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Sharkbrew Helper Bot

Sharkbrew Helper Bot
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  1. Log in News Home - News Home Maintenance: Wednesday 25th April mod_ayiza April 23 2018 Maintenance: Wednesday 25th April Earlier in April we announced (under: Forthcoming Changes) that our SysAdmin team would be undertaking heavy maintenance work to our network and hardware at various hosting facilities. On Wednesday 25th April, at 7:30am BST, maintenance work will begin at the facilities which host some of our USA worlds. On Tuesday 24th April, at 12:00pm BST, we'll be changing most of the impacted worlds that have activities restricted to them on to another world so they are still available during the maintenance window. Server Maintenance: Wednesday 25th April On Wednesday 25th April, at 7:30am BST, 22 USA-based Old School RuneScape worlds will be offline for a period of 8 hours. You'll be able to continue to play on worlds hosted in other locations during this time. We do appreciate your patience, whilst it might not be ideal to play on a world hosted elsewhere, the maintenance work is essential. The worlds affected are: 1, 5, 14, 21, 22, 29, 30, 37, 45, 46, 53, 54, 61, 62, 69, 70, 77, 85, 86, 93, 94 and 117. To ensure most world restricted activities are still accessible during the maintenance window, the following changes will be made on Tuesday 24th April at 12:00pm BST: World 22, which hosts private Castle Wars games, will be moving to World 20. World 37, which hosts High Risk PvP, will be moving to World 39. World 45, which hosts Permanent Deadman Mode, will be moving to World 47. World 53, which hosts 1250 Skill Total, will be moving to World 55. World 61, which hosts 2000 Skill Total, will be moving to World 57. World 85, which hosts F2P 750 Skill Total, will be moving to World 82. World 117, which hosts F2P PvP, will be moving to World 118. The above changes will remain in place until the game update on Thursday 26th April, after which point all worlds will return to their usual world number. There is planned maintenance for worlds hosted in other locations, and we'll continue to inform you well in advance. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  2. Log in News Home - News Home Tale of the Righteous and Kourend Favour mod_ayiza April 19 2018 Tale of the Righteous and Kourend Favour This week sees the release of the Tale of the Righteous, the next follow-up to the Client of Kourend, this time featuring the Shayzien House. Other updates this week include: the highly-requested Kourend favour rebalance, the reduced Kudos entry requirement for the Volcanic mine, and a teleport to Ottos� grotto added to both the Fishing skillcape and Max cape. Tale of the Righteous Over a thousand years ago, King Shayzien VII ordered an expedition to Mount Quidamortem. The expedition never returned and it was assumed that all members perished in the field. However, a recent discovery suggests this may not have been the case. Phileas Rimor is the descendant of the expedition leader and he is desperate to discover the truth. Join him and delve into a conspiracy a thousand years in the making in "Tale of the Righteous". Tale of the Righteous is a brand-new Novice level quest, unveiling more of the lore of the Kingdom of Kourend, focusing on Shayzien House in the way previous quests have explored the Piscarilius and Hosidius Houses. To start the quest, you will need to have completed Client of Kourend, have at least 16 Strength, 10 Mining and 20% Shayzien favour. Completion of the quest rewards players with the following: 1 Quest Point 8,000 coins 10% Shayzien favour A teleport page for Kharedst's Memoirs that unlocks an additional 8 teleport charges and a new teleport to the Shayzien House Kourend Favour Rebalance In our most recent Quality of Life and Content Poll, we said we'd like to rebalance the favour gain rates throughout Kourend. We've therefore made a number of changes which aim to rebalance the average time spent in every house, making the road to 100% favour more consistent between the houses, and generally shorter. Completion of the Client of Kourend no longer gives double favour as a reward. Instead, it is now given to all players by default. In addition to this, we've made the following changes: Piscarilius Increased the favour for crane repair from 4 to 5. Increased the favour for break-ins from 16 to 20. Increased the chance of gaining favour when delivering fish from 1/8 to 1/5, increasing the average favour per action from 0.125 to 0.2. Arceuus Decreased the favour for handing in library books from 30 to 25. Decreased the favour for handing in library manuscripts from 60 to 50. Increased the favour for using necromancy spells from 2 to 5. Hosidius Increased the favour for feeding soldiers in the mess from 6 to 8. Increased the favour for planting grapes in the vinery from 4 to 8. Shayzien Decreased the favour for healing soldiers from 2 to 1. Decreased the favour for killing lizardmen from 2 to 1. Decreased the favour for killing a gangster from 30 to 20. Increased the multiplier for killing a gang boss from x3 to x5. Increased the favour for fighting tier 1 soldiers from 2 to 4. Increased the favour for fighting tier 2 soldiers from 4 to 6. Increased the favour for fighting tier 3 soldiers from 6 to 8. Increased the favour for fighting tier 4 soldiers from 8 to 10. Lovakengj Lowered the chance of getting favour when mining Sulphur from 1/2 to 1/3. Removed the scripted exception for dynamite and made it give 1 per dynamite. Decreased the favour for unlocking a new minecart route from 80 to 50. Increased the favour for handing in tier 1 armour sets from 10 to 15. Increased the favour for handing in tier 2 armour sets from 20 to 30. Increased the favour for handing in tier 3 armour sets from 30 to 45. Increased the favour for handing in tier 4 armour sets from 40 to 60. Increased the favour for handing in tier 5 armour sets from 50 to 75. Note: 100% in favour is equal to 1000 of the favour points listed above. World Rota Changes Two weeks ago we discussed the implementation of a World Rota, detailling how we will switch the world themes every two weeks, giving more equal access to those restricted activities across the Atlantic. The current active rota is Period B. For the next two weeks, until Thursday 3rd of May. The standard PvP world will be W325, in the UK. The High Risk PvP world will be W337, in USA. The F2P PvP world will be W417, in the USA. We'd intended to move the F2P PvP world to Europe, as detailed in the last announcement, but the world where we'd intended to put it is not yet available, so it's staying on world 117 for now. The Bounty Hunter world will be W319, in the USA. Further QoL The requirement to enter the Volcanic mine has been lowered to 150 Kudos provided the player has built the Museum Camp and claimed the Fossil rewards for doing so. The Fishing cape and Max cape have now had the teleport to Otto's Grotto added to them whilst in the inventory, worn and on the PoH Cape hanger. The scroll to zoom (desktop) and pinch to zoom (mobile) feature is now enabled by default, and saved on the player rather than the client cache. Anyone who previously had this setting disabled will need to toggle it off again. In Other News The warning on entering a Corp instance has been rewritten, making it clear that you can be removed from the instance if removed from the chat channel. Following the improvements made to the route-finding around tree, fruit tree & hardwood Farming patches, the route-finding around all other large patches has been updated in the same way, making you less likely to skew to the south-west corner. Players will no longer be left on a blocked tile when entering the wheat field north of Ardougne. The remaining two Seasonal Deadman worlds have been closed, marking the end of the Deadman Summer Season. 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, 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); }()); }
