initial proposal can be found in the Revenant Cave Rewards Revisited blog. Today's update sees the arrival of the rewards which passed the polls: Craw's Bow, Thammaron's sceptre, Viggora's chainmace, and the Amulet of avarice. For more information on the these new items, read on below. Craw's bow Craw's bow is a tradeable 2-handed bow that can deal additional damage to Wilderness NPCs. It has the same stats as the Magic shortbow (i) and requires 60 Ranged to equip. When charged with a minimum of 1000 Revenant ether, an additional 50% Ranged accuracy and 50% Ranged damage boost is activated vs any Wilderness NPC. This effect will stack with either a Slayer helmet or a Salve amulet equipped, but does not allow the effects of both the Slayer helmet and Salve amulet to stack. This includes imbued versions of both the Slayer helmet and the Salve amulet. The bow does not use any ammo, much like the Crystal bow. Instead, it relies on the use of the Revenant ether stored within it. One Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the bow is always dropped on death when inside the Wilderness. Thammaron's sceptre Thammaron's sceptre is a tradeable 1-handed magic weapon that can deal additional damage to Wilderness NPCs. It has the same stats as the Master wand and requires 60 Magic to equip. When charged with a minimum of 1000 Revenant ether, an additional 100% Magic accuracy and 25% Magic damage boost is activated vs any Wilderness NPC. This effect will stack with either a Slayer helmet or a Salve amulet equipped, but does not allow the effects of both the Slayer helmet and Salve amulet to stack. This includes imbued versions of both the Slayer helmet and the Salve amulet. The sceptre can be used much like the Master wand, though it cannot autocast ancient spells. Each spell that is cast using the sceptre uses one Revenant ether, regardless of the spell hitting or not, alongside the standard runes required. Viggora's chainmace Viggora's chainmace is a tradeable 1-handed flail that can deal additional damage to Wilderness NPCs. It has stats similar to that of a Dragon scimitar and requires 60 Attack to equip. When charged with a minimum of 1000 Revenant ether, an additional 50% Melee accuracy and 50% Melee damage boost is activated vs any Wilderness NPC. This effect will stack with either a Slayer helmet or a Salve amulet equipped, but does not allow the effects of both the Slayer helmet and Salve amulet to stack. This includes imbued versions of both the Slayer helmet and the Salve amulet. One Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the chainmace is always dropped on death when inside the Wilderness. Amulet of avarice Within the Revenant Caves are a plethora of NPCs, many of which are killed frequently for Wilderness Slayer tasks. It's no secret that a lot of Wilderness activities are a trade-off between risk and reward. We want to further extend the risk vs reward factor with a new reward from Revenant NPCs - the Amulet of avarice. The Amulet of avarice provides the same stats as an Amulet of glory, with the added ability of causing all drops within the Revenant Caves to be noted whilst it's worn - this includes the non-Revenant NPCs also in the cave. The downside to this benefit however, is that the player is constantly skulled while wearing the amulet. If removed, a normal 20-minute skull will remain. Last Summer we partnered with Twitch to deliver one free month of membership for every player with Twitch Prime, and we are absolutely delighted to announce that we'll be partnering with Twich Prime once again. Details of the partnership can be found below, but please be aware that you will not be able to claim the offer until 5pm BST on Thursday 26th July (12pm EST). Old School RuneScape and Twitch Prime Between Thursday 26th July - Thursday 6th September members of Twitch Prime can claim one free month of membership and get access to the purple skin colour, which players without Twitch Prime will gain access to once the partnership has ended. Just to reiterate, you won't be able to get the membership or the purple skin until 5pm BST on Thursday 26th July. Using Twitch Prime Getting the membership and getting the purple skin colour can be done in four easy steps: Step 1: Claim the Twitch Prime Umbral Pack (Reminder: you will not be able to claim the offer until 5pm BST on Thursday 26th July (12pm EST)) Step 2: Link your Twitch and RuneScape accounts Step 3: Well, you now have the free month of membership! Step 4: Visit the Makeover Mage (found just South-West of Falador) to make yourself purple! We're delighted to tell you that Twitch offer a 30-day free trial to Twitch Prime. Those of you without Twitch Prime - Start your free trial today! Another benefit of Twitch Prime is a free subscription to a Twitch streamer each month. Put your free subscription to good use and support one of our fantastic Old School RuneScape content creators. Head to the Old School RuneScape stream directory to see who is live and to show some love! Making Friends with My Arm This week we've been teasing just which large project we'll be working on next. On yesterday's Q&A we confirmed that Making Friends with My Arm will be the next quest to be released on Old School RuneScape (should it pass the poll). This project will be headed by Mod Ash's team (it's recommended you read this blog explaining changes to the team structure), and you can expect to see a blog detailing the quest and its rewards sometime next week. Speaking of rewards, we'd like your help perfecting just what it is that we offer. We'd like the rewards to involve using Firemaking to light minerals (which are mined after the quest) in pre-designated fire pits around the world, with the fires providing various benefits. What are your thoughts on this? What do you like or dislike? What would you change? Give us feedback on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Alternatively, you can contact Mod Munro directly! Listen to Mod Ash himself to hear how the quest first came to fruition. In Other News The Deadman Autumn Season has ended! Deadman Season worlds are now inaccessible. We're moving the PvP World Rota Asssignment to Period A. A unique animation has been added to the teleport of the Xeric's amulet. The sandstorm effect present during the Shadow of the Storm has been made transparent when playing on mobile, as it severely restricted visibility Recently we released an update on mobile which allowed you to interact with the game in the area visible when the minimap was hidden. Some players on some devices with specific device resolution were still unable to interact properly. We've fixed this. We've fixed an issue where birdhouses might not update when logging in near one. We've fixed an issue during Recruitment Drive which prevented you from advancing after completing Sir Kuam Ferentse's task. We've fixed some strange isssues involving dying (or not dying properly) within the Zogre cave after being caught picklocking the Ogre Coffin. Captain Khaled's taskgiving has been fixed in situations in which you'd hop worlds and then try to request other tasks. A Sulliuscep mushroom has been moved slightly to the north, a bit further away from the Tar monsters. We've changed some of The Overseer's dialogue. The Lumbridge store barrel is no longer a Barrel full of staffs. It's now a Barrel full of staves. The Avernic defender and the Ivandis flail have both been added to the Attack skill guide. The tip given by Slayer Masters assigning Adamant dragons has been corrected. Using Geomancy to check Grapes and Cacti now reads Minimum Yield rather than Available Yield. The message displayed when savagely dismembering a toad for it's legs have been added to the filter. Poor toad. At least they'll grow back. You can now feed acorns to the Giant squirrel pet. Relogging inside the Theatre of Blood after Verzik dies will now more reliably resync you to your party, so long as any of them remain in the instance. Doric will now recognise that you have the items required to complete the quest upon starting the quest. You can no longer stand inside the wall in Lovakengj bank. Mounted swords, capes and amulets in a player-owned house quest hall will now give a message stating that your inventory is full if this is preventing you from removing the furniture. A missing word has been added to the Estate Agent's dialogue. Untradeable Midsummer event holiday items have now been made accessible to players without membership. Players without membership will be able to buy them from the store and will be able to wear them. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  7. Log in News Home - News Home Team Structure, PvP Changes and Upcoming Poll mod_ayiza July 24 2018 Team Structure, PvP Changes and Upcoming Poll This blog highlights some of the recent changes to the Old School team's structure, our plans going forward with content development, new updates we'd like to propose for polling and some changes we're not polling. Team Structure Improvements Old School RuneScape has flourished since its release, clearly visible by the increase in player numbers and also the ever-expanding list of Mods that can be found at the bottom of our blogs and news. One of the most important things about Old School RuneScape is the community. We love the suggestions you provide us which help shape the future of the game and we believe it's important for us as a team to remain agile so we can quickly act upon those suggestions. It's no surprise that when we have a big project to work on, such as the Theatre of Blood, the resources we have available to look at your suggestions or quality of life improvements are limited. Whilst we have still found the time to provide 59 poll questions for you to vote on since the Theatre released, we're aware there is much more we could be doing. With this in mind we're making a few changes to the structure of our team which will complement large releases by allowing us the resource to move quickly when met with good suggestions and requests. We'll talk about the changes to the team structure shortly, but we'd also like to point out that we expect our team to continue increasing in size over the next 12 months. There'll be more people joining the array of new faces to the team (hi Mods Bruno, Lenny, and Munro)! What's Changed? To put it simply, the Old School team now consists of smaller teams. Each team has a clear focus which will guide their efforts. The aim is to ensure that we've got different types of content being developed all the time, now that we've got enough staff to do more than we could before. For example, it means that QoL polls won't need to stop for months while we're focusing on a big project, since different staff will be working on these things in parallel. We're still settling in to the new structure, and whilst it isn't finalised, here's some insight into what the new team structure is like and what their focuses are. One team will be responsible for delivering the larger content updates you've grown to love. To give you an idea of the sort of content that this team will be delivering, think: the Inferno, Fossil Island, Dragon Slayer II, and the Theatre of Blood. Another team will be responsible for getting your suggestions, quality of life changes, and smaller updates handled. We'd like to start giving you more in-game polls, with a more consistent focus on community-suggested content. This is the team that will be taking your feedback from the Old School forums, Reddit, Discord, and the Q&As, and making them a reality! Think of it as the team which will be delivering the typical weekly update, but with the resource to do lots more of things you're asking for! Another team will be focusing on competitive gaming. Their responsibility is to experiment and innovate in order to revitalize the PvP community. They'll mainly be focused on larger scale elements of PvP, such as Deadman, Bounty Hunter, and Last Man Standing. In addition to this, they'll also be exploring the potential for competitive PvM and Skilling. Lastly there is a team responsible for the in-game content development (separate from the engine and technical development) of Old School Mobile, plus everything else that doesn't quite fit into the above. What does this mean? Essentially this now means we have more time and dedicated resource to do more for you. We'll be able to continue developing larger updates without having to reject the smaller and less complex changes that you find so valuable. Now that's all cleared up, we're able to showcase some of the fantastic work this restructure is allowing us to do going forward... PvP Changes In February 2018 we focused our efforts the entire month to some quality of life and content changes, labelled as "QoL Month". The third week of QoL month had a PvP focus, and the work included unpolled changes which we considered to be matters of balancing, with the intent of benefiting those who engage most with the content. The changes were positively received by both the PvP community and the wider playerbase. Since implementing them, we've noticed more areas of concern we'd like to address in the coming weeks. This list is just the start of many changes and improvements we intend to make to PvP, but we felt that before adding new content, we needed to address these first. The following changes will not be polled: Equippable Banners Banners, also referred to as flags, are wieldable signs that double as crush weapons. Often players will equip Banners in PvP and Bounty Hunter worlds to grief other players due to their large clickbox, preventing them from properly fighting. We'll be preventing Banners from being used in PvP and Bounty Hunter worlds. When this change goes live, you will be unable to equip Banners on those worlds. Any equipped Banner will also be removed when logging in to those worlds, where it will be automatically moved to either your inventory, your bank, Perdu (who can hold up to 1 Banner) or if all else fails, the floor under your character. PID The Old School game engine often has to deal with two players doing something at the same time. This could be dealing damage to a monster, dealing damage to a player, picking up an item, and just about anything at all. The game engine needs a way to decide whose actions (player one or player two) are processed first. This process is called PID. Currently, PID is randomised once every 100 to 150 game ticks (60 to 90 seconds) per player. It is often the case that when in a fight with another player, only one player will have PID, putting them at an advantage when compared to their opponent. In order to make fights fairer, we'd like to change the way PID is assigned in PvP and Bounty Hunter worlds only, so that it's randomised once every 40 to 60 game ticks (24 to 36 seconds) per player. Bounty Hunter Targets Worlds 318 and 319 are the dedicated Bounty Hunter worlds (they rotate every two weeks). When a player enters the Wilderness on this world, the Bounty Hunter target system will track down a player that is close to their combat level and will match them both up as targets to fight one another. It is often the case that the system will assign a target that is deep within the Wilderness whilst the hunting player is found within the lower levels of the Wilderness. In these instances, the player in the lower levels of the Wilderness will usually skip their target. If too many targets are skipped, a penalty will be incurred, and the player will be unable to receive a new target for approximately half an hour. As part of the PvP QoL Month, we drastically reduced the penalty for skipping targets that are more than 5 Wilderness levels away from you. This change had a noticeable impact on the frustrations players were facing when trying to get targets to fight, but it hasn't helped enough. We'll be giving the Emblem Trader, located in Edgeville, the option for all players to toggle the ability to receive a Bounty Hunter target past level 10 Wilderness. Once toggled on, players will only get targets in levels 1-10 of the Wilderness. Looting Bag We'd like to improve the functionality of the