  3. Log in News Home - News Home Chambers of Xeric: Challenge Mode mod_ayiza April 17 2018 Chambers of Xeric: Challenge Mode The purpose of this blog is to detail as much as possible prior to the poll going live in-game later this week to allow for player feedback. Whilst there's a lot of detail to be found, we're purposefully not saying much about the room order or completion time for the Chambers of Xeric. You'll therefore have to make your preparations after it's live, should it pass the polls. You've perfected your strategies, honed your skills, and triumphed against the Great Olm. Now, a new challenge awaits... For those looking for a twist on the usual raid encounter, the Chambers of Xeric: Challenge Mode might just be what you've been waiting for! Challenge Mode With the upcoming release of the Theatre of Blood, a linear raid challenge where all rooms are generated in the same order each time you enter and something that will be sure to emphasise the need for teamwork and push teams to earn the fastest raid completion time, we want to create a similar experience for the Chambers of Xeric. Before going into the detail, we'd like to highlight that towards the end of March, as part of the QoL Month Week 1: PvM blog, we announced that we would dedicate a poll to the Chambers of Xeric in regards to further balancing and tweaks. This is still planned for the near future, where focused discussions with community will begin. No works that would go into Chamber of Xeric: Challenge Mode will impact this. In short, we want to offer this in addition to the Chambers QoL poll. The rooms within the Chambers of Xeric are randomly generated each time a raid is started. It's no secret that there are some much preferred room layouts that will take priority over others, meaning due to factors out of your own control, it can be difficult to compete for the fastest completion times. We want to offer a new experience to the Chambers by including a brand-new variant, "Challenge Mode". Via the party interface for the Chambers of Xeric, raid leaders will be able to select "Challenge Mode" when forming a raid party. Once this has been selected, any raids started by the leader will have a set room order, which will always be the same for all "Challenge Mode" raids. Once inside the raid, you'll find all of its inhabitants have become stronger than their standard counterpart, so be sure to come prepared for a challenge. The Chambers of Xeric: Challenge Mode will push the limits of your PvM skills and strategy. To encourage those of you looking to battle for the fastest completion times, we would like to add in-game leaderboards, recording your results for all of Gielinor to see during that week. There will be a global leaderboard showing the fastest completion time across all worlds, and another on each individual world that will show both your completion time and your display name. These leaderboards will reset with each game update, and will show at least the top 5 completion times and display names. The Rewards It wouldn't be a new PvM challenge if there wasn't a fitting reward. Alongside the leaderboard mentioned above, and the standard loot you'd normally receive for completing the Chambers of Xeric, finishing a "Challenge Mode" run within a set amount of time will also grant you a chance of obtaining an unlock for the Olmlet pet. This unlock will allow you to transmog the Olmlet into any of the bosses found within the Chambers, other than Lizardman shamans and the Skeletal mystics. This unlock can be earnt regardless of whether you have the Olmlet pet or not, though you'll need the actual pet before you can utilise the unlocks of course! Whilst it's not all of them, we thought you may want to see how some of the bosses look as their pet counterpart. Poll Question #1Should we add a new raiding experience, the Chambers of Xeric: Challenge Mode to Old School RuneScape? There will be a global leaderboard showing the fastest completion time across all worlds, and another on each individual world that will show both the completion time and display name. These leaderboards will reset with each game update, and will show at least the top 5 players results. Completing a Challenge Mode raid will grant the same loot you would gain from completing a standard raid. Poll Question #2If the Chambers of Xeric: Challenge Mode is added to the game, should completion of the raid within a set amount of time offer a chance of obtaining an unlock for the Olmlet pet which allows you to transmog the Olmlet into any of the bosses found within the Chambers, other than Lizardman shamans and the Skeletal mystics? Poll Question #3If the Chambers of Xeric: Challenge Mode is added to the game, should all players who complete the raid 100, 500, 1000, 1500 and 2000 times respectively be awarded an untradeable and entirely cosmetic cape? The appearance of the cape would differ depending on which tier of raid completions you have achieved. Discuss this update on our official forums, the community lead 2007Scape Reddit, or the community lead OSRS Discord. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  4. Log in News Home - News Home Maintenance: Wednesday 18th April mod_sween April 16 2018 Earlier in April we announced (under: Forthcoming Changes) that our SysAdmin team would be undertaking heavy maintenance work to our network and hardware at various hosting facilities. On Wednesday 18th April, at 7:30am BST, maintenance work will begin at the facilities which host our UK worlds. Additionally, we'll be changing the world for Bounty Hunter earlier than we would normally, since it will be affected by the maintenance. Server Maintenance: Wednesday 18th April On Wednesday 18th April, at 7:30am BST, 21 UK-based Old School RuneScape worlds will be offline for a period of 8 hours. You'll be able to continue to play on worlds hosted in other locations during this time. We do appreciate your patience, whilst it might not be ideal to play on a world hosted elsewhere, the maintenance work is essential. The worlds affected are: 2, 8, 9, 10, 16, 17, 18, 25, 26, 33, 34, 41, 42, 49, 50, 58, 65, 66, 73, 81, and 82. There is planned maintenance for worlds hosted in other locations, and we'll continue to inform you well in advance. We have previously announced that the standard PvP world, the High Risk PvP world, the F2P PvP world, and the Bounty Hunter world will all adhere to a world-change rota (see the linked newspost for more information). The server maintenance detailed above means that the Bounty Hunter world is affected and will be offline for the duration of the maintenance period. Since the Bounty Hunter world was scheduled to change with Thursday's game update anyway, we've opted to accelerate the change for the Bounty Hunter world. As of Tuesday 12pm BST, the Bounty Hunter world will be world 19. There will be a 30 minute countdown as of 11:30am BST. The other rota-affecting worlds will not change until Thursday's game update. Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  5. Log in News Home - News Home OSRS Mobile: iOS Beta Beginning mod_sween April 13 2018 On Tuesday 10th April we sent invitations to 5,431 players to participate in the first iOS beta test. From 2pm BST today, those players will be able to access the Old School Mobile application! #OSRS Mobile iOS Beta At 2pm BST today Apple will be emailing the players with an invitation to access the Old School RuneScape application via TestFlight. The email will be sent to the email address linked to the Apple ID you provided us with, and that may not be the email address that's linked to your RuneScape account. Only the Apple ID you provided in your participation sign-up form will be able to install the Old School RuneScape application. Only the RuneScape account you provided in your participation sign-up form will be able to log in to the Old School RuneScape application and see the Old School Mobile Testing Forum. We regret to announce that we won't be facilitating any requests to change the Apple IDs/RuneScape accounts with which you can access. There isn't scope to do this for over 5,000 individuals for a 6 day beta test. All players invited to participate in the beta should all have received an inbox message titled OSRS Mobile: iOS Beta Launch which contains the following: Hi there, On Tuesday 10th April we invited you to participate in the OSRS Mobile iOS beta, which begins today at 2pm BST. Today you'll receive an email from Apple to the email linked to the Apple ID which you provided us with when you signed up to participate in beta testing. Contained within that email is an invitation to test Old School RuneScape on TestFlight, done so via instructions to install TestFlight, and a code to be redeemed. If you don't have the TestFlight application installed, follow the instructions contained within the email to install it. If you already have TestFlight installed then you'll be able to redeem the code within the app. Once redeemed you'll be able to install the Old School RuneScape application. Only the Apple ID you provided in your participation sign-up form will be able to install the Old School RuneScape application. Only the RuneScape account you provided in your participation sign-up form will be able to log in to the Old School RuneScape application and see the Old School Mobile Testing Forum. We regret to announce that we won't be facilitating any requests to change the Apple IDs/RuneScape accounts with which you can access. There isn't scope to do this for over 5,000 individuals for a 6 day beta test. The feedback you supply is incredibly important to us and directly impacts the development of Old School RuneScape Mobile, so please visit the Old School Mobile Testing Forum, found in the Old School area of the forums. You must first log in to the forums on the account invited to the beta in order to be able to see & access the Old School Mobile Testing forum. Be sure to take note of issues listed in the Known Issues thread. We'd highly recommend that you view the Known Issues thread, you provide feedback via the Mobile Feedback General, and you use the the Reporting Content Issues and the Reporting Mobile Crashes threads. For ease of access, here are some of the issues currently known: If the keyboard is dismissed whilst on the Old School RuneScape log in screen it can only be reaccessed via the four-finger swipe motion, or by clicking to Cancel the login and then again clicking Existing User. In-game broadcast messages don't appear in the usual place you'd expect. Audio can become distorted when launching the game. Audio from third-party apps can cause in-game audio to stop playing correctly. In-game audio overrides audio playing from the Spotify app. Some unique quest interfaces may not work smoothly on mobile. Scrollbars can show some incorrect graphics. Tooltips can't easily be triggered to appear. The beta will run from 2pm today until the game update on Thursday 19th April. We hope you enjoy the iOS beta! The Old School RuneScape Team The appetite for #OSRSMobile is extreme, and we're quite keen to make sure that you know what to expect from us. We'll be collating feedback, and distributing surveys to the testers, over the week of the test. We'll then look to report our findings to you as soon as possible. We'll have a better idea of what to expect next in terms of testing, and we'll keep you informed as and when we're able. Make sure you join the discussion with the #OSRSMobile tag on Twitter, and include 'iOS Beta' in the subject of your Reddit threads! Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  6. Log in News Home - News Home Quality of Life Improvements mod_ayiza April 12 2018 Quality of Life Improvements This week we release some of the updates polled in the "Old School Content Poll #58: More QoL and a Quest". There's also your usual round of bug fixes and tweaks. iOS Beta On Tuesday we invited 5,431 players to the iOS beta. In case you missed the detail behind the process, you can read more in this news post. The beta period opens at 2pm on Friday 13th April, and closes with the game update on Thursday 19th April. There's a few mobile only changes coming with this week's game update such as a mobile controls tutorial, the left-click bank withdraw and shop buying/selling system and some keyboard changes. We're constantly discovering more areas of the game which would benefit from improvements to make the mobile experience better, of which you can find more about in the OSRS Mobile: Android results and iOS beta blog. QoL Improvements The Morytania legs and Ardougne Cloak now have right click teleports to specific locations when used in your inventory. Player Moderator chat will no longer filter through public chat when it's turned "off". You may now commune with the undead chicken on all Ava's devices to ask it to stop gathering junk whilst it's worn, rather than just within the inventory. This also applies to similar items that act like an Ava's device, such as the Ranging cape. Unfortunately however, this will not include the standard max cape, as we have run out of space for additional options on there. The hourglass overlay found in Pyramid Plunder is no more. It has been removed. The bar indicating how long you have left still remains. The XP gained from selling Curved and Long bones to Barlak (the Dorgesh-Kaan cave goblin) has been increased to three times their previous amount. Curved bones will now grant 6750 Construction experience and Long bones will grant 4500 Construction experience when handed in. The Feldip Hills Glider pilot has passed his flight safety course! He now has a left click "Glider" option like all other pilots. In Other News The Eggshell platebody no longer stretches when performing certain animations. A typo in the Depths of Despair quest journal has been resolved. The weight of the Angler outfit has been drastically lowered. We're not quite sure what was causing it to be so heavy... Players who approach the point limit of the Volcanic mine will now be notified before hitting said limit. The route your character takes when you click on a tree patch, fruit tree or hardwood tree patch has been adjusted to avoid defaulting on the south-west corner so often. The Locator orb from Dragon Slayer II may now be stored in the Chambers of Xeric private storage chest. The accuracy and damage modifiers used by the Twisted bow have had their formula tweaked to better handle NPCs with abnormally high stats. This change is only relevant to NPCs within the Chambers of Xeric, due to the way the dynamic scaling on bosses works within the Chambers. No NPCs outside of the Chambers will be affected. Discuss this update on our official forums, the community lead 2007Scape Reddit, or the community lead OSRS Discord in the #gameupdate channel. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  7. Log in News Home - News Home OSRS Mobile: iOS beta invitations sent mod_sween April 10 2018 The iOS beta invitations have been sent to just under 5,500 different players. The newspost below highlights just what you need to know. The iOS Invitations We've just invited 5,431 players to the iOS beta. The beta testing begins this coming Friday 13th (what could possibly go wrong?). The beta period opens at 2pm on Friday 13th April, and closes with the game update on Thursday 19th April. Each invited player will receive a message to the RuneScape message centre of the RuneScape account used to sign-up, and an email to the registered email address of the RuneScape account used to sign-up. An example of the messages can be found below. Any other messaging received is very likely to be a phishing attempt. If you have not received a message to your RuneScape message centre then you have not been selected as a beta tester, and you should immediately disregard anything telling you otherwise. Take a read of our phishing prevention tips to safeguard your efforts in Old School. In the messaging above you can see that you're advised to ensure the security code (which will be a 16-character string) matches according to the code included in the email. Testflight is required to access Old School Mobile whilst it's undergoing development. In the messaging above you're advised to log in to the Forums in order to ensure that you have a Forum profile. Without an already-existing Forum profile you will be unable to access the Mobile Testing Forum. A survey will be distributed to all testers nearing the end of the beta period. In the messaging above you can see that it shares great similarity with the messaging found in the RuneScape message centre invitation. The only difference is the push to check your RuneScape message centre to ensure the code there matches with the one found in the email messaging. Need To Know An Old School Mobile FAQ has been built to house any queries you might have, and we'll continue to add to it as and when questions emerge. For this build we've been able to implement an in-game tutorial controls tutorial for users new to playing on Mobile. Upon your first login you will be prompted to view a tutorial. If you don't accept the prompt, or if you're in the Wilderness, a phone icon will appear which will allow you to view the tutorial. The phone icon allows you to view the tutorial. To access the tutorial after it has been viewed, open the controls menu in the options panel. Click the mobile phone icon within the controls menu. Start Mobile controls guide when prompted. We're incredibly excited for you to get your hands on the beta, and you can expect to hear more from us very soon. Make sure you join the discussion with the #OSRSMobile tag on Twitter, and include 'iOS Beta' in the subject of your Reddit threads! Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  8. Log in News Home - News Home Price Increase: June 4th 2018 mod_sween April 10 2018 Price Increase: 4th June 2018 On 4th June 2018 we will be increasing the price of membership for new members and those who�ve been unsubscribed for more than 14 days. The price of Bonds will also be increasing. This decision is the result of a rise in development costs, as well as an increase in operating fees. The Old School RuneScape model is entirely subscription-based, and so to continue delivering great content we have to increase membership fees. The cost of Old School RuneScape's subscription fee still remains more than competitive when compared against other online games. This will not affect those of you who are already subscribed. Any existing subscription agreement will be honoured for as long as it remains in effect. If you're a member and you don't lapse out as a member for more than 14 days, you're eligible to keep your current rate of membership. Subscribe now to secure access to all of Old School RuneScape's members' content at current prices. We are committed to giving you the very best value for your membership, and with Dragon Slayer II already delivered, and Theatre of Blood currently undergoing development, we are confident that 2018 will be the the best year yet for Old School. The prices shown below will come into effect on 4th June 2018. Currency 1 Month 3 Month 6 Month 12 Month AUD $13.49 $36.99 $66.99 $124.49 CAD $11.99 $32.99 $59.99 $112.99 EUR �9.49 �25.99 �47.99 �88.99 GBP �6.99 �18.99 �34.99 �62.99 USD $10.99 $29.99 $54.99 $99.99 Currency 1 Bond 3 Bonds 5 Bonds 10 Bonds AUD $7.99 $23.99 $39.99 $79.99 CAD $7.39 $22.19 $36.99 $73.99 EUR �5.69 �17.09 �28.49 �56.99 GBP �3.99 �11.99 �19.99 �39.99 USD $6.99 $20.99 $34.99 $69.99 Thank you for your ongoing support. Please visit our FAQ if you have any further questions. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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
  9. Log in News Home - News Home F2P PvP world & World Rota mod_ash April 05 2018 After last week's Easter frolics, this week's update brings the F2P PvP world, plus some bugfixes and under-the-hood maintenance while we gear up for the oncoming iOS mobile beta, more Theatre of Blood development, the game integrity changes we pitched, and your requests from Poll #58. F2P PvP World World 117 has been brought online as a PvP world for non-members to use. The standard rules of PvP worlds apply to it; combat is permitted across the game world, outside of safe zones like banks, with players whose combat level is within 15 of your own. In the Wilderness, that combat level range of 15 is increased by the Wilderness level where you're standing. A "PJ timer" is in effect in single-way combat areas, preventing attacks against players who've attacked another player in the last 10 seconds. World Rota Last month, we asked how you felt about us switching certain activities between worlds so that players could share them more fairly. The most popular restricted activities, the standard PvP world and Bounty Hunter, have both always been hosted in the UK, giving a persistent disadvantage to players in North and South America due to the increased ping. Similarly, the High Risk PvP world has always been hosted in the USA. Our proposal was to switch the world themes every two weeks, giving more equal access to those restricted activities across the Atlantic. Period A On the east of the Atlantic, host the Bounty Hunter world (W18, UK) and the High Risk PvP world (W43, Germany). On the west of the Atlantic, host the standard PvP world (W24, USA) and the F2P PvP world (W117, USA). Period B On the east of the Atlantic, host the standard PvP world (W25, UK) and the F2P PvP world (site to be confirmed). On the west of the Atlantic, host the Bounty Hunter world (W19, USA) and the High Risk PvP world (W37, USA). We waited a couple of weeks to see how you all felt about this. There were reasonable concerns that players would log into a PvP world by mistake and get killed. However, as PvP worlds are highlighted in red on our world lists, and our client always forces you to accept a warning before letting you use one, we feel we've made reasonable provision to prevent such accidents. Some players also objected on the grounds that they'd always had low-ping access to the standard PvP world, and they'd prefer this not to change now. This is understandable, but we would really prefer that benefit to be shared more fairly than it is at present. We'd also rather not spread the limited traffic across multiple worlds by leaving them all enabled at the same time. So we'd like to give it a try, starting today, with Period A. For the next two weeks, until Thursday 19th April: The standard PvP world will be W24, in the USA. The High Risk PvP world will be W43, in Germany. The new F2P PvP world will be W117, in the USA. The Bounty Hunter world is still W18, in the UK. ... and on Thursday 19th, we'll switch to Period B; the standard & High Risk PvP worlds will return to their original homes, while the Bounty Hunter activity moves to the USA, as described above. As always, if it doesn't work out, we can stop doing it. Looting Bag If you destroy a Looting Bag in the Wilderness, its contents can now be dropped rather than always being destroyed, so that other players will have more opportunity to loot it. Food and potions will still be destroyed; we don't want a convenient new way of caching edible supplies on the ground. The other items will fall to the ground; if another player currently has 'kill credit' for damage done to you, only that player can see the items for the first minute. Otherwise, everyone can see the items immediately. Outside the Wilderness, all items will still be destroyed as before. We did look into alternative ways of going about this, such as adding a blanket rule against destroying the bag after combat, though we've started with a less intrusive version in this update. However, more disruptive changes can be applied if necessary. In other news... When we added the PJ timer from PvP worlds to the Wilderness on Bounty Hunter world, as requested in a recent poll, we overwrote the special exceptions that had been made to the single-way combat rules on that world to let players steal their Bounty targets from combat against other parties. We've now restored these - apologies for the inconvenience there. The stone buttons at the bottom right corner of the fixed-size gameframe were misaligned, following a sizing error in a recent update to the gameframe. The Volcanic Mine now has a chat-channel on the Grouping side-panel, to help you find other miners with whom to share the peril and rewards. This channel doesn't have a teleport, though we would be open to polling one in future. The change to the Volcanic Mine's requirements, offered in poll #58, will come in another update this month with other features from that poll. Some typos have been fixed in the quest journal for The Fremennik Isles. The lure cave in Barbarian Assault no longer has an option to click; that information is now given by Examining it. The grammar in the description of the dodgy necklace has been fixed. The size of the Slayer helmet has been reduced on female characters to better match their usual proportions. A typo has been fixed in Cap'n Hand's dialogue. A typo has been fixed in Rashiliyia's tomb. Forthcoming Changes Under the hood in this update, we've got some engine changes in preparation for the iOS mobile beta that's due next week, based on the learnings from the last beta round. Have a read of the recent mobile blog to see what the team's been working on. In the forthcoming beta, we'd like to try out the improved mobile handling of the bank and shops, among other things. Watch out for invitations in your runescape.com inbox on our site from Tuesday 10th April. Remember, even if you get an 'invitation' email claiming to be from us, or a pop-up on Facebook, but there's no invitation in your inbox on our site, that means it's a fake. Please be careful what you click on the internet - especially links in unexpected emails! We regret we're not seeking more volunteeers to test this beta. We've also spoken recently about a wide variety of changes we're planning for the game, including game integrity work to help Support keep on top of cheats & bots, and also a proposal for redesigning Old School's death mechanics. We've had an abundance of feedback about these, some positive and some negative, and are taking a bit longer to trawl through it before confirming our next steps. You can imagine it takes some time to review literally tens of thousands of responses to the death mechanics survey! To help guide our decision on that point, we've got some extra tracking code going into the game to help us see just how much people are dying, and where. Finally, our sysadmins are preparing some heavy maintenance to our network and hardware at the various hosting facilities. This is going to require them to take numerous worlds offline for several hours at a time, doing different hosting sites on different days, starting later in April. They'll post their schedule in advance, as it's confirmed, to help you plan your activities accordingly, and they'll give ample countdowns before the worlds go offline for the day. Please keep an eye out for announcements on our site. New Merchandise And finally, we're pleased to reveal that the merch store offerings from AngelsScapes have been restocked! You'll have to move fast, the Infernal cape and the Max cape in particular sold out at an incredible speed when we first launched the store back in February. New items have also been added, with all three God variants of the Max cape, and a very special limited edition homage to Easter in the form of a Rubber chicken. There are only 99 Rubber chickens up for grabs, so make sure you check back for their launch! Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  10. Log in News Home - News Home Dev Blog: Advanced Warfare Skill mod_sween April 01 2018 Earlier this year we celebrated five years of Old School RuneScape. We�ve seen a huge variety of new content come to the game over the years. However, there have been growing concerns as more players reach the max Total level. If these players are left with nothing to do in-game, they might do something very silly, like go outside or something. Well, fear not, today we present you with a solution to this issue. Our brand-new skill, Advanced Warfare. Dev Blog: Advanced Warfare Training Players who train their Advanced Warfare skill will find themselves reaping a variety of rewards. Before we get onto that, though, we�re going to go over the details of just how this skill is trained. Espionage Espionage is one of the two ways to train Advanced Warfare. Across the game, players will find various Spy masters, with better spy masters being unlocked at higher levels. These Spy masters will give out espionage contracts. These contracts will reward XP upon completion, with the amount of XP rewarded based upon the level of the contract. Spymaster Location Description Requirements Captain Cruise Intelligence officer for the Varrock Palace Secret Guard. Level 1 Advanced Warfare 'N' Leader of the Kourend Secret Service Level 18 Advanced Warfare Sir Vey Lance Head of operations for the Temple Knights. Level 36 Advanced Warfare Recruitment Drive Larry Freelancer with a keen interest in Penguins. Level 54 Advanced Warfare Cold War Daero Tree guardian of the Tree Gnome Stronghold. Level 72 Advanced Warfare Monkey Madness Ysbir Head of espionage for the Elven Resistance. Level 90 Advanced Warfare Mourning's Ends Part I Espionage Contracts The espionage contracts you receive increase in difficulty dependent upon the Spy master issuing them. They will also be suitably themed based upon who gave them (Larry, for example, is more likely to have you investigating penguins). There will be a huge number of contacts available to keep things interesting with the potential for more to be added after launch. Here's just a few contract examples we have so far: Using your Thieving skill to plant an incriminating dossier on a Black Knight soldier. Setting up a telescope to spy on a secret Iorwerth meeting. Infiltrating a Lizardman camp and destroying their food supply. Assassination If Espionage isn�t violent enough for you, try your hand at Assassination. This is the alternative method of training Advanced Warfare. Like Spy masters, various Master assassins can be found across the map. These Master assassins will hand out assassination contracts. These contracts will reward XP upon completion, with the amount of XP rewarded based on the level of the contract. Master Assassin Location Description Requirements Edwin Kenway Pirate-turned-assassin operating out of Corsair Cove. Level 20 Advanced Warfare T-255 Head of the Black Knight terminator program. Level 35 Advanced Warfare Captain Chigurh Captain in the Shayzien Army with extreme methods. Level 50 Advanced Warfare Paladin Dennis Eager Paladin looking to please King Lathas. Level 65 Advanced Warfare Regicide Agent 73 A mysterious assassin of unknown allegiance. Level 80 Advanced Warfare Desert Treasure Korapeewi Personal assassin for King Awowogei. Level 95 Advanced Warfare Monkey Madness II Assassination Contacts Assassination contracts will work just like espionage contracts do. The only difference is the actual activity performed. Oddly enough, these ones are focused on killing rather than spying. Here are a few contract examples: Setting up a long-range bow in the Ardougne clocktower and using it to take out a visiting delegate. Sabotaging an enemy Gnomecopter so that it is destroyed mid-flight, eliminating a rival officer. Poisoning the drink of visiting royalty while they are attending a lavish party. Using a concealed blade to assassinate a target in an open area before vanishing into the crowd. Rewards We know that Old School players love nothing more than training a great skill, such as Runecrafting. When the content is so good, who needs rewards? We could easily take the same attitude with Advanced Warfare. However, we want to go further. As you train your Advanced Warfare skill, you�ll unlock brand new items and abilities that are sure to make your PvP and PvM experiences far more fulfilling. Radar Ever feel like you just don�t see enough? Maybe a radar will help. This new tool will allow you to increase the maximum distance on your minimap, letting you see enemies from further away. There are various levels of radar, with higher levels providing an increased distance over previous ones. Level 5: Basic radar Level 25: Improved radar Level 45: Advanced radar Level 65: Supreme radar In addition to the standard radars, at level 85 you will unlock the remote radar. This radar has the same range of the Supreme radar but, rather than the center being over the player, it can be tactically positioned and then viewed from a distance. Weapon Attachments Weapon attachments are a great new way to mix things up with your favorite old weapons. There will be a range of weapon attachments to choose from, all of which will improve your weapon in some form or other. Choose wisely though, as you�ll only be able to use one attachment at a time. Level 24: Long barrel. This attachment will increase the maximum range of your weapon, letting you hit targets from even further away. Level 44: Rapid fire. This attachment will increase the attack speed of your weapon, allowing you to attack even faster than before. Level 64: FMJ. Allows your weapon to hit through walls and other obstacles. Level 84: Grip. Reduces the recoil of your weapon, making you more likely to hit your target. Reverse Pickpockets In the Espionage section, we talked about using Thieving to plant things on an NPC. Reverse pickpocketing is an extension of this. Players will be able to plant various objects on NPCs to yield some interesting results. Any NPC that can be pickpocketed can also be reverse pickpocketed, with the same level requirement applying. Level 16: Hand grenade. Explodes after a short while, killing the target. Level 38: Poisonous hand grenade. Applies poison to the target. Level 60: Venomous hand grenade. Applies venom to the target. Level 82: Holy hand grenade. Like the normal hand grenade but far more powerful. This device will explode after a short while, killing the target while also damaging anyone around them. Weapon Strikes Weapon strikes are a new way of taking down multiple targets at once. They can target any area of the game world, and so are great to use from a long distance. They work very well with the new radars (see above), particularly the Remote radar. Level 32: Mortar strike. Hits all targets in a 5x5 area for up to 20 damage. Level 52: Bombing run. Hits all targets in a 9x9 area for up to 40 damage. Level 72: Carpet bomb. Hits all targets in a 15x15 area for up to 60 damage. Level 92: DC-130. Hits all targets in a 25x25 area for up to 100 damage. Dual-Wielding Sometimes one weapon just isn�t enough. With Advanced Warfare, you�ll be able to use two. Once you hit level 30, you�ll be able to unlock the Akimbo perk. Once you have it, you�ll be able to equip two one-handed weapons rather than just one. This will be sure to make for some great new combat builds. Australianisers If you really fancy messing with your opponent�s head, why not try an Australianiser? These devices are unlocked at level 40 Advanced Warfare. When used on another player, it will completely flip all of their interfaces upside down, giving a truly authentic Australian feel. Don�t worry though, this won�t give Australian players an unfair advantage as if it is used on them, it will turn their interfaces the right way around instead. RPGs It�s become clear that the Ranged skill needs something a little extra, and we think we have the perfect solution. Rocket Propelled Geese (RPGs for short) can be purchased from all new �Ammo-nation� stores found across the game. These weapons will fire out disgruntled Geese at your foes, which is sure to seriously inconvenience them as they go about their day. Equipping an RPG will require level 62 Advanced Warfare as well as level 60 Ranged. They are one use only so you�ll need to make sure you purchase plenty. The De-ironer In case you didn�t know, some players play as ironmen, by the way. These players choose to play the game on an extra hard mode to hide the fact that they have no friends. Like every type of player, ironmen can sometimes be annoying and in these cases, you may want to do something about it. Soon, you�ll be able to, thanks to the De-ironer. This device requires level 70 Advanced Warfare and when used on an Ironman account, it will take away their Ironman abilities and restore them to a normal player. Gnomecopter Gunships Ever find yourself set upon by a clan in the Wilderness with no way out? You might just need the help of a Gnomecopter gunship. Players with an Advanced Warfare level of 78 or above can call in a Gnomecopter gunship to level the playing field in dangerous situations. These gunships are equipped with dual Minibows which can fire out 3,000 iron arrows per minute and will remain in the area for one minute after they are summoned. Whilst they are in the area, they will target any players or NPCs which attempt to fight you, eliminating all without prejudice. Tactical Nukes Reaching level 99 is a momentous achievement, so much so that we give you some truly massive fireworks to show how much time you�ve wasted. For Advanced Warfare, we want to take that a step further by giving you the biggest firework around, a Tactical Nuke. Upon reaching 99 Advanced Warfare, players will unlock the Tactical Nuke. When it is activated, it will display a 30 second countdown to every player on every world. Once that countdown reaches 0, every world will be obliterated in an irreversible fiery explosion of doom. This will permanently close the worlds and shut down Old School forever. So, there you have it. We�ll be opening the Advanced Warfare poll soon so be sure to send over all of your feedback by the usual