Looting Bag, making it more accessible to use for all players. The Looting Bag will be given a new option, allowing players to "Open" or "Close" the bag via a left-click. The existing interface would remain accessible via a right-click. When the Looting bag is opened, anything picked up off the floor whilst in the Wilderness will be automatically placed inside it. This would mean if you wanted to pick something into your inventory, you would left-click the Looting bag to close it (if it was open), then pick your items, which will be placed into the inventory. This gives you the flexibility of being able to quickly loot a whole pile of loot by spam-clicking whilst the bag is open, but also to loot potions and food directly into your inventory when the bag is closed. Teleblock Teleblock is widely used throughout the Wilderness. It's a powerful spell that players should be fearful of. Unfortunately, it is being abused by teams or solo players to prevent them being Teleblocked for the full duration. This is done by applying Teleblock to your character via an alt or a friend and waiting for the Teleblock duration to expire, granting you 1-minute of immunity against another player applying Teleblock to you. We'll be changing the way Teleblock works so that the effect is completely removed when logging out. In addition to this, we'd also like to explore allowing Teleblock to be reapplied in the last 30 seconds of its duration. This would mean that the current 1-minute Teleblock immunity would no longer exist, but it would prevent players from being able to safely roam the Wilderness without any risk of being Teleblocked by another player. Your feedback on this is very much welcomed. This will mean that any player who gets Teleblocked, but is fortunate enough to have logged out, will have the Teleblock effect completely removed. In that situation it's generally accepted that they've escaped anyway. PvM Deaths in PvP At times, players will get a kill in PvP and receive no loot. This is due to the way the game determines who should have been assigned loot in a PvP situation, and it not being able to correctly identify the intended recipient. This is an issue we've been aware of for quite some time, but were previously not in a position to be able to resolve it effectively. With recent improvements to the game engine, we've been investigating the cause of this and the potential fixes we could implement. We're well aware that a recent video has covered this particular issue in some detail, and we'd like to assure you that this issue was never ignored. We'll be looking to change it so that we would give the loot to whoever dealt the killing blow if: No PKer is found by the existing system. AND The dying player had been hit by another player recently. AND The death occurred in the Wilderness or a PvP world or equivalent area. Animation Delays Old School RuneScape is over 5 years old. In that time, players have mastered the game and figured out numerous little tricks to change the way they play the game. One of these is using animations of different actions to delay what other players see their character doing. In PvP, it's increasingly common for somebody to use the Home Teleport spell to begin its animation, before hitting an opponent with a special attack (usually something hard hitting like the Armadyl godsword). The Home Teleport animation causes the animation of the attack not to show, giving the opponent almost no chance to react. We'll be changing it so that you're unable to use Home Teleport if you've been in combat recently. We'll also be changing the Home Teleport so it no longer stalls movement. In addition to this, we'll also be looking at changing the way dropping items work so it no longer interrupts animations either. If you're aware of any other items or animations that are being used to stall movement, please let us know via the "Report Bug" function in-game! Special Attack Stacking/Trading Players in single-combat zones can currently be subjected to excessive and repeated special attacks. This is extremely frustrating and unfair for a player who is expecting to engage in 1v1 combat versus another player, only to find that a team of people are able to unload their special attacks against them in quick succession. We'll be changing the way special attacks work so that if you're attacked by a player using a special attack whilst in single combat, you cannot be hit by a special attack from a different player for 10 game ticks (6 seconds). This change would mean that a player who attacks with the first special attack will freely be able to continue using special attacks against you (until their special energy depletes), but if a different player attempts to special attack you, they will be unable to do so until at least 6 seconds have passed since the first players special attack. Smite Effects Some weapons, such as the Bandos godsword and the Ancient mace, have a Smite effect which accompanies damage dealt with a prayer drain. Currently it's possible for over-hitting damage to inflict more prayer drain than the player's hitpoints. This shouldn't be possible since the player doesn't have enough hitpoints to warrant losing so many prayer points. We'll be changing it so that Prayer reduction should never be for more than the player's remaining HP. Spell Casting Delays Currently, even if you lack the runes or Magic level required to cast a spell, you are able to select it. If you do this and attempt to cast the spell on another player, it will cost you a game tick. For example, if you cast Ice Barrage but have your stats lowered due to using a Saradomin brew, you receive a message stating that you don't have the required Magic level to cast the spell. You then have to wait for the next game tick for any new interactions to register, even if you have restored your stats to the correct level and attempt to cast Ice Barrage again. This can really mess with your attack priority when in PvP and PvM, so we'll be investigating ways to prevent this delay from happening. We're currently leaning towards changing it so you are unable to select and use a spell on a player you do not have the runes or Magic level required to do so. Combatting Ragging and Emblem Farming We've also added a whole host of PvP related tracking variables to the game to help us better gather data on various things. These tracking variables will help us better identify people involved in "ragging", where players with no intention of actually fighting will constantly attack other players just to prevent them from getting a fight and improve the work our anti-cheating does to combat Emblem farmers on Bounty Hunter worlds. From there we will be able to take action against players more reliably than we are doing so currently. As always, your feedback is invaluable to us and we encourage you to reach out via the links at the bottom of this post to provide any. Poll Questions As mentioned earlier in this blog, part of the newly structured team means we're able to offer you more consistent polls for smaller content suggestions and improvements to the game. We'd like to start by kicking things off with some of the more requested features sent in from the community. Poll Question #1Should we add an in-game collection log? This would be an in-game interface that keeps track of how many of each unique drop you have obtained. The collection log would only show new information from the date it is added to game. Poll Question #2Should Bob Barter be able to decant potions into 1, 2 and 3 doses? There would be a cost similar to that of a Vial for each dose decanted that would have otherwise required a new Vial. Poll Question #3Should the crop yield of White berries, Cave nightshade and Limpwurt roots be increased to a random quantity based on your Farming level, similar to how allotments work? Regardless of the results of this poll, we will look to rebalance the drop table of certain monsters that drop Limpwurt roots. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  8. Log in News Home - News Home Mobile Chat QoL and Bank Deposit Boxes mod_sween July 19 2018 This week sees the addition of a large number of deposit boxes to banks which previously didn't have one, as offered in the last content poll. There are a lot of mobile quality of life updates as a result of your fantastic feedback from the ongoing Android Members Beta. Mobile Content Changes Your friends logging in and logging out will no longer cause the Private chat tab to flash. It will still continue to flash when messages are received. The chatbox has been reduced in size to prevent overlap with other interfaces, such as the XP interface. The Kourend Favour overlay will now correctly expand when tapped on mobile. We've updated some interfaces to help them avoid overlapping other interfaces which may be open (such as the chatbox or your inventory). Interfaces we've updated include: Castle Wars, Wintertodt, Chambers of Xeric, Motherlode Mine, the Pinball random event, Galvek's hitpoints bar, killcount within the God Wars Dungeon, and the Volcanic Mine. This is just a fraction of the interfaces that�ll need to be adjusted in this way, but since they need to be changed individually, we�ll be fixing the rest gradually throughout the coming weeks. There's now an additional option to have split private chat. There's also an additional option to stop split chat from appearing when the All tab is closed. Do note that when split chat is enabled it will overlap with any interface located in the top left of the screen. The battery icon, network connection icon, and the battery charging icon have all been tweaked to improve their appearance. In the first image you can see that the Kourend Favour interface can now be interacted with as intended. In the second image you can see the split private chat option. Remember to make use of the Old School Mobile Testing forum to provide feedback and report any issues you encounter. Curious about testing Old School RuneScape on your device? Read the OSRS Mobile: Android Members Beta newspost for more information. Deposit Boxes In the last poll we asked whether deposit boxes should be added to bank locations that do not currently have one. This poll passed, and so we've added the deposit boxes to the following locations: Clan Wars Shantay Pass Duel Arena Etceteria Motherlode Mine Barbarian Assault Mage Arena (the bank, not the actual arena) Legends' Guild Mount Quidamortem Rogues' Den Arceuus Lovakengj Hosidius Kourend Castle Lunar Isle See, there's a deposit box there now. In Other News The following items have been added to Diango's Toy Store: Hornwood helm, Hand fan, Mask of balance, and the Druidic wreath. This is because there isn't a Midsummer in-game event this year. Coin pouches (obtained via pickpocketing some NPCs) can no longer be taken into the Alchemists' Playground. The message received when opening Coin pouches has been added to the spam filter. The Dramen staff variants required during Lunar Diplomacy have had their models updated to match the new Dramen staff (as updated last week). The STASH hole in Iban's Temple will now correctly only require three spaces in your inventory if only three items are stored within the hole. It's no longer possible to travel in-between ships during Cabin Fever by climbing down the climbing net of the opposite ship. The Team cape i will no longer stretch when creating Herbore potions whilst it's worn. There were rare occasions in which the Customs officer would charge you for travelling between Brimhaven and Ardougne, but you wouldn't travel anywhere. This has now been fixed. We've fixed a graphical issue in Pest Control which would occur when Shifters would attack the Void Knight. We've improved the agility shortcut to access the Armadyl section of the God Wars Dungeon to assist in path finding. Spiritual Warriors for the Saradomin and Zamorak factions within the God Wars Dungeon now actually use their weapons! Several trees have had their holes in the top (the crown) covered. Sarah in Port Phasmatys no longer mentions Necvrovarus unless you have completed Ghosts Ahoy! Players without membership may no longer store logs in the Balloon transport system storage box. The Arclight Special attack now instantly disables the Awakened Altars within Skotizo's lair. A typo in the dialogue of the Ranging Guild�s Shield master has been fixed. A typo in the age guessing sequence of a Kitten has been fixed. The Cactus patch no longer visually loses spines when harvesting from it, as it may now offer more than the three spines visible (it now behaves similar to herbs). A typo within the Fremennik Diary has been fixed. Droalak's Talk-To option has been changed to Talk-to. The Family Crest Quest guide will now correctly reflect whether you have the requirements to complete the quest (the requirements you meet will now be crossed-out). Using a Knife to cut Chocolate bars will cause it to continue automatically grinding (perhaps you use the handle?) the bars to Chocolate dust. Granite gloves can now be used during The Feud to protect your skin from the spines of a cactus. A typo with the Rod of Ivandis has been fixed. In addition to Diango's store receiving new stock, Disks of returning and Half full wine jugs have been added to the item spawning tool used by Jagex Mods (these are the tradeable rewards from the Midsummer event). Make sure you follow the Old School JMod Twitter List to keep an eye out for when you'll have a chance at getting these items. The Hornwood helm, Hand fan, Mask of balance, and the Druidic wreath have been added to Diango's Toy store. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  9. Log in News Home - News Home Maintenance: 18th July mod_sween July 17 2018 At approximately 10:30am BST on Wednesday 18th July we'll be performing essential system maintenance. We expect the maintenance work to take no longer than 30 minutes (and so it should be resolved by 11am BST). The maintenance work will affect your ability to log in to game, however players who are already logged in will remain unaffected (as long as you don't log out). Thank you for your patience and understanding. If anything should change then this newspost will be updated accordingly. The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  10. Log in News Home - News Home Old School RuneScape Status Update mod_sween July 12 2018 Old School RuneScape is offline whilst we investigate an issue affecting the game. We're very sorry for any inconvenience caused, and we will restore service as soon as possible. We will endeavour to restore the game to its state prior to the emergence of the affecting issue. We don't yet have an estimated time for resolution. Thank you for your patience, and we'll continue to keep you updated. The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  11. Log in News Home - News Home Game Integrity: Pickpocketing mod_sween July 12 2018 This week's update brings with it much of the content offered by the latest content poll. Additionally it sees the arrival of the most anticipated integrity change, which is the change to pickpocketing some NPCs. Plus there are a number of changes to mobile content (there's a Members Beta going on, by the way)! Polled Content Changes Grotesque Guardians Both Dusk and Dawn have had their health reduced from 600 to 450. Additionally, you can now purchase the Unlock Double Trouble: Slaying Dusk and Dawn now counts for two kills towards your task rather than one. Seaweed Spores The amount of Seaweed spores dropped by the creatures on Fossil Island has received a notable buff. Ancient wyverns will now drop up to a maxiumum of 24 (previously 12), Fossil wyverns will now drop up to a maximum of 12 (previously 6), Lobstrosities will now drop up to a maximum of 5 (previously 1), and Ammonite crabs will drop up to a maximum of 2 (previously 1). In addition, Seaweed spores now have a chance to randomly appear when you are diving in the shallow water off Fossil Island.� Cactus Spine Yield Players harvesting Cactus spines will now find that the harvesting works in a similar way to herbs, where the Herblore level reduces the chance of using up one of the lives of the patch. At level 55 there is a 75% chance of using one of those lives with each pick, versus a 30% chance at level 99. You'll always receive a minimum of three spines. How Old Is Your Cat? Kittens now have a dialogue option to help inform owners of the age of their kitten. Travelling via Spirit Trees The option to Travel now replaces the Talk-to option on Spirit trees. This change will appear only for players who have completed the Tree Gnome Village quest. Note that access to the Spirit tree within the Gnome Stronghold requires access of the The Grand Tree as it always has done. Pet Rocks Askeladden now has a right-click option which allows you to claim multiple Pet rocks before completion of The Fremennik Trials. Werewolf Agility Buff The Werewolf Agility Course in Canifis now rewards players with twice the number of XP when handing in the stick. This sees the increase in Agility XP rise from 190 to 380. Picking Zygomites Both Zygomites and Ancient zygomites have had their Pick delay reduced. The Dramen Staff The Dramen staff now has a unique model to differentiate it from the regular Battlestaff. Catacombs of Kourend The option to Investigate the statue leading to the Catacombs of Kourend now replaces Read as the left-click option. This is to allow for easier access. Pickpocketing NPCs If you were unaware, this change is among one of the integrity changes we first pitched at the end of last year. Our motive for this change is to deter players from auto-clicking pickpocketing NPCs. We have no desire to detrimentally impact existing Thieving XP rates, which is why you'll find that you need only perform one more action for every 28 successful pickpockets. It's also why the blackjacking method of training remains unchanged. Pickpocketing some NPCs around Gielinor will now yield Coin pouches instead of Coins. These are stackable, up to a stack of 28. Upon reaching 28 pouches in the stack you'll find that the NPC which yielded the pouches can no longer be pickpocketed until they've been opened. There is an Open-all option which allows for all pouches (of a particular type) to be opened at once. The NPCs which will always yield a Coin pouch instead of Coins are: Citizens, Farmers, Warriors (and Warrior women), Guards, Fremenniks, Knights of Ardougne, and Paladins. Menaphite thugs who have been Knocked-out will not give a Coin pouch, and will continue to yield Coins as they currently do now. NPCs which have a chance to yield a Coin pouch are: HAM members, Rogues, Cave goblins, Bandits (Kharidian desert), Watchmen, Gnomes, Heroes, and Elves. NPCs that currently yield a random number of Coins will still award that amount of Coins when opening the Coin pouch. Here's how it affects blackjacking. Menaphite thugs, Bearded Pollnivnian bandits, and Pollnivnian bandits will all yield Coin pouches when pickpocketed without having been Knocked-out. When they've been Knocked-out they'll yield Coins, just as they did prior to the update. Mobile Content Changes For those of you with access to mobile, please do make sure you update Old School RuneScape as and when a new version is made live! Whilst it doesn't affect the actual in-game content, this is essential to ensuring that you benefit from the latest changes to the mobile build. The login flow for existing players has been streamlined (be sure to update Old School RuneScape as mentioned above). When searching for items in the bank, the chatbox will now also display a count of how many items have been found meeting the search criteria. This is especially helpful to players on mobile who are unable to see much of the bank due to the amount of screen covered by the keyboard. After tapping the battery indicator to display your current charge percentage, you can now tap it again to dismiss this. Quick-prayers can now be activated whilst the World map is minimised. Some issues with overlapping interfaces on Tutorial Island have been addressed. The logout menu now contains a link to our Support Centre, this is for platform compliance reasons. You are now able to tap anywhere within the chatbox to continue dialogue with NPCs. The Tap to continue messaging proved quite annoying to navigate. Remember to make use of the Old School Mobile Testing forum to provide feedback and report any issues you encounter. Curious about testing Old School RuneScape on your device? Read the OSRS Mobile: Android Members Beta newspost for more information. In Other News Bookcases in your PoH now use a menu interface to display books, rather than displaying them in the chat box. This change is unpolled, but borne through necessity. As the PoH bookcase code got longer and longer, due to the increased number of books available on the shelf, it hit a limit that meant it was no longer able to run for some players. We�ve therefore had to rewrite the code under the hood. While doing that, we�ve given it a more convenient menu display to replace the previous lengthy list sets of chatboxes. When searching for items in the bank, the chatbox will now also display a count of how many items have been found meeting the search criteria. This is also detailed in the above mobile section, but it applies to desktop users too. Players can no longer harvest produce whilst running away from patches. The size of Holy sandals on female characters has been increased. Pet General Graardor's inventory icon has been changed to make him look a bit less squashed. Dharok's greataxe no longer stretches whilst the Infernal max cape is equipped. A spelling error within the Abyssal book has been fixed. The teleports between the Lumbridge swap shed and Zanaris now have Deadman teleport delays to match the delays of the Fairy ring network. The Steel dragon Slayer assignment now respects the Dragon Slayer requirement added in last week's update. Turael will remove such tasks from people who lack the requirement, without applying a penalty. The warning on the Bounty Target Teleport spell will now specify whether your target is in a single or multi-way combat area. This is in addition to informing you what level Wilderness they're in. Do remember that the spell puts you close to your target but does not guarantee that you'll land in the same kind of combat area (whether single of multi), nor the same Wilderness level. The PvP World Rota is switching to Period B, the changes can be found here: PvP World Rota. World 404 (Deadman Seasonal) has been removed. Old School RuneScape Merchandise New AngelsScapes Designs! The official RuneScape merchandise store has been restocked with some existing designs, and now features an amazing new Assembler max cape design by AngelsScapes! Items that have been restocked include the original Max cape, and the Spirit shield designs. Player Merch Panel - Applications We feel that the RuneScape community have not always been given the merchandise opportunities that it deserves. We're keen on changing this, and we'd like you to get involved. We're looking for a number of UK-based Old School players with a passion for the game and creative ideas for merchandise to work with us to develop new designs and products for the official store. If you're interested please take the time to answer a few questions for us. Applications close 30th July. Please note that you will need to be: Over 18 and able to provide identification to prove your identity. UK-based (logistics-wise it's too difficult to involve overseas players, but as plans develop we intend to poll the wider community for their opinions, so you'll still get an opportunity to lend your voice). Willing to travel to Jagex once or twice a year at your own expense (the merchandise store isn't able to offer travel expenses, but as we progress there might be gifts of merchandise instead). Willing to provide regular feedback on product plans and designs via online platforms, emails, and phonecalls through the year. Able to keep the information shared with you confidental, and must sign a Non-Disclosure Agreement to commit to doing so. Clearance Sale As part of the above plan to revamp the offerings of the store, we're holding a sale to help clear old stock to make way for new designs. A selection of tees and sweatshirts are now available for 30% off for a limited time only. This is your last chance to purchase many of these lines, as they'll shortly be removed from sale and will not be restocked! Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  12. Log in News Home - News Home OSRS Mobile: Android Members Beta mod_sween July 05 2018 After a series of incredibly successful closed testing periods, it's time for Old School RuneScape Mobile on Android to make the jump to open testing! As of 2pm BST on 5th July, players with membership will be able to download, install, and play the Android Members beta. No sign-ups are needed, you just need to head to the Old School RuneScape application on the Play store. Read the Android Members Beta section found below for more information. We know those of you with an iOS device are hungry for more information, so make sure you read the iOS In Development section found below for more information. Don't Get Phished - Stay Safe! Don't fall for mobile phishing scams! Make sure you only trust our official sites! If you see an advert, make sure you check the link to see if it's genuine! Don't trust fake Facebook pages! There is only one official Old School RuneScape page. Don't trust fake Twitter profiles! There is only one official Old School RuneScape profile. Don't trust fake Twitch channels! Our official verified Twitch channel is OldSchoolRS. There aren't any active iOS tests, if you see an advert claiming otherwise, it's fake! Please see the Fake Mobile Betas support article for more information. Android Members Beta It's time for Old School RuneScape's mobile development to reach the next level! Closed testing on Android has been incredibly important and beneficial to us (see the What We've Been Up To section below), but the time is ripe to get it into the hands of more players. From 2pm onwards, Members with Android devices will be able to access Old School RuneScape. There is an install limit in place, which will mean that you are unable to download the game once this limit has been reached, this is in place only to ensure that we can continue to monitor the stability of the build. As our confidence in the build grows, we will continue to increase the number of installs available. Today�s initial release effectively doubles the number of players with access to mobile! If we�re happy with the progress then we expect to be increasing that number early next week. We'll then continue to increase the number of installs available as and when we're confident with the build. Sign-ups are not needed, and access to this test is purely on a first-come first-served basis, however, players with access to the current closed test will continue to be able to access Old School RuneScape. Here's the essential information: Only supported Android devices can download the application: all devices with Android Lollipop (5.0) or later. EXCEPT for: Google Pixel C, and Huawei P8 Lite. There are issues with the performance of Old School RuneScape on these devices. Membership is required to be able to log in to Old School RuneScape. Players without membership will be met with the message: The Old School RuneScape Android beta requires membership to play. There is an install limit which caps the number of downloads. Access is first-come first-served, but we'll be expanding the number of installs regularly, as and when we're confident in the stability of the test. Currently you cannot make payments (whether for membership or bonds) within the application, or using your Google Play balance. This is still under development. Players with access to the current closed test will continue to access Old School RuneScape. We haven't yet decided whether we'll make the open test accessible to players without membership. It'll depend entirely on what we learn throughout the open beta! The Old School Mobile Testing Forum has been opened to all Members, and we strongly encourage you to use that to report bugs, provide feedback, and troubleshoot any other issues you might have! Join the discussion using #OSRSMobile on Twitter, or include 'OSRS Mobile' in your title on Reddit! Please visit this Old School Mobile support article for more information. iOS In Development Currently we're working hard to be able to provide a continuous, uninterrupted service for Old School RuneScape on iOS devices. Our solution for this is still undergoing development, and we expect this to be in place later in the Summer. We're excited to be bringing your favourite game to your iOS devices and we really cannot wait to get Old School in the hands of iOS players! Thank you for your patience so far, we'll continue to give you regular updates on the status of iOS and we look forward to updating you on our development progress soon. What We've Been Up To Each week's game update sees us share information via newsposts about what content has changed. However, at the moment there isn�t a defined process in place which allows us to share the information of what we�ve been working on in mobile development. This is something we�re very keen on changing! Whilst we�re still working out which method of sharing this information is best, we�d like to tell you about some of the content changes we've been working on (this is separate from changes being made to engine which we�re still working out how best to communicate these changes). Alongside the changes below, which you might consider to be 'smaller', work continues on more notable changes like the spellbook redesign. Improved tooltip interaction on skill guide. Refined the mobile controls guide for consistency across all pages. Fix �weirdness� with chat buttons during dialogue with NPCs. Fix visual indication of Toggle single-tap button. Fix UI issue relating to the world map. Multiple small changes necessary to comply with rules of App and Play store (such as removing any reference to the word �click�, in which case we�d replace it with �tap� or �select�). Fix the chatbox overlapping other interfaces during the Tutorial. Adding visual indicators to represent current connectivity and battery level. In-game broadcasts now appear below the chatbox, and shift upwards when the chatbox is closed. Fix error with the mobile controls guide being cropped when the chatbox was open. Changed the text input box when searching for items in your bank. The text box will now inform you how many items have been found which match the search text. This is in response to feedback about the contents of your bank being hidden by the keyboard when searching for items. The above change is to ensure that you know the items will be displayed when the keyboard is dismissed. Unfortunately, mobile keyboards tend to be very large! Fix issues with FPS settings not being saved when playing on a new device. Aligned the �Function� button with the menu buttons. Mobile News & Discussion Don't miss any Old School RuneScape Mobile news! Make sure you keep a close eye on these channels: oldschool.runescape.com Facebook Twitter Twitch Join the discussion! Stream your mobile gains to Twitch! Use #OSRSMobile on Twitter! Include 'OSRS Mobile' in your Reddit title! Post in the Old School Mobile Testing Forum! Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. 