channels. We look forward to hearing what you think. Discuss this update on our Forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  11. Log in News Home - News Home Easter 2018 Holiday Event mod_sween March 29 2018 Eggstra! Eggstra! Read all about it! It being this year's Easter event. Rabbits, chocolate, and eggs. Plus there are some changes being made to prevent the griefing of Ironman and also to prevent them from abusing special attack mechanics. Easter Event: 2018 Another year, another Easter on the brink of disaster. Ever the eggsplorer, you should journey south of Falador to visit the Easter Bunny to start this year's cracking Easter event. Hatch a plan with Chocco to tackle the eggciting crisis, and help kickstart chocolate production in time for Easter. This year's event has it all. Eggstreme highs, eggsplosive lows, plenty of yolks to make you laugh, a hoppy ending, and erm, big eggs. Eggsceptional! Ok, that's it for puns. I'm done. Corporeal Beast and God Wars Changes The above image is taken from last week's newspost in which we explained the changes we'd like to make, as well as the reasoning for them. In last week's newspost we announced our intention to implement some changes to the Corp cave, and the God Wars Dungeon boss rooms. The changes are unpolled, because we believe they're vital to prevent the targeted griefing of Ironmen, and also to prevent Ironmen from abusing Special attacks performed by other accounts. We announced the changes before implementing them to ensure that your voices would be heard, and we could act on feedback we were provided with. Initially we proposed that the change to the Corp cave be made for Ironmen of the combat level of 50 and over. There were concerns that this wouldn't deter griefing because it's too easily attainable and so wouldn't resolve the issue. With this in mind we've opted to increase the combat level required to enter the cave. There were also concerns that by making this change we'd be setting a precedent of catering to Ironmen. There was also a misconception that there would be two caves visible, which would detract from the immersion of the game. This isn't the case, as it'll continue to appear as though there was only one cave, and you'll enter the cave relevant to your account status and level. We do believe these changes are necessary to Ironman mode, both to ensure the enjoyment of Ironmen, but also to preserve the challenging nature of the gameplay by ensuring that interactions with other accounts can't be misused. Corporeal Beast Cave When entering the cave, Ironmen with a combat level of 90 or higher will be taken to an Ironman-only cave. Ironmen below the combat level of 90 will be taken to the same cave as other regular players. This is to prevent low-level Ironman accounts being made solely for the purpose of griefing Ironmen in this new cave. It does mean that any Ironmen with a combat level of 90 or higher will no longer be able to enter the same cave as other regular players, however all other cave functionality (such as teleports) remains the same. God Wars Dungeon The bosses within the God Wars Dungeon will now reset when the room becomes empty. This means that without any players in the room, and provided the boss had taken damage, the boss will reset and spawn again at the usual respawn rate. In Other News The Blast Furnace Bar Stock interface has been replaced with the new Make-all interface. A slight delay has been added when closing doors within Castle Wars. The warning which appears when attempting to dive without equipment on Fossil Island may now be toggled not to appear, and may be toggled back on again, by talking to Mairin. We've fixed a few map tiles to the south of Varrock which would force you to walk elsewhere should you attempt to walk on them. Equipping an off-hand item whilst there is a two-handed item equipped, or when equipping a two-handed item with an off-hand item already equipped, the item being unequipped will now land in the inventory slot held by the now-equipped item. See the below example for more information. When you equip something to a slot where another item is already equipped, the game usually puts the unequipped item in the same inventory slot that you�d just freed up. For example, if you equipped a dagger to your right hand, and you�d got a mace equipped there already, the mace would go to the inventory slot where the dagger used to be. However, this didn�t happen for two-handed items. If you�d got a two-handed weapon equipped (e.g. Rune 2h sword), and you equipped a shield, the sword would be unequipped, but it would not always land in the inventory slot where the shield used to be. Similarly, if you�d got a shield equipped, and you equipped the 2h sword, the shield would be unequipped but would not always land in the inventory slot where the sword used to be. The game will now aim to make the unequipped item go to the same inventory slot that you�d just emptied, where possible. So when you�ve got a Rune 2h sword equipped, and you equip a Rune Kiteshield, you should now find the Rune 2h sword goes to the inventory slot where the kiteshield had been. Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  12. Log in News Home - News Home Quality of Life and Content Poll mod_ayiza March 27 2018 Quality of Life and Content Poll After the recent QoL Month jam-packed with varied updates and content changes, we've decided it just wasn't enough, so we've spent some time going through the backlog of your quality suggestions and want to offer you even more! We're aiming to get the poll live in-game tomorrow, and as many of the questions that pass added to the game as part of the next two weekly game updates. There may be some jobs that take that little bit longer to get right though, so some may be delivered later. For those of you wondering where the outstanding updates from QoL Month are, don't worry, we haven't forgotten! Many will be coming with this week's game update, and for those that aren't, continue reading below to find out more. We opted for a more polished version of the camera zoom distance limit increase, so it will take a little longer than you'd typically expect. We apologise for this, but feel like it will be worth the wait. The F2P PvP world is progressing nicely, with input from multiple teams to get a brand-new world up and running for it! As soon as all of the behind the scenes tech jobs are finalised, there's some Dev input required before the QA team begin their testing process, after which it will soon be released! We'll keep you updated as much as possible throughout the process leading up to its launch. The changes to the Looting bag being destroyed whilst in the Wilderness will be coming as part of the game update on Thursday 5th of April. Graphics Changes Graphical changes are typically resolved as part of a bug fix due to certain items clipping with others whilst worn, but at times, we do look to make changes to the appearance of certain items. In the instances where we can, we turn to you, the community, to gauge your feedback on said changes. Currently, it's difficult to differentiate between the standard and imbued Slayer helmet. We'd like to change this by making the standard Slayer helmet use the original colours it had when it was first introduced to RuneScape. The spikes appear smaller in the image than they are in-game, no changes have been made other than the colours. Poll Question #1Should the colour of the standard Slayer helmet be changed so that it differs slightly from the Slayer helmet (i)? In addition to the above, we'd like to make an unpolled graphical change to the appearance of the Purple slayer helmet, so that its colour scheme is more consistent with other Slayer helmets. It might not be a bug, but it certainly bugs some of us! Your feedback is welcomed on such a change. The spikes appear smaller in the image than they are in-game, no changes have been made other than the colours. Tale of the Righteous Over a thousand years ago, King Shayzien VII ordered an expedition to Mount Quidamortem. The expedition never returned and it was assumed that all members perished in the field. However, a recent discovery suggests this may not have been the case. Phileas Rimor is the descendant of the expedition leader and he is desperate to discover the truth. Join him and delve into a conspiracy a thousand years in the making in "Tale of the Righteous". Tale of the Righteous is a brand-new Novice level quest focusing on the Shayzien House. To start the quest, you will need to have completed Client of Kourend, have at least 16 Strength, 10 Mining and 20% Shayzien Favour. Completion of the quest would reward players with the following: 1 Quest Point 8,000 coins 10% Shayzien favour Kharedst's Memoirs Shayzien teleport page Poll Question #2Should a new novice quest, Tale of the Righteous, be added to the game? Starting the quest requires completion of Client of Kourend, 16 Strength, 10 Mining and 20% Shayzien Favour. Completion of the quest would reward players with 1 Quest Point, 8,000 coins, 10% Shayzien Favour and the Kharedst's Memoirs Shayzien teleport page. Additional Poll Questions Poll Question #3Should