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  13. Log in News Home - News Home Game Integrity Changes: Dragonfire mod_sween July 05 2018 This week we're releasing another notable game integrity change. As a reminder, these are unpolled updates that do not replace any anti-cheating measures we already have in place, but rather look at what we, as a development team, can do to specific pieces of content to improve the Old School experience for genuine players. Anti-dragon Protection Players are now required to have started Dragon Slayer in order to use any form of Anti-fire protection. This includes the Anti-Dragon shield, the charged and uncharged versions of the Dragonfire shield, Dragonfire ward, and the Ancient wyvern shield, and all forms of dragonfire potion including barbarian variants (for all of you barbarian potion fans out there). Players who are currently assigned a Dragon Slayer task (that's a Slayer task of Dragons, not the Dragon Slayer quest) can visit Turael. Turael will remove the task, without affecting any streak, for those players already assigned this task. Any player who has purchased a Dragon Slayer task block, or unlock will have their points refunded if they are no longer eligible to complete the dragon task. You might also be curious as to how effective last week's integrity changes have been. We do have some data to share (see the graph below). What we're able to see is that the number of accounts reported for botting Wines of Zamorak (Captured Temple) and Zaff's battlestaves (Varrock Center) saw a notable reduction on, and since, the 28th June. The number of reports received in the Mage Training Arena and for accounts botting Red chinchompas has remained relatively consistent. We've surmised that these accounts being reported for macroing are actually hand-played gold farmers, and whilst these accounts will still be getting banned, the integrity changes don't pose too much of a challenge. New Game Worlds This week we're adding 10 new game worlds, with additions to each region. These new game worlds are being added in preparation for Mobile, and we expect to add even more in the future. We're also removing a number of themes from worlds where the theme is no longer necessary. This is only a text change and not an actual modification to the game world. Free/Members Server Type World Free OCE - 124 Free NA (West) - 118 Free NA (West) 500 total 119 Members NA (West) - 121 Members NA (West) - 122 Members EU - 95 Members NA (East) 2200 Total 115 Members NA (East) 1500 Total 116 Members NA (West) 1500 Total 120 Members EU 2000 Total 96 In Other News All over Gielinor, log storage crates (found beside hot air balloons) have had their models updated. See below for an example. The Fletching skill cape and the Max cape can no longer be used to obtain a Bronze crossbow whilst in a duel. This is related to the integrity changes from last week which saw it made impossible to unload and uncharge weapons during duels for the purpose of deceiving your opponents. The Monks of Zamorak will no longer chase players outside of the temple when stealing Wines of Zamorak. This is related to the integrity changes from last week which saw another floor added to the Chaos temple. Total level milestone messages are no longer duplicated when levelling multiple skills at a time past the threshold. As an example: if you had a total level of 1199 and you simultaneously earned XP in more than a single skill which caused those skills to level up, then before this change you'd get multiple messages of Congratulations, you've reached a total level of 1200. Zahur in Nardah will now accept, and create potions using, Vials of blood. The inconspicuous crate in the Warrior's Guild has been moved to the northern side of the bank to stop it clipping into the wall. Black tiles, which would appear when the Remove roofs: always option was turned on, have been removed from several dungeons. The areas changed are: Varrock sewers, Edgeville dungeon, H.A.M cave, Tears of Guthix cave, Asgarnian ice cave, Rat pits, and the dwarven area underneath White Wolf Mountain. The Chronicle and Graceful boots will no longer render through a person's body. Krystillia will no longer assign Magic axes to players who lack the Thieving level to access their hut. Turael will remove the task, without affecting any streak, for those players already assigned this task. A Clue scroll (master) will now protect over individual trail pieces found during a 3-part step. Veos' dialogue has been adjusted when trying to reclaim Khardest's memoirs with a full inventory. A spelling error on the entrance to Brimhaven Agility Arena has been fixed. A spelling error within Garkor's dialogue during Monkey Madness II has been fixed. A spelling error within the Morytania Achievement diary has been fixed. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  14. Log in News Home - News Home RuneFest Theme Reveal! mod_ayiza July 03 2018 RuneFest Theme Reveal! The theme of RuneFest 2018 has finally been revealed! This year, we'll be transporting you to the coastal town of Rellekka, the heart of the Fremennik province. You'll be able to explore iconic locations and fully immerse yourselves in Gielinor's birthplace of all mankind in... In amongst the incredible environments within the province you'll discover stages showcasing our upcoming secrets, progress on projects that you all care about, interviews, award shows and of course... The best parties ever! RuneScape Live! Our brand new orchestral show, led by the world famous Royal Philharmonic Concert Orchestra, will kick off the weekend at Farnborough International Exhibition Centre, with 15 years of Gielinorian music to enjoy together. There�ll be plenty of food and drink to keep you going through the evening, along with a few surprises here and there... What more could you want from a weekend with the best gaming community... BEER! Available to those over the age of 18 with valid ID! In addition to all of the awesome things we have planned for RuneFest 2018, everyone who buys a ticket will automatically be entered in to the sweepstake for a one of a kind, RuneFest branded, Chillblast PC!* Get your tickets now from www.RuneFest.com and we look forward to seeing you in October! *Competition Terms & Conditions 1. Jagex competition terms and conditions apply, and can be found here. 2. Competition opens on the 3rd July 2018, however all tickets for RuneFest 2018 purchased before this date will automatically be entered. 3. Closing date for entries is 17:00 on the 5th October 2018. Entries will close earlier if all tickets to the event sell out before the final closing date. 4. The winner will be picked at random from all ticket numbers by an independent third party on Saturday 6th October 2018. The winner will be contacted by email shortly after. We may ask for the winner�s social media account details to announce publicly, however we will only do this with the winner�s consent. 5. The prize specification is subject to change. 6. There is no cash alternative to the prize. 7. Jagex will make every effort to ensure the prize is available to take away in person from RuneFest 2018, however if this is not possible Jagex will ship the prize to the winner after the event. 8. This competition is open worldwide. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  15. Log in News Home - News Home Theatre of Blood: Entry Mode Poll Blog mod_ayiza July 02 2018 Theatre of Blood: Entry Mode Poll Blog We've been keen to keep on top of all the feedback you've been sending us regarding the Theatre of Blood, and with our most recent batch of changes, we're really happy with how the content has evolved into the rewarding challenge it currently is. We have however also seen the increasing number of players want to access the Theatre, so today we'd like to present to you the Theatre of Blood: Entry Mode. As with all other poll focused Dev Blogs, we want to take some time to collate your feedback. The poll is due to go live in-game this Friday, 6th July, meaning there's plenty of time to provide feedback! When we first announced the Theatre of Blood at RuneFest we said it would be challenging, rewarding and emphasise on the need for teamwork. We've seen thousands of you complete the Theatre since it first released on the 7th June and whilst we're extremely happy with how well received it has been, one of the largest pieces of feedback from everything we've seen on social media, your feedback in the recent surveys and the masses of you that watched on Twitch, is that aside from the small but impactful changes we've made to the Theatre of Blood, it's very apparent that more of you want to be able to experience this fantastic piece of content the team have worked so hard on. We're aware it can often be seen that these updates cater more specifically towards the higher-level portion of our community, and that those of you who are still working on building your characters and gathering your gear often miss out on exploring such great content. Changing the Theatre of Blood in terms of difficulty and group size requirements now would be a heavy hit to those that have already spent hundreds of hours and thousands (more like millions) in gold to perfect their strategies, push for the fastest completion times and have their chance of the prestigious rewards currently on offer. Because of this, we don't want to make any changes to how difficult or accessible the current Theatre of Blood is. However, with the current average of around 1,500 unique players completing the Theatre per day, we felt it was worth exploring the options available to us that would make it possible for more of you to enjoy this content, not only from viewing it and seeing others complete it, but participate yourself. Theatre of Blood: Entry Mode is not intended to devalue the time and money spent by those already tackling the Theatre of Blood and should not be seen as a replacement for the current 3 to 5-man teams that are confidently beating Verzik and gaining access to her treasure room in record timing. Our aim is to simply open the doors to those of you that may not have maxed combat or the ultimate gear setup, but still want to experience the type of challenge this content offers and hopefully train your skills, so when the time is right, you'll be able to take on the full challenge of the Theatre with your newly developed teams. Entry Mode: The Specifics Entry Mode is aimed at any group size of 1-5 players, with 5 being the maximum group size allowed. All encounters within Entry Mode will be rebalanced to be aimed at lower level players with less expensive gear. We're thinking somewhere around 100-110 combat. The health of monsters found within will scale to suit the team size. This would work for all team sizes (including solo and duo). Where possible, the same encounter mechanics found within the Theatre of Blood will remain for Entry Mode. Some tweaks may have to be made to allow for solo play. The gravestone cost will be reduced to 50k rather than 100k. The only unique items that can be awarded for completing Entry Mode are the Avernic hilt and the Justiciar armour. The chance to get these would be roughly 10 times rarer than a normal Theatre of Blood completion. Death, the Supply Chest "shops" and the way loot (including uniques) is awarded will follow the same rules as the Theatre of Blood. The number of deaths will impact the quantity and quality of loot you receive. Entry Mode will never grant a chance of the Lil' zik pet. Entry Mode will have a separate killcount tracker and leaderboards. The killcount from Entry Mode will not count towards the Sinhaza Shroud. Poll Question #1Should we add the Theatre of Blood: Entry Mode to the game? Entry Mode would offer a way for more players to learn and enjoy a similar experience to the Theatre of Blood. Entry would be limited to group sizes of 1-5 players. There will be a separate leaderboard and killcount tracker for Entry Mode and completions will not count towards the requirement for the Sinhaza Shroud. It would not be possible to get the Lil' Zik pet from Entry Mode and the only uniques available would be the Avernic hilt and the Justiciar armour, both of which would be roughly 10 times rarer than a normal Theatre of Blood completion. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. 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  16. Log in News Home - News Home Deadman Autumn Season: Live mod_sween June 30 2018 The Deadman Autumn Season is now live, play now! Read up on the information you need to be able to participate! = The Summer Finals are over (join us in congratulating dmmfreakshow - a post clarifying all prizewinners will be released early next week!), and the Autumn Season is now live! The Autumn Season will run until 26th July 2018, with the Autumn Finals concluding on 15th September 2018. Changelog The purpose of this section is to detail any major changes from the previous Season (the Deadman Summer Season). All changes here are also listed in the sections below. Remove the Event RPG. Stop the warriors guild doors from cancelling damage. Increase the number of potions and secondaries given by the global deadman drop table by 25%. NPCs with a combat level of 100+ will have a 1/300 chance of dropping a tier 5 emblem in addition to other drops. Add an NPC to Lumbridge that allows players to teleport to either Falador, Varrock, Seers Village, Ardougne or Tree Gnome Stronghold once per day. Double the drop rate of the Abyssal whip, the Leaf bladed battleaxe, the Dragon plateskirt, the Dragon defender, the Draconic Visage, all GWD Items, all Ward shards, and the Imbued heart. Double the droprate of wilderness emblems from wilderness bosses and wilderness slayer. Stop rooftop agility obstacles from cancelling damage Remove Lava dragons from the tasklist of Wilderness Slayer. For a full change list, click here. Where to Watch Deadman The Deadman Autumn Season brings with it tons of content to watch and enjoy. Over on Twitch you'll find tons of great Old School streamers battling throughout the Season in an attempt to make it into the top 2,000 players to qualify for the Autumn Finals, which will take place on 15th September 2018. As well as Twitch, you'll also be able to find loads of exciting video content on YouTube. Get Membership For Deadman! The best way to play the Deadman Autumn Season and the Deadman Autumn Finals is with our Summer Special! Get 3 months of membership for the price of 2 now and fight to become the next champion. Getting Started with Deadman Here's what our four on-stage contestants had to say about Deadman: If you're still wondering what Deadman is and you want to get involved, Torvesta has created a guide to get you started this Season! Watch it below. Subscribe to us on YouTube! We hope you enjoy the Deadman Autumn Season! We've really tried to make it the best yet. Good luck to all of you in your quest for Deadman domination! Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  17. Log in News Home - News Home Protecting Game Integrity: Upcoming Changes mod_sween June 28 2018 Over the last 8 months we've been discussing a number of content changes we'd like to make for the purpose of protecting game integrity. These changes will be implemented without a poll, but we were receptive to feedback on both occasions we published our suggestions (November '17: Protecting Game Integrity and March '18: Protecting Game Integrity: Revision). As a reminder, this work isn't intending to replace any of the work done by the anti-cheating team. We remain dedicated to ensuring that the anti-cheating team keeps growing, and the methods we use to detect bots keep advancing. These changes are simply to see if we can improve the playing experience of legitimate players. These changes will not all be going out in a single update. They'll be developed and released in the coming weeks, though any death mechanics change may take longer to implement. Pickpocketing NPCs To deter players from auto-clicking pickpocketing NPCs we have opted to continue with the Coin pouch solution we proposed. There was notable feedback which was concerned with the negative impact it would have on lower levels (who generally need to carry more food) and Ultimate Ironmen (for whom inventory space is at a premium). With that feedback in mind we decided to implement a change to the initial proposal. The Coin pouches will now be stackable, but only 28 can be carried at any one time. The Coin pouch will have a left-click option which allows you to open them all at any one time. This change ensures that inventory space isn't consumed by the Coin pouches, and that the XP rates from pickpocketing aren't negatively affected. If a player happens to be using Rogue equipment whilst pickpocketing then the player would receive both the Coin pouch and Coins. Change to Box traps To aid legitimate players when competing against bots, initially we pitched the idea of having completion of Eagles' Peak required to be able to use Box traps. This was received very positively, with no notable concerning feedback. We added a non-combat alternative for quest completion. Previously you had to kill the kebbit, now you're able to Threaten the kebbit, causing it to retreat. It's possible for you to release the ferret after it has been captured in the quest (which doesn't require a Box trap), and to catch a new one you'd need to use a Box trap. We've changed our approach to this, meaning that to use Box traps you will not have to complete the quest, but you will need to have reached the stage of the quest in which the ferret is caught. Anti-Dragon Protection Initially we proposed having started the Dragon Slayer quest as a requirement for wielding the Anti-Dragon shield. This was received positively, though there were some concerns that it would impact F2P pure builds. Ultimately we've opted to proceed, since it is entirely possible to acquire 32 Quest Points in F2P without gaining Defence or Prayer XP. We've decided to expand the restriction beyond Anti-Dragon shields. Players will now be required to have started Dragon Slayer in order to use any form of Anti-fire protection. This includes the Anti-Dragon shield, the charged and uncharged versions of the Dragonfire shield, Dragonfire ward, and the Ancient wyvern shield, and all forms of dragonfire potion including barbarian variants. Zaff's Staves To make it more difficult for bots to purchase all of Zaff's stock, we proposed adding at least partial completion of What Lies Below as a requirement for purchasing battlestaves from Zaff. This is not to be confused with the Diary reward, and other Staffs in his store will still remain accessible without meeting this requirement. Again, this was received positively but there were concerns from pures as What Lies Below yields a 2k Defence XP reward. Partial completion of What Lies Below will unlock access to the battlestaves. This is after the battle in the library, but before you speak to Rat Burgiss to complete the quest. We will make it clear at this stage of the quest that you can now purchase battlestaves from Zaff and that going on will reward defence experience so players don't run into any accidental defence experience gain. Wine of Zamorak To help deter the botting of Wine of Zamorak, we proposed that the Monks of Zamorak on the ground floor would be aggressive when the Wine of Zamorak is taken, even when telegrabbed. So as not to disrupt a valuable F2P moneymaking method we also proposed the construction of a second floor. A second floor, accessible by ladder, has been added. Accessing this floor requires 500 Total level and a set of Zamorak robes (Members are able to equip the Zamorak Vestment top and bottom). Telegrabbing the Wine of Zamorak on this second floor will not result in the Monk of Zamorak becoming aggressive (though picking it up by hand will). Magic Guild Store To make it more difficult for bots to purchase stock from the Runes and Staves store in the Magic Guild, we proposed adding the completion of The Hand In The Sand as a requirement. We'll be proceeding with the proposal, with only slight changes planned. The dialogue of the store owner will change if you are yet to complete the quest, the store being unlocked is mentioned on the quest complete screen, and the store owners have been renamed from Magic Store owner and Robe Store owner to Wizard Akutha and Wizard Sinina respectively. Magic Training Arena Initially we proposed adding a Magic requirement of 68 to pick up Dragonstones in the Enchanting Chamber. This wasn't a popular suggestion as most bots had 68 Magic, and so would be unaffected. We then proposed making the room instanced with a maximum capacity of five. Whilst you'd encounter less bots, it still didn't do enough to tackle the underlying issue which is: the nature of the Enchantment Chamber meant that you were best off hopping worlds for maximum points, meaning that you'd be competing with bots across multiple worlds. With this in mind we have opted to change the points rewarded for enchanting shapes. These would now scale per enchant type, similar to Dragonstones. Sapphires will now yield one point, Emeralds two points, Rubys three points, Diamonds four points, Dragonstones five points, Onyx 6 points, and Zenytes 7 points. Additionally, the bonus points given for enchanting the correct shape has been increased from one point to two points. Duel Arena Initially we proposed a number of changes with the intention of stopping such things as scamming and odds staking. We proposed a 1% gold tax on all stakes. It was widely felt that 1% was too high, so instead we'll be proceeding with the idea of a gold tax, but it will apply only to winnings, and will scale depending on the amount staked. Generally speaking, the lower the winnings, the lower the taxation applied. We proposed adding an option to boost combat stats to 99 (it wouldn't affect the equipment you're able to wield, and you wouldn't gain XP). The feedback we received was that it didn't feel particularly Old School. We've opted not to proceed with this approach. We proposed added a trade weighing limit to ensure there was some parity with stakes, with the intention of limiting odds stakers. Generally, this was well received, but it did lead to fears (that we feel are unfounded) of it heralding a return to the trade limit which was imposed in 2007 and removed in 2010. We are still going to proceed with this change, which means that stakes must be fairly balanced, but we'd like to assure you that this update will not bring said trade limit. We're going to be making another notable change, one which wasn't previously pitched. Once the update occurs it will only be possible to stake either Coins or Platinum. This was felt to be a necessary change as a result of the stake balancing change (listed above). We earlier proposed making a change to tackle scammers which involves preventing players from emptying weapons within a duel. We'll be proceeding with this change to prevent unexpected items such as darts and runes from entering duels when an opponent may not be expecting it. You'll no longer be able to empty or uncharge the following weapons: Trident of the Seas, Trident of the Seas (e), Trident of the Swamp, Trident of the Swamp (e), Toxic blowpipe, and the Sanguinesti staff. The above changes are significant, we do appreciate that, but it means that you're better protected against scams, and we expect it to be effective to counter odds stakers who engage in Real World Trading. It's important for us to reiterate that this is not indicative of any other trade restrictions, and that you are still free to stake as much wealth as you like, but it has to be in Coins or Platinum, and your opponent has to stake a similar amount. In March's Protecting Game Integrity: Revision we announced our intention to make changes to the current death mechanics. On Old School RuneScape's release, the death mechanics in place were as such: when a player died, in a non-PvP environment, all items carried at the time of death dropped to the floor except for the three most valuable items. Players had 2 minutes (real-time, not logged-in time) to retrieve lost items from the location they died, except if the death occurred in an instanced area (in which case the items were lost). Targeted DDoSing of our game worlds meant that in 2015 we increased this 2 minute timer to 60 minutes. As evidenced by the recent connectivity issues, they still remain a consideration of ours. Our proposal was presented via survey, and firstly we'd like to thank all 16,000 of you for taking the time to give us you thoughts. In the survey we asked for: players thoughts on the current death mechanics, the length of time to reclaim items, using item reclamation (paying to retrieve your items) as a goldsink, whether dying should involve risk of losing items or wealth, a change to the grave timer so that it counts down only when logged in, items lost in instances re-appearing outside of instances for a cost, items lost on death reappearing on any game world (regardless of the world you died on), and then our own proposal. The proposal itself was as follows: Here's what we took from the results of the survey: unsurprisingly the playerbase quite like the extremely generous death mechanics currently in place. They do feel that there's too much time to reclaim items, however, and the majority of players are in favour of at least a modest gold sink to reclaim items. The grave timer only counting down when logged in was overwhelmingly popular, as was the idea of items lost in instances re-appearing outside of instances for a cost, and items reappearing on any world on death. Our proposal proved to be well-supported, though it's clear we overlooked a few things. Just under a quarter of players would prefer to keep the current death mechanics, however every Ultimate Ironman who responded to the survey belonged to this group, which is understandable when you consider that our proposal did not cover how it would affect their gameplay. Just under a tenth of players would prefer something like Old School's release, but as DDoSing remains a concern of ours, this will not be implemented. The remainder prefer our proposal. We altered our design following your feedback, and we're now well-placed to present the proposal we'd like to implement: We'd like to proceed with a gravestone system. There'd be 20 minutes to return to your grave, after which all items will be destroyed. The grave would be accessible on any world. The 20 minutes timer would decrease only when you are logged in. The timer would not decrease if you have your grave open, but the grave would only remain open when in the vicinity of your grave. The grave would persist across reboots (such as the game update on Thursdays). The interface would stay open when in combat. It would appear outside of instances. We'd add a grave system to Zulrah, with a fee of 20k to retrieve items lost. The fee itself would be 1% of the value of items within the grave, with a maximum cap of 50k. This fee will be payable from your bank, and there would be a function to discard items, if you couldn't afford the full fee. The location of the grave would be indicated on the world map, if in a mapped area. The countdown timer would be displayed on screen, and clicking this would open the world map, showing the location of the grave. Untradeable items would go into the grave. Items we perceive to be "useful" could break, as they do in PvP currently. Food and potions will be re-obtained for free, and will drop the floor if the grave was lost. Tradeable items under a certain value can be re-obtained for free, to aid newer players. We'd look to waive fees in certain game modes, such as Deadman. Exceptions would still persist where items remain permanently, such as Torfinn (Vorkath), the chest outside Theatre of Blood, and Priestess Zul-Gwenwynig (Zulrah). Higher static fees will remain. The Items lost on death interface would be updated to reflect the new behaviour. We'll be communicating the changes heavily, prior to them being implemented, to ensure that no players are taken by surprise. For Ultimate Ironmen we'll be handling their death mechanics separately: items would drop the floor for an hour (as they currently do - this would countdown even when logged out) and would also reappear outside of instances. However, this grave would not be present across other game worlds (this, and the countdown timer continuing to countdown even when logged out is related to how we'd be dropping items on the floor outside of instances). Untradeables will no longer be treated separately, and they would be kept. The permanent grave exceptions (Torfinn, the Theatre of Blood chest, and Priestess Zul-Gwenwynig) will still be used as usual. Discuss this newspost on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  18. Log in News Home - News Home Game Integrity Changes: Part 1 mod_ayiza June 28 2018 Game Integrity Changes: Part 1 This week we're releasing the first round of game integrity changes. These are a series of unpolled updates that do not replace any measures we already have in place, but rather look at what we, as a development team, can do to specific pieces of content to improve the Old School experience for genuine players. You can expect lots more of these changes to come with the next few weekly game updates. Integrity Changes Duel Arena We proposed making a change to tackle scammers which involved preventing players from emptying weapons within a duel. We'll be proceeding with this change to prevent unexpected items such as darts and runes from entering duels when an opponent may not be expecting it. You'll no longer be able to empty or uncharge the following weapons: Trident of the Seas, Trident of the Seas (e), Trident of the Swamp, Trident of the Swamp (e), Toxic blowpipe and the Sanguinesti staff. Magic Training Arena Initially we proposed adding a Magic requirement of 68 to pick up Dragonstones in the Enchanting Chamber. This wasn't a popular suggestion as most bots had 68 Magic, and so would be unaffected. We then proposed making the room instanced with a maximum capacity of five. Whilst you'd encounter less bots, it still didn't do enough to tackle the underlying issue which is: the nature of the Enchantment Chamber meant that you were best off hopping worlds for maximum points, meaning that you'd be competing with bots across multiple worlds. With this in mind we have opted to change the points rewarded for enchanting shapes. These would now scale per enchant type, similar to Dragonstones. - A Sapphire now yields one point - An Emerald now yields two points - A Ruby now yields three points - A Diamond now yields four points - A Dragonstone now yields five points - An Onyx now yields six points - A Zenyte now yield seven points Additionally, the bonus points given for enchanting the correct shape has been increased from one point to two points. Wine of Zamorak To help deter the botting of Wine of Zamorak, we proposed that the Monks of Zamorak on the ground floor would be aggressive when the Wine of Zamorak is taken, even when telegrabbed. So as not to disrupt a valuable F2P moneymaking method, we also proposed the construction of a second floor. A second floor, accessible by ladder, has been added. Accessing this floor requires 500 Total level and a set of Zamorak robes (Members are also able to equip the Zamorak Vestment top and bottom). Telegrabbing the Wine of Zamorak on this second floor will not result in the Monk of Zamorak becoming aggressive (though picking it up by hand will). Zaff's Staves To make it more difficult for bots to purchase all of Zaff's stock, we proposed adding at least partial completion of What Lies Below as a requirement for purchasing Battlestaffs from Zaff. This is not to be confused with the Diary reward, and other Staffs in his store will still remain accessible without meeting this requirement. This was received positively but there were concerns from pures, as What Lies Below yields a 2k Defence XP reward. Partial completion of What Lies Below will now unlock access to the Battlestaffs. This is after the battle in the library, but before you speak to Rat Burgiss to complete the quest. We have attempted to make it clear at this stage of the quest that you can now purchase battlestaves from Zaff and that going on will reward defence experience, so players don't run into any accidental defence experience gain. This change will not impact the Deadman Tournament, but WILL be live from the start of the Deadman Autumn Season Change to Box Traps To aid legitimate players when competing against bots, initially we pitched the idea of having completion of Eagles' Peak required to be able to use Box traps. This was received very positively, with no notable concerning feedback. In order to use box traps, players will now need to have progressed though the Eagle's