the requirement to enter the Volcanic Mine be changed to 150 Kudos and completion of the Museum Camp mini-task, requiring you to build the camp, rather than the current 180 Kudos? Poll Question #4Should the glider at Feldip Hills have a left-click option for travel? Poll Question #5Should it be possible to store Penance armour in the POH Costume Room? Poll Question #6Should it be possible to continue gaining favour in the various houses of Kourend without losing the favour for those you have not already locked in at 100%? Regardless of the result of this poll, we'll also be looking to rebalance favour gain in general. Poll Question #7Should a counter be added which shows how many music tracks you�ve unlocked? Poll Question #8Should a basket be added next to the hot air balloon system that can hold up to 100 of each type of log required? These logs would be automatically used when using a hot air balloon. The logs can be stored in a noted form, but there would be no way to retrieve the logs once you have deposited them. Poll Question #9Should a teleport to Otto's Grotto be added to the Fishing Skill cape? Poll Question #10Should it be possible to toggle the scrollbar found on the right-hand side of the chatbox when in resizable mode to the left-hand side instead? Poll Question #11Should the XP given from Long and Curved bones be increased to 3 times the current amount? In the near future we'd like to offer a way for you to turn in your Long and Curved bones to an NPC who would give you the "Bone saw" in return. The Bone saw is an equippable saw that can be used for Construction. If you like the sound of this idea, we welcome any further suggestions as to the Bone saw's use or the perks it would offer. Poll Question #12Should the hourglass from the Pyramid Plunder be removed? The existing bar would remain as an indication of how long you have left. Poll Question #13Should a new exit be added to the north of the Grand Exchange? The existing Agility shortcut would still be faster than using this new exit. Poll Question #14Should it be possible to right-click commune with all Ava's devices whilst they are equipped, rather than having to do it whilst they are in the inventory? Poll Question #15Should the Ardougne cloaks 2, 3 and 4 be changed so that their teleport locations show when right clicking them in your inventory? Poll Question #16Should the Varrock teleport portal in a POH be changed so that you can select either Varrock or the Grand Exchange after completion of the Varrock medium diary with a right-click? This would also apply to the Varrock teleport tablet. Poll Question #17Should the Camelot teleport portal in a POH be changed so that you can select either Camelot or the Seers' Village bank after completion of the Kandarin hard diary with a right-click? This would also apply to the Camelot teleport tablet. Poll Question #18Should the Watchtower teleport portal in a POH be changed so that you can select either the Watchtower or Yanille after completion of the Ardougne hard diary with a right-click? This would also apply to the Watchtower teleport tablet. In case you missed it, we're also running a competition for the best player suggestions for new uniques rewards from the Revenant Caves. You can post in the Content Suggestion Forum, the 2007Scape Reddit or the OldSchoolRS Reddit. There's an Old School RuneScape Snapback, amongst some other fantastic Old School RuneScape themed goodies up for grabs! Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  13. Log in News Home - News Home OSRS Mobile: Android results and iOS beta mod_sween March 26 2018 We�ve been somewhat quiet since the Android beta came and went last month. That isn�t to say that we haven�t been hard at work! This newspost will offer insight into how the beta testing went, what we�ve been up to since then, and what you can expect from us going forwards. Android Beta Feedback In February we opened Old School Mobile up to you, the players, for the first time. 2,000 of you took part in the testing and since then we�ve been tirelessly analysing performance data, scrutinising the feedback and engagement metrics to verify our assumptions about the state of the current mobile client. All of this allowed us to confirm that the next steps we want to take are the right ones. The Android Limited Beta feedback made one thing clear. Even in its current state, the players who tested it felt that it was great. We surveyed the testers and the overwhelming consensus was that it was responsive, the control mechanics are suitable, and the application mostly meets your expectations. It isn�t particularly surprising to us that existing players are happy with the utility of mobile. Rather pointedly, the players who have been able to try Mobile so far have been quite adept at the game, and so are very good at learning how to operate it. Any criticisms of Mobile centered on the usability of certain features, which we'll cover late in the blog. Whilst the testers were generally happy, there's still significant work to be done in making Mobile more intuitive for inexperienced players too. So, rather than rest on our laurels, we�re paying particular attention to what players felt needed improvement. Here�s what we�re going to be doing next. Mobile Content Changes As mentioned above, the data and the feedback we've received so far suggests that we need to make improvements to the usability of certain in-game features. We�re constantly discovering more areas of the game which would benefit from improvements to make it easier to use. We've detailed a few of the changes we're looking to make in the sections below. We�ll continue to seek your feedback and input to ensure any such improvements are the right ones. The changes will only impact the Mobile version of the game so as not to impact the integrity of existing content. Though, should there be demand for it, we're open to polling such features for desktop. Banking & Shops The ease of which you can withdraw and deposit from the bank can significantly impact how much you enjoy a game session, it�s a critical game function that needs to operate intuitively. Currently, withdrawing or depositing more than one of an item requires use of the right-click context menu, which can be tedious on a touch interface. To improve this experience, we�re removing the reliance on the context menu and implementing some buttons on the main bank interface that allow you to set a default withdraw and deposit amount when you left-click or tap. This functionality will also be added to shops so you can buy or sell up to 50 of an item per click or tap without using menus at all. In the above image you can see that the Deposit/Withdraw-quantity (detailed above) has been sent to 18 via the X option. In the above image you can see that the default buy and sell value (detailed above) has been set to 50 Spellbook Interface The Spellbook interfaces currently list spells very close together. Whilst this isn�t much of an issue on the desktop client where you have the accuracy of the mouse cursor, on a small screen touch device it�s another story as your finger has a strong chance of tapping multiple spells at once. We�ll be looking at how best to address this issue very soon but because it�s a top-level interface component, any solution we develop may impact usability within the desktop client too. We�d like to reiterate the above statement, that any change will be with your feedback and input to ensure that only the right changes are made. Customisable UI Many of you requested the ability to customise the UI layout on mobile. Unfortunately, this would be an immensely time-consuming undertaking for both content and tech teams to attempt. Based on the current usability scores, we feel it won�t be the most valuable use of our resources and won�t be taking on the task at this time. Login Overhaul The feedback from the testers highlighted one common trend. Logging in wasn�t the smoothest thing to do. Typing your password every time to login on Mobile is tedious and many of you feel your phones are secure enough to not require it. So, we�re overhauling login to do exactly that! You will be authenticated for 30 days when you log in on your device, and the authentication renews every login, so if you always login to mobile at least once per month you�ll never have to enter your password again. Simply open the app, tap Login and you�re in! Our brilliant Tech Services team have been working on this for quite some time. This will also feature alongside in-app account recovery, account creation, and payments and we�re now starting to integrate the features into the game client. The login and logout flows are complex and encompass various conditions, such as requiring authentication if your password ever changes, and we�ll talk in more detail about how exactly login will work on mobile as the features approach release. Dropping Items Shift-click drop on desktop has become a core function of efficient gameplay since its release in 2017 and we know you want that functionality available in some way on Mobile. So, we�re currently developing a �Drop mode� for the inventory, available from the quick-function