Peak quest until the point where they have been shown how to catch the ferret. We felt this was the best option as it's possible for you to release the ferret after it has been captured in the quest (which doesn't require a Box trap), and to catch a new one you'd need to use a Box trap. We've also added a non-combat alternative for completion of Eagles' Peak. Previously you had to kill the kebbit, now you're able to "Threaten" the kebbit, causing it to retreat. This change will not impact the Deadman Tournament, but WILL be live from the start of the Deadman Autumn Season In Other News Players may now store 100 of each log type used in balloon travel into a storage crate conveniently placed beside the balloons. There is a toggle between using logs from the storage crate or the inventory which can be accessed by right-clicking any of the storage crates. If a player attempts to use a special attack against another player who is already stunned, then the player will no longer perform a normal attack instead. The farmer's straw hat no longer remains in place when teleporting via the Ardougne cloak or Desert amulet. The position of the Fremennik boots in the inventory have been changed so they are more consistent between tiers. Beards will no longer render over the Armadyl helmet on male chatheads. The male construction cape (t) now has the correct colour on the shoulderpads. A graphical issue causing Third-age range legs to stretch when the Ale of the gods is equipped has been resolved. We've corrected some spelling errors in the tooltips for various music tracks. PvP World Rota Changes The current active rota is Period A. For the next two weeks, until Thursday 12th of July. More information can be found on the dedicated PvP World Rota page, which is updated every two weeks. The Standard PvP world will be W24, in the USA. The High Risk PvP world be W43, in Germany. The F2P PvP world will be W117, in the USA. The Bounty Hunter world will be W18, in the UK. In Case You Missed It If you haven't seen it already, make sure you take a look at our most recent poll focused blog covering areas such as the Revenant Cave reward rework, Content Changes and some detail on an alternate version of the Theatre of Blood. Don't forget, this Saturday on the 30th June from 7:30pm BST, we'll be hosting the Deadman Summer Finals live with the assistance of ESL. Join us for an intense few hours with 2,000 players battling it out for a shot at the $32,000 prize pool! You do not want to miss it! Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. 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  19. Log in News Home - News Home Revenant Cave Rewards: Revisited, Content Poll & Theatre of Blood mod_ayiza June 27 2018 Revenant Cave Rewards: Revisited, Content Poll & Theatre of Blood We announced back in February that we were open to replacing the Statuette drops from the Revenants. We've been through your suggestions and ideas for new Revenant Caves rewards and we're now ready to show off the most popular and suitable ones to you! In addition to this, we'd also like put forward some poll questions, tackling a number of the quality of life and content changes you've raised. We have no shortage of your suggestions to put forward to the polls, so expect more of these types of blogs in the coming weeks. As with all other poll focused Dev Blogs, we want to take some time to collate your feedback. The poll is due to go live in-game this Friday 29th June, meaning there's plenty of time to provide feedback! Viggora's Chainmace Viggora was the creator of the Slayer Tower, and the only human among the Empty Lord's trusted generals. During his time serving the Empty Lord, he wielded a great chainmace against his foes. After his death, his chainmace was claimed by a follower of Zamorak, who used it extensively during the God Wars. Although the God Wars are long over, many participants still cling to this world as revenants. Among these revenants, the wielder of Viggora's Chainmace can still be found. Viggorra's chainmace is a tradeable 1-handed flail that can deal additional damage to Wilderness NPCs. It has stats similar to that of a Dragon scimitar, but when charged with a minimum of 1000 Revenant ether, an additional 50% Melee accuracy and 50% Melee damage boost is activated vs any Wilderness NPC. 1 Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the chainmace is always dropped on death when inside the Wilderness. Poll Question #1Should Revenant NPC's within the cave have a chance to drop a new tradeable 1-handed flail, Viggorra's Chainmace? The chainmace is charged with Revenant ether to activate an additional 50% Melee accuracy and 50% Melee damage boost against Wilderness NPCs. 1 Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the chainmace is always dropped on death when inside the Wilderness. Craw's Bow Of all of Armadyl's followers in the God Wars, few were more formidable than Craw. An expert with the bow, Craw personally eliminated some of Armadyl's greatest enemies. When the God Wars ended, Craw was one of the many soldiers killed in the destruction of Forinthry. Now, an undead Craw can be found amongst the revenants of the Wilderness, still wielding the trusted bow that helped them in the past. Craw's bow is a tradeable 2-handed bow that can deal additional damage to Wilderness NPCs. It has the same stats as the Magic shortbow (i), but when charged with a minimum of 1000 Revenant ether, an additional 50% Ranged accuracy and 50% Ranged damage boost is activated vs any Wilderness NPC. The bow does not use any ammo, much like the Crystal bow. Instead, it relies on the use of the Revenant ether stored within it. 1 Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the bow is always dropped on death when inside the Wilderness. Poll Question #2Should Revenant NPC's within the cave have a chance to drop a new tradeable 2-handed bow, Craw's bow? The bow is charged with Revenant ether to activate an additional 50% Ranged accuracy and 50% Ranged damage boost against Wilderness NPCs. The bow does not use any ammo, much like the Crystal bow. Instead, it relies on the use of the Revenant ether stored within it. 1 Revenant ether is used per hit, even if a hit misses. Any Revenant ether stored within the bow is always dropped on death when inside the Wilderness. Thammaron's Sceptre During the God Wars, one of Zamorak's most trusted allies was the demon Thammaron. A member of the Tsutsaroth tribe, Thammaron's abilities were near unmatched amongst his kind. While primarily a melee user, Thammaron was also a highly proficient mage and his magical sceptre was as dangerous as Thammaron himself. This sceptre was eventually lost during the Battle of Uzer and was later claimed by one of the many warriors fighting in the war. Now, the sceptre can be found among the revenants, ghosts of warriors killed in the God Wars. Thammaron's sceptre is a tradeable 1-handed magic weapon that can deal additional damage to Wilderness NPCs. It has the same stats as the Master wand, but when charged with a minimum of 1000 Revenant ether, an additional 100% Magic accuracy and 25% Magic damage boost is activated vs any Wilderness NPC. The sceptre can be used much like the Master wand, though it cannot autocast ancient spells. Each spell that is cast using the sceptre uses 1 Revenant ether, regardless of the spell hitting or not, alongside the standard runes required. Poll Question #3Should Revenant NPC's within the cave have a chance to drop a new tradeable 1-handed magic weapon, Thammarons sceptre? The sceptre is charged with Revenant ether to activate an additional 100% Magic accuracy and 25% Magic damage boost against Wilderness NPCs. Each spell that is cast using the sceptre uses 1 Revenant ether, regardless of the spell hitting or not, alongside the standard runes required. Any Revenant ether stored within the sceptre is always dropped on death when inside the Wilderness. Amulet of Avarice Within the Revenant Caves are a plethora of NPCs, many of which are killed frequently for Wilderness Slayer tasks. It's no secret that a lot of Wilderness activities are a trade-off between risk and reward. We want to further extend the risk vs reward factor with a new reward from Revenant NPCs - the Amulet of avarice. The Amulet of avarice provides the same stats as an Amulet of glory, with the added ability of causing all drops within the Revenant Caves to be noted whilst it's worn - this includes the non-Revenant NPCs also in the cave. The downside to this benefit however, is that the player is constantly skulled while wearing the amulet. If removed, a normal 20-minute skull will remain. Poll Question #4Should Revenant NPC's within the cave have a chance to drop the tradeable Amulet of avarice, as described in the dev blog? The Amulet of avarice has the same stats as an Amulet of glory, with the added ability of causing all drops within the Revenant Caves to be noted whilst it's worn, including the non-Revenant NPCs also in the cave. The player is constantly skulled while wearing the amulet. If removed, a normal 20-minute skull will remain. Ferocious Ring The Ferocious ring continues with the risk vs reward factor by offering stats similar to that of the unimbued Fremennik rings combined, with the added effect of increasing your Accuracy and Damage for all combat styles the deeper you venture into the Wilderness. 1 to 9 Wilderness = +1% Accuracy and Damage 10 to 19 Wilderness = +2% Accuracy and Damage 20 to 29 Wilderness = +3% Accuracy and Damage 30 to 39 Wilderness = +4% Accuracy and Damage 40 Wilderness and above = +5% Accuracy and Damage The player is constantly skulled while wearing the ring. If removed, a normal 20-minute skull will remain. Poll Question #5Should Revenant NPC's within the cave have a chance to drop the tradeable Ferocious ring, as described in the dev blog? The Ferocious ring offers stats similar to that of the unimbued Fremennik rings combined, with the added effect of increasing your Accuracy and Damage for all combat styles the deeper you venture into the Wilderness. The player is constantly skulled while wearing the ring. If removed, a normal 20-minute skull will remain. Restraint With the recent introduction of Surge spells from Dragon Slayer II, there have been more and more players utilising the Standard Spellbook. One of the most common frustrations many have with using the Standard Spellbook is that there are no effective freezes against players. With the Ancient Spellbook most players will opt to use Ice Barrage, a level 94 spell capable of hitting up to 30 damage, as well as being able to freeze opponents in a 3x3 area for 20 seconds. The Standard Spellbook equivalent is Entangle, a level 79 spell capable of hitting up to 5 damage and being able to freeze a single opponent for 15 seconds if they aren't using Protect from Magic, else the duration is reduced by 50%. We recently polled changing it so that Protect from Magic no longer reduces the binding effect of the Entangle spell, but the question failed with only 60.9% of players in favour of the change. As an alternative option, we'd like to offer a brand-new spell called Restraint. Restraint is activated via a spell scroll that would drop from Revenant NPCs. Once activated, you would permanently unlock Restraint, which is an upgraded version of Entangle. Costing 5 Wrath, 10 Fire and 10 Earth runes per cast, Restraint can bind enemies not using Protect from Magic for 20 seconds. With Protect from Magic the bind duration is reduced to 15 seconds. Restraint would require 89 Magic and it would deal up to 8 damage on a successful cast. Splashing the spell would also provide a slightly lower amount of XP than a successful 0 damage cast. Poll Question #6Should Revenant NPC's within the cave have a chance to drop a spell scroll that would unlock a new spell called Restraint, as described in the dev blog? Requiring 89 Magic and costing 5 Wrath, 10 Fire and 10 Earth runes per cast, Restraint can bind enemies not using Protect from Magic for 20 seconds. With Protect from Magic the bind duration is reduced to 15 seconds. F2P Teleblock Allowing Teleblock in F2P has failed a poll multiple times. The recent launch of the F2P PvP world in April has led to a lot of calls for Teleblock being made F2P. We're not particularly keen on re-polling it yet again, so we invited you to bring forward an alternative. We'd like to offer Revenant NPCs the chance to drop a Teleblock scroll. This scroll would allow players to cast Teleblock on another player without the required runes, in both members and free-to-play. Unlike teleport tablets, you will be required to have 85 Magic and be on the Standard Spellbook to use the Teleblock scroll, but it would never splash when used on another player. The Teleblock would last for 1 minute, regardless of Protect from Magic being active or not. Casting the Teleblock would require you to use the scroll on another player. Poll Question #7Should Revenant NPC's within the cave have a chance to drop the Teleblock scroll, as described in the dev blog? This scroll would allow players to cast Teleblock on another player without the required runes, in both members and free-to-play. You will be required to have 85 Magic and be on the Standard Spellbook to use the Teleblock scroll, but it would never splash when used on another player. The Teleblock would last for 1 minute, regardless of Protect from Magic being active or not. Poll Question #8If the Teleblock scroll is added to the game, should the Revenant Caves be accessible to free-to-play? The caves would only contain NPC's that are available to non-members, apart from Revenants. The only drop from the Revenants would be the Teleblock scroll. Barbed Rete The Rete was a weapon utilised by bandits that hailed from the Kharidian Desert. Known to be fierce followers of the Empty Lord, they were frequently sent on snatching missions to disrupt the growth of Zamorakian forces after their leader was betrayed. Many met untimely ends all over Forinthry during these missions and their ancient nets eventually found homes within the caves of long dead warriors. The Barbed rete is a tradeable offhand requiring 60 Ranged to equip. When the rete is charged with a minimum of 1000 Revenant ether, a special effect "It's a trap!" can be used by right-clicking it, similar to how the Dragonfire shield special effects work. On a successful "It's a trap!" hit, the opponent will be unable to move for 20 seconds and will be poisoned. This has a 15 second cooldown and costs 10 Revenant ether per charge. The accuracy of the Barbed rete's special effect is based on your opponents ranged defence (scaling from 0 - 500) & weight (scaling from 0kg - 50kg). Your opponent can reduce the time they are held for by attacking the player who has trapped them. Each attack will remove 5 seconds from the overall time. Example 1 If a trapped opponent attacks back with regular darts, after 4 attacks on rapid (4.8 seconds), they will be able to move again. Example 2 If a trapped opponent attacks back with a crossbow, after 3 attacks on rapid (9 seconds), they will be able to move again. Poll Question #9Should Revenant NPC's within the cave have a chance to drop a new tradeable offhand, the Barbed rete? The rete is charged with Revenant ether to activate a special effect, "It's a trap!", which can be used by right-clicking it, similar to how the Dragonfire shield special effects work. On a successful "It's a trap!" hit, the opponent will be unable to move for 20 seconds and will be poisoned. This has a 15 second cooldown and costs 10 Revenant ether per charge. The duration of the rete's hold can be reduced by attacking the opponent that hit you with it. Any Revenant ether stored within the rete is always dropped on death when inside the Wilderness. Quality of Life and Content Changes Poll Question #10Should the number of Cactus spines rewarded from picking a fully-grown Cactus be increased based on your farming level? Poll Question #11Should the number of Seaweed spores dropped by NPCs on Fossil Island, such as the Lobstrosity, be increased? Poll Question #12Should random Seaweed spores appear whilst underwater on Fossil Island? Poll Question #13Should we add superior Elves to the current list of superior Slayer monsters? Superior Elves would have a chance of dropping an alternate Tiny elf crystal that has unlimited charges. Poll Question #14Should we add a cosmetic reward for when players complete 100 Master clues scrolls? Poll Question #15Should the Xeric's talisman be changed to have its own unique teleport animation? Poll Question #16Should we tweak the mapping of the Tar monsters found within the Tar Swamp area of Fossil Island so that they no longer cause so much trouble near the 3rd Sulliuscep mushroom? Poll Question #17Should the amount of experience granted for completing the Werewolf Agility Course be increased by 2 times the current amount? Poll Question #18Should the delay when picking up Zygomites be removed? Poll Question #19Should it be possible to left-click to cook on all ranges? The options on the range would be limited to the first 10 types of cookable items in your inventory at the time. Poll Question #20Should we reduce the HP of the Grotesque Guardians by 25%? Poll Question #21Should a new Slayer reward unlock be added, giving players the ability to toggle when killing the Grotesque Guardians, they count as two Slayer kills rather than just one? Poll Question #22Should the Kourend statue be changed slightly so that you can left-click to enter the Kourend Catacombs rather than having to right-click and select "Investigate"? Poll Question #23Should deposit boxes be added to bank locations that do not currently have one. These would be the Motherlode Mine, Lunar Isle, Barbarian Assault, Mage Arena, Arceuus, Lovakengj, Shayzien, Hosidius, TzHaar and Etceteria. Poll Question #24Should it be possible to right-click Askeladden to obtain a new Pet rock? Poll Question #25Should the left click of Spirit trees be changed to "Travel" rather than the current "Talk to" after completion of the Tree Gnome Village? Poll Question #26Should it be possible for players to check the age of their kitten and display how long is left until it turns into a cat? Poll Question #27Should the House teleport be changed so that you can select either inside or outside your POH with a right-click? This would also apply to the House teleport tablet. Poll Question #28Should the Wise Old Man be updated so he is able to remove any unnecessary quest items for members from the bank? Theatre of Blood: Entry Mode We've been keen to keep on top of all the feedback you've been sending us regarding the Theatre of Blood, and with our most recent batch of changes, we're really happy with how the content has evolved into the rewarding challenge it currently is. One of the largest pieces of feedback from everything we've seen on social media, your feedback in the recent surveys and the masses of you that watched on Twitch, is that aside from the small but impactful changes we've made, it's very apparent that more of you want to be able to experience this fantastic piece of content the team have worked so hard on. We're aware it can often be seen that these updates cater more specifically towards the higher-level portion of our community, and that those of you who are still working on building your characters and gathering your gear often miss out on exploring such great content. Changing the Theatre of Blood in terms of difficulty and group size requirements would be a heavy hit to those that have already spent hundreds of hours and thousands (more like millions) in gold to perfect their strategies, push for the fastest completion times and have their chance of the prestigious rewards currently on offer. Because of this, we don't want to make any changes to how difficult or accessible the current Theatre of Blood is. However, we are more than willing to explore the options available to us that make it possible for more of you to enjoy this content, not only from viewing it and seeing others complete it, but participate yourself. We want to open the doors to those of you that may not have maxed combat or the ultimate gear setup, but still want a shot at the challenge and hopefully train your skills, so when the time is right, you'll be able to take on the full challenge of the Theatre with your newly developed teams. There is no concrete design in place just yet but we'd like to start communications with you on an Entry Mode version of the Theatre of Blood - your feedback will determine what the Theatre of Blood: Entry Mode should be. We'd like to propose the following as something to kickstart our initial discussions: Entry Mode would be aimed at any group size of 1-3 players, with 3 being the maximum group size allowed. All encounters within the Theatre would be rebalanced to be aimed at lower level players with less expensive gear. We're thinking somewhere around 100-110 combat. The health of monsters found within would scale to suit the team size. This would work for solo, duo or trio. The gravestone cost would be reduced to 50k rather than 100k. The chance of obtaining a unique could be vastly reduced, specific uniques can be removed from the table, or the chance for a unique could be removed entirely. Entry Mode will never grant a chance of the Lil' zik pet. As mentioned above, your feedback is vital to help us shape what the Theatre of Blood: Entry Mode would look like. Once we've gathered enough of your feedback you can expect a dedicated Dev Blog outlining the full details, with an in-game poll to follow shortly after. Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. 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  20. Log in News Home - News Home Recent Issues With Connectivity mod_sween June 25 2018 We're aware of ongoing issues with connectivity, and the SysAdmin team are doing everything within their power to ensure Old School remains available to play without any disruption. DDoS attacks can take many different forms and evolve in complexity all the time, as we mitigate one attack the perpetrators search for new ways to attack our infrastructure. We remain entirely dedicated to mitigating these attacks, and we'd like to ask for your patience whilst we resolve the issue. Anybody with information to offer on DDoS attacks is welcome to contact us at [email protected]. Lastly, we'd like to apologise for any disruption to gameplay that you may have experienced. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); if($.browser.msie){ FB.UIServer.setLoadedNode = function (a,b) { FB.UIServer._loadedNodes[a.id] = b; } } }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  21. Log in News Home - News Home Deadman Summer Finals 2018 Live! mod_sween June 23 2018 The Deadman Summer Finals are now live! The top 2000 players from the Deadman Summer Season, along with the 160 players affected by the logout error from the Spring Finals, will be competing over the next 7 days for a total of $32,000 in prize money. The Finals will run until Saturday 30th June, culminating in the Permadeath Stage beginning at 7:30pm BST. We'll be live from 7:30pm BST, Saturday 23rd June, on twitch.tv/oldschoolrs, make sure you tune in to see who will take home the $20,000 grand-prize! For a full overview of game content and the rules, please vist the Deadman Summer Finals article, but here's a brief look at everything you need to know: What has changed since the Spring Finals? Swapping and Muling is a bannable offence. (Carried over from the Seasons). Dragons now drop double the amount of bones. (Carried over from the Seasons) Tuna, Lobster, Swordfish, Shark, Karambwan, Dark crab, and Anglerfish fishing spots will yield 3x the amount of fish resources. (Carried over from the Seasons) All random unnoted herb drops from NPCs are now doubled. (Carried over from the Seasons) Every NPC in-game will have a chance at landing on an additional global Deadman drop table that contains highly sought-after supplies. The chance is determined by the combat level of the NPC. Bosses will have an increased chance of hitting this table and Superior Slayer Creatures will have a guaranteed chance. (Carried over from the Seasons - the drop potions and secondaries have been increased by approximately 25% from the Summer Season) The Giant mole will now drop double the amount of Claws and Hides. (Carried over from the Seasons) The number of potions and secondary ingredients from the Deadman-specific Barrows droptable has been tripled. (Carried over from the Seasons) The restocking speed of the stores of the Rune and Arrow stores has been substantially increased. (Carried over from the Seasons) Players will have the ability to lock (and unlock) XP gain. This is toggled by talking to Nigel in Lumbridge. (Carried over from the Seasons) All Zeah House favour is set to 100%. The Architectural Alliance miniquest is also completed, meaning favour is locked. (Carried over from the Seasons) Every player will have the Bigger and Badder Slayer perk unlocked from the very start. (Carried over from the Seasons) Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death. (Carried over from the Seasons) The Tome of Fire droprate has been increased by x10. (Carried over from the Seasons) Burnt page drops will have double the number of pages. (Carried over from the Seasons) Mysterious emblems are now worth double the number of points when traded in. (Carried over from the Seasons) Starter packs will be available, each reclaimable once per day. They cannot be used in PvP. They are not tradeable, except where specified. (Carried over from the Seasons) Pickpocketing in safe zones will yield no loot, as with in the Season. Lava dragons have been removed from the tasklist of Wilderness Slayer. Reduce the maximum fog damage in the 1v1 arenas to 2s. Increase the duration of the 1v1 banking phase to 10 minutes. Allow login temporarily after a player logs out during the permadeath stage at the discretion of Jagex. Allow the first section of the Permadeath stage to be paused at the discretion of Jagex. What contingency measures do you have in place for the event of the Finals? In response to the issue which caused approximately 160 players to experience a simultaneous logout, we announced that there'd be a clear player-facing contingency plan in place ahead of the beginning of the Finals. We have made a number of changes to the mechanics of the Permadeath stage which have been designed to ensure that we're able to take any action that we deem necessary. Protecting your IP address is entirely your responsibility. Jagex is not responsible for your IP address becoming compromised, and your connection being targeted by others. You should have a back-up connection available. An easy back-up connection can be in place by using the mobile data on your mobile device, and tethering your PC to that mobile connection. This back-up is a viable solution to not only attacks against your IP, but also against other connectivity issues. If you suspect that your IP address has become compromised, it's recommended that you contact your ISP. The majority of ISPs will change your IP address at your request. Find a customer service or technical support contact at your ISP and ask for a new IP address. If, for some reason, they will not help you change your IP address, you can attempt to force an IP change by unplugging every PC, router, modem, or other network hardware and computer from the internet for a period of 24 hours. If all of this advice doesn't yield any results then we'd recommend playing for the entirety of the Finals using your back-up connection (and sourcing a secondary back-up connection). In response to the issue which caused approximately 160 players to experience a simultaneous logout, we have made a number of changes to the mechanics of the Permadeath stage. It is now possible for us to pause the Permadeath progression by stopping movement of the deadly fog and disabling PvP until we decide to resume play. This applies to the deadly fog phase of the Permadeath stage. It is now possible for a player, who has not died, to log back in up to 60 seconds after logging out. There is a hard cap on the number of times a player can log back in again, so it cannot be abused by just logging out and back in again multiple times. This cap can be toggled off, but will only be done so at our discretion and cannot be done on an individual basis. It is now possible for us to effectively pause the 1v1 stage by stopping the appearance of the deadly fog and disabling PvP until we decide to resume play. Any pausing of the 1v1 stage will pause combat in all 1v1 fights, and so will be used only at our discretion. The banking phase of the 1v1 stage has now been increased to 10 minutes (from 5 minutes). This should be enough time to ensure you're playing with a stable connection and you have a back-up connection to hand. The changes in the section above are to help us enact the steps detailed in this contingency plan, should the situation arise. During the deadly fog phase of the Permadeath stage, should any players experience connectivity issues which are local to them (only affecting them), then we will take no action. The ability to log back in should alleviate any need for our intervention. During the deadly fog phase of the Permadeath stage, should we encounter any disruption which affects a significant amount of users and which cannot be resolved by players simply logging back in then we will pause the Permadeath progression. This will only be done at our discretion, and only when we are confident that doing so won't be detrimental to the outcome of the Finals. During the Permadeath stage, should any connectivity issues arise which persistently cause multiple players to log out repeatedly, then we will remove the log in/log out cap (detailed above in Our Changes). This will only be done at our discretion, and only when we are confident that doing so won't be detrimental to the outcome of the Finals. We will re-add the log in/log out cap when comfortable with doing so. During the 1v1 stage, should a player experience connectivity issues and log out before a fight begins, then that player has only until the fight begins to log back in. During the 1v1 stage, should credible evidence emerge to suggest that an account is maliciously targeting other players, then we will take action against them. We will not be able to return a player to life should they die at any point during the Permadeath stage. We will not, at any point or under any circumstance, restart the event of the Finals. We will endeavour to announce the results of the Finals on the night of the event (June 30th), but should more investigation be required, then the results will be announced only after the Old School team has had time to meet and review all evidence available to us. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); if($.browser.msie){ FB.UIServer.setLoadedNode = function (a,b) { FB.UIServer._loadedNodes[a.id] = b; } } }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  22. Log in News Home - News Home 2019 Content Survey mod_sween June 22 2018 It's been nearly two years since the last Old School Priority Poll, and as the playerbase has grown substantially since then, we'd like to see what content the Old School community is most interested in. This survey will help us determine where the priorities of the community are. Previous polls were a lot simpler in format and tended to pitch specific updates. This survey is designed to be able to capture much more information, and offer you the chance to pitch us the content that you'd like to see. The survey itself should take no more than 20 minutes of your time. We'll also be emailing the survey to those of you who have opted into receiving communications from us (via the Email and Communication Preferences tab in your Account Settings), so don't be alarmed if you receive an email from us, but do follow the security advice we offer for phishing websites and suspicious emails! Take the 2019 Content Survey today! Lastly, a huge thank you for taking the time to complete the survey. Your input is incredibly valuable to Old School, and you should feel confident that your voice helps to shape the direction of the game. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); if($.browser.msie){ FB.UIServer.setLoadedNode = function (a,b) { FB.UIServer._loadedNodes[a.id] = b; } } }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  23. Log in News Home - News Home Theatre of Blood Changes & Deadman Summer Finals mod_sween June 21 2018 This week's update sees the arrival of a number of substantial changes to the Threatre of Blood, all of which were detailed in last week's Feedback Tweaks newspost. The Deadman Summer Finals begin on Saturday 23rd, so this week's update also delivers a number of changes needed, some of which we'll be displaying in today's Deadman Summer Finals beta playthrough (which begins at 2pm BST). Theatre of Blood Changes Last week's Feedback Tweaks newspost detailed a number of changes we'd like to make to the Theatre of Blood, all of which were derived from the feedback you gave us. Spectating Viewing points have been added to each room in the Theatre. These viewing points behave similarly to the Lean option in the Duel Arena. Players in Purgatory, or players who are simply spectating, can access a View option which includes a basic menu for cycling through the different viewing angles available. Control the viewing angle via this menu. Featuring full-frontal angles of the Pestilent Bloat. Admire his morbid stature like never before. Team Scaling In response to your requests to allow smaller teams to tackle the Theatre, we've made some additional changes to the scaling to account for team size. Players in groups of three will find that the bosses have 75% of their original hitpoints. Players in groups of four will find that bosses have 87.5% of their original hitpoints. Resource Chests We don't really have an official name for them, but in this section we're talking about the chests between the challenge rooms which yield supplies for you. The change we've made means that rather than just give you supplies, we'll be rewarding you with points based on your performance, you can then use these points to purchase the supplies you want. A performance considered to be above average will be rewarded with 10-13 points, an average performance will reward 8-11 points, and a below average performance will be met by just 6-9 points. In the shop you will be able to purchase the following items: Saradomin brew (4) - 3 points Super restore (4) - 3 points Prayer potion (4) - 2 points Sea turtle - 2 points Manta ray - 2 points Stamina potion (4) - 1 point Mushroom potato - 1 point Shark - 1 point Nylocas Room The first 21 waves of the Nylocas encounter have been removed, this follows feedback that the room felt needlessly long to complete. We've made a number of other changes in response to the removal of the waves. Firstly, the pillar health has been reduced. Players in groups of five will find that the pillar has been reduced from 140 hitpoints to 130 hitpoints. A solo player will find that the pillar has been reduced from 350 hitpoints to 330 hitpoints. We've also made a change to the Nycolas Visilias. Attacking the Nycolas Visilias with the wrong style will see 100% of your hit reflected and 100% of it healed, rather than the previous 50%. Nycolas Visilias will now generally deal more damage, and it's hitpoints has been increased from 2000 to 2500. Performance Details - Info Board A new information board, which displays various statistics from your raid, has been added to Lady Verzik's treasure room. You can access this via a table found to the west when you enter the room. Spectators also have accesss to a similar table. It also tracks the time taken to complete the Theatre from start to finish, including corridor time. Other Theatre of Blood Changes The Justiciar legguards have had the lower section of cloth removed. A new attack animation has been created for the Ghrazi rapier. The falling hands during the Pestilent Bloat encounter, within the Theatre of Blood, now take slightly longer to fall, and their shadows increase in size as they approach the ground. The click area of the challenge exit has been reduced in size. Sotetseg's large ball of energy attack is now consistent in terms of timing, regardless of your distance from the boss. Previously it was extremely difficult to avoid the attack when at a close range. Sotetseg's projectile attacks should no longer be able to stack one player for multiple hits during the same game cycle. Some residents of Ver Sinhaza were wandering quite near to the item reclamation chest in the Theatre of Blood. They've been moved, so now they won't venture quite so close. The Theatre of Blood now has a Chat channel to help players looking for teams. This is found within the Minigames section. Lady Verzik's web damage has been stopped from hitting multiple times. The Avernic defender(.) no longer has a full stop at the end of its name. The Avernic defender has had its death-protection value increased. The following messages within the Theatre of Blood have had their colour changed for increased visibility: Sotetseg: 'A large ball of energy is shot your way' Xarpus: 'Xarpus is staring in your direction and retaliates with a powerful attack!' Verzik: 'The power resonating here can only protect one player!' Verzik: 'Verzik Vitur fires a powerful projectile in your direction...' Deadman Summer Finals The Deadman Summer Finals begin on Saturday 23rd June at 1pm BST. Ahead of its launch we'll be conducting a playtest today at 2pm BST (in just a few hours). It's worth noting that the purpose of the beta playthrough is to determine that the mechanics in-game work as expected, and it's not an opportunity to practise and refine your game plan. As such, we're opting to go ahead with the usual open first-come first-served policy to ensure that the world will be at capacity and allows us to gather the best possible feedback. All of the information you need can be found below: We've changed the appearance of the arena section of the Permadeath Stage to better reflect the seasonality of the Summer Finals. The playthrough specifics: The beta playthrough will take place on Thursday 21st June at 2pm BST (9am EST). The playthrough is going to be held on World 400. The world will be accessible from 2pm BST (9am EST) and you will be given 15 minutes to login and prepare. The playthrough begins properly at 2:15pm BST (09:15am EST). The event is expected to last around 90 minutes but will run through to its completion. The supply chests will be included in the beta playthrough. We'll also be testing our new contingency measures. For more information we recommend that you read the Contingency Planning section of the Deadman Summer Finals article. We will be intentionally kicking players offline and pausing gameplay at various points of this playthrough, so read the article to make sure you aren't taken by surprise! You will login and be given this inventory and this gear: Be sure to register for the event on our twitch page twitch.tv/OldSchoolRS to get notified when the tournament kicks off! In Other News Since so many of you kept misclicking, we've made it so you can't move to the tile behind the bank of the Mount Quidamortem. Xeric's talisman will no longer notify you if it has lost over 50 charges. The shortcut used to access the Trollheim herb patch now has sound effects when climbing. The apothecary now correctly takes Coins when making Antipoison potions. This week saw the arrival of Mod Bruno (Junior QA Analyst) and Mod Munro (Junior Content Developer). Follow them on Twitter, along with our other new arrival, Mod Lenny! Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Bruno, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Munro, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. 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  24. Log in News Home - News Home The Next Few Months mod_sween June 15 2018 Now that the Theatre of Blood has been delivered and conquered, and with notable improvements arriving next week, we'd like to take a bit of time to tell you about what to expect in the coming months. The Theatre of Blood was a huge collaborative undertaking which was rather resource-intensive. We now have a lot more resource to dedicate to the projects which you've been clamouring for, not only that, but Mod Lenny has passed his training period (congratulations @JagexLenny)! We're going to be devoting the next few months to working through the backlog of updates that we've promised, the updates you've been asking for, and updates to content and communities that we feel deserve more of our attention. Recently we've been looking through this backlog and have been scoring each one in terms of both development cost and player impact, and this will all tie into the final schedule, which we hope to share with you in the coming weeks. Though we aren't too sure of the format in which we'll be sharing this information just yet! In short, expect to see the updates we've spoken about before, and no big unexpected announcements (we'll be saving that for RuneFest!). Naturally you'll be wondering just where Old School Mobile fits into this release schedule. We don't have any specific dates to share with you in this newspost, but we would like to increase visibility of its progress among the wider playerbase and beyond the current testers. Development for Old School Mobile is currently cross-team with the Old School team providing content developers, QA testers, and artists to aid the work of the Engine team and the Web development team. Whilst there isn't a set release date, we would expect to see it in the hands of most current players in Beta form before full release, and possibly until the full release. Over the next week you can expect us to share such things as: the changes we'd like to make based on your feedback, what changes we've already delivered, and what changes are currently awaiting release (touch scrolling for certain interfaces - like your bank!). Our intention is still very much to launch both the iOS and Android apps together and we remain entirely confident of doing so. It's natural for players with iOS devices to feel somewhat left out, but the current clear focus on Android allows us to gather the feedback we need and conduct various essential tests before looking to restore parity across both the iOS and Android platforms. However, it is possible we may operate an iOS test before then, just to quench that thirst of yours! Remember, you can keep up to date with the development of Old School Mobile by reading the development blogs, all of which can be navigated to from our Mobile FAQ. Discuss this newspost on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); if($.browser.msie){ FB.UIServer.setLoadedNode = function (a,b) { FB.UIServer._loadedNodes[a.id] = b; } } }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/sdk.js'; document.getElementById('fb-root').appendChild(e); }()); }
  25. Log in News Home - News Home Teleport Options & Tidying Up mod_ayiza June 14 2018 Teleport Options & Tidying Up This week our focus has been on preparing the feedback changes from the Theatre of Blood, listed in our most recent newspost, ready for next week's game update. That being said, this week we're releasing some QoL features and your usual round of bug fixes. Player-owned house portals and teleport tablets for Varrock, Camelot and the Watchtower now have options for going to either of their possible destinations when right-clicking them. A new right-click option has been added that lets players toggle which option will appear when left-clicking the spellbook and portals. Unfortunately, it's not currently possible to make that toggle apply to inventory items too. Completion of the respective achievement diaries is still required to access the destinations that require them. Moving your character by clicking on the tiles on the edge, of Xarpus's arena, will now navigate the player in an expected manner. The Vampyre's snarky messages are no longer placed in the gravestone upon being wiped in the Theatre of Blood. Players that have completed the Western Provinces Elite Diary will now find that when you're resurrected in Zulrah's shrine, providing your auto retaliate is off, the fight is paused until you do any actions such as moving, attacking the NPCs or consuming your supplies. A healing hitsplat and a graphical effect and sound have been added to the revival too, making it slightly clearer when it occurs. All Spirit shields have been updated to be cleaner in game. Further to this, female characters now have their own unique model, reducing the distance from the shields and their bodies. Route-finding towards seaweed patches has been improved. Over-hitting a player's remaining health in PvP will no longer interfere with the correct player receiving the loot. The messages detailing what is required to enter volcanic mine have been updated to include the information that a player must claim the reward for building the camp. Theatre of Blood items have been added to the experts' price lists at the Grand Exchange. Some typos in the Mysterious Stranger's dialogue outside the Theatre of Blood have been fixed. The Port Khazard anvil building's door is now wedged open to avoid disruption of training. The spelling of the Avernic defender hilt description has been corrected. Items found in the supply chests within the Theatre of Blood will now appear to other players instantly if dropped, to assist parties in distributing those items. (Ironman restrictions still apply.) Deadman Summer Finals: Permadeath Playthrough We'll be hosting a beta playthrough of the final stages of the Deadman Summer Finals on the 21st June, starting at 2pm BST. It's important to note that the purpose of the beta playthrough is to determine that the mechanics in-game work as expected, and it's not an opportunity to practise and refine your game plan. As such, we're opting to go ahead with the usual open first-come first-served policy to ensure that the world will be at capacity and allows us to gather the best possible feedback. We've changed the appearance of the arena section of the Permadeath Stage to better reflect the seasonality of the Summer Finals. The playthrough specifics: The beta playthrough will take place on Thursday 21st June at 2pm BST (9am EST). The playthrough is going to be held on World 400. The world will be accessible from 2pm BST (9am EST) and you will be given 15 minutes to login and prepare. The playthrough begins properly at 2:15pm BST (09:15am EST). The event is expected to last around 90 minutes but will run through to its completion. The supply chests will be included in the beta playthrough. We'll also be testing our new contingency measures. More information regarding how these will work will be made available soon. You will login and be given this inventory and this gear: Be sure to register for the event on our twitch page twitch.tv/OldSchoolRS to get notified when the tournament kicks off! PvP World Rota Changes The current active rota is Period B. For the next two weeks, until Thursday 28th of June. More information can be found on the dedicated PvP World Rota page, which will be updated every two weeks. The Standard PvP world will be W25, in the UK. The High Risk PvP world be W37, in the USA. The F2P PvP world will be W71, in the UK. The Bounty Hunter world will be W19, in the USA. In Case You Missed It Tens of thousands of you have taken on the might of the Theatre of Blood since its release on Thursday and the bloodshed has been plenty. Check out some of our favourite moments from the Theatre thus far. Warning: contains Woox solos and cabbages. Don't forget, this Saturday on the 16th June at 8pm BST, we'll be hosting a Super Secret Stream with Mods Ayiza and Sween. We're not releasing any information as to what the stream will be about, but believe us, we really think you're going to love this one! Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lenny, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf The Old School Team This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. 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