menu on mobile. You�ll be able to set �Drop mode� with a single tap from the top-level interface to make the default option for your items �Drop�. Simply �Drop� what you wanted to and switch �Drop mode� off with another single tap! Controls Info Mobile brings a totally new user input control system, and whilst we�re still refining exactly what gestures and controls perform what actions, this information isn�t easy to find. So, we�ll be implementing a controls tutorial, available on demand for those on Mobile to see a demonstration of exactly how to control the game on mobile devices. Tooltips Tooltips aren�t used by everyone but they do provide very useful information across the game, from displaying your XP to the next level in the skills interface to explaining what a prayer can do. Currently tooltips are only visible when hovering your mouse over the game element that generates it which obviously isn�t useful on a touch screen where you don�t have a mouse. We�re still looking at the best options to replicate tooltip functionality on Mobile but it�s certainly something we�ll be including before launch. Actions Performed Knowing what action you�ve just initiated is generally considered good user experience. Desktop does this by displaying a red or yellow �X� when interacting with the game world and displaying the action you�re about to perform when hovering over items and NPCs. Neither of these features are suitable on a touch screen device as the X is too small to see behind a finger and the action information has been removed, but we�ll be working on a way for the game to provide this valuable interaction feedback to you on Mobile very soon. What's Coming Up During April we�ll be operating a limited iOS beta for which the primary focus is to obtain further usability feedback and real-world performance data on Apple devices. Secondly, this beta will be a test for us and we�ll be identifying any potential issues with operating on the iOS platform. Our intention is to operate the iOS beta from the 13th April, with the cross-platform beta shortly after. We had initially intended for this beta release to be in March, but unfortunately there were issues we had to resolve which prevented us from making this a reality. The beta will be larger in scale than the Android beta, final confirmation of the numbers involved will come when we send invitations. A central resource containing all-things Mobile is well overdue. Before the iOS beta is made live we�ll be publishing a Mobile FAQ which will be accessible from the OSRS homepage. This will be the home for all news Mobile. Following the iOS beta, if all goes well, we�re intending to operate a third limited beta across both Android and iOS platforms simultaneously. This beta is to primarily help us identify any operational issues with such a release, as this will of course become the standard process with future releases. Looking Beyond Limited Betas Depending upon the results of the next limited releases, we�re aiming to open Mobile up to existing players soon after and leave it open to as many as of you as we can. This will mark the start of the true beta phase, where we�ll be maintaining the live service on mobile and desktop through game updates. During this phase, we�ll be integrating some major features such as the login overhaul and continuously collecting feedback from you, helping us iterate upon the mobile experience with the ultimate aim of reaching a release-ready experience. We can't do this without you, so if you're yet to register your interest in the beta then do so now! Please do note that it will not be possible to register a new device to be considered for participation in the two limited betas detailed above. The iOS Beta Timeline Tuesday 10th April: iOS beta invitations will be sent to limited number of players. Friday 13th April: iOS beta will be made live. Monday 16th April: Survey will be sent to those participating in the beta. Thursday 19th April: iOS beta will close. We do not anticipate any deviation from the above dates, although these may change due to complexities of the development schedule for Mobile. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, Lottie, Mat K, Maz, Roq, Ry, Stone, Sween, Weath, West & Wolf and Mods Atlas, Boko, Jenesis, and Vegard 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); }()); }
  14. Log in News Home - News Home Upcoming Changes and Fake XP Drop Improvements mod_ayiza March 22 2018 Upcoming Changes and Fake XP Drop Improvements This week we release more of the outstanding QoL Month updates that came from the PvP week. In addition to this, we'd like to discuss some changes to content and how some of the current PvP worlds are allocated. Corporeal Beast Cave & God Wars Dungeon Last week we released an updated revision of the Protecting Game Integrity news post which highlighted a number of content changes we wish to make. We're still in the processes of gathering and reviewing your feedback before making any changes. In the meantime, there are other areas of content we wish to look at too. The next section of this post is aimed at addressing those. God Wars Dungeon A common frustration for many Ironman players is within the God Wars Dungeon. It is more often than not where they will spend time gaining 40 Kill Count in order to enter a boss room, to only find they are starting a kill which has already been hit by a previous player that has since left. This means they are left high and dry, and have to waste their time either re-banking and getting more Kill Count, or waste their time killing a boss they will get no loot from. Because of this, we're looking to make some slight tweaks to the God Wars Dungeon bosses so that they will reset when the room becomes empty. This will mean that after a few seconds without any players in the room, provided that the boss has taken some damage, it will reset and spawn again at the usual respawn rate. Corporeal Beast Cave We get many reports of Ironmen being griefed by other players whilst at the Corporeal Beast. The griefers intention is to prevent Ironmen from gaining loot from the Corporeal Beast. The griefers will run in, deal damage and then leave. Because of the time it takes to kill the Corporeal Beast, it's extremely frustrating for Ironmen to not receive the drop. In addition to this, the best method for Ironmen to kill the Corporeal Beast is to heavily reduce its stats down with various weapons so it can effectively be solo'd. The Dragon Warhammer in particular is incredibly useful for this, but can be time consuming to obtain. Many players have been benefitting from other accounts to do stat lowering because of the way the cave works. When this is done, the Corporeal Beast still resets its health to 100% when everyone leaves the cave, but the reduced stats remain. To best combat both of the above, we'd like to incorporate a new Corporeal Beast cave. This new cave would only be accessible by Ironmen accounts with a combat level of 50 or higher. Ironmen below level 50 combat will still use the same cave as regular players. This means any Ironmen with level 50 combat or higher will no longer be able to enter the same Corporeal Beast cave as regular players, however all other cave functionality, including teleports, will remain the same. Whilst the above are particularly common areas of frustration, we're aware they're not the only places that could benefit from similar changes or tweaks and so we may consider more changes similar to these in the future. We're aiming to have these changes implemented as part of next week's game update. These will not be polled, but we welcome any feedback on the subject. Bounty Hunter and PvP World Schedules A common discussion point we see is regarding restricted activities that are locked to specific worlds. For many, this isn't a problem. However, activities such as PvP can depend on good ping, making the location of the world more important. Bounty Hunter is on W18. - This is a UK world. The standard PvP worlds are W25 and W92. - These are in the UK and Australia respectively. High Risk PvP is on W37. - This is US-East. A new F2P PvP world is coming soon. The two most popular of these worlds are W18 (Bounty Hunter) and W25 (PvP), both of which have always been in the UK. This is a source of irritation to the many players in countries like the USA and Canada, since the higher ping they experience can at times put them at a disadvantage. We'd like to propose a change to the world that these activities are restricted to, so that every two weeks, their location changes. We're proposing the following: On a two-weekly period, change the Bounty Hunter world between W18 (UK) and W19 (USA). On a two-weekly period, change the standard PvP world between W25 (UK) and W24 (USA). On a two-weekly period, change the High Risk PvP world between W37 (USA) and W43 (Germany). On a two-weekly period, change the F2P PvP world between the UK and USA (world numbers to be decided once the new world becomes available). For example... Two-weekly Period A: Bounty Hunter is on W18 (UK) and High Risk PvP is on W43 (Germany), on the east side of the Atlantic. Standard PvP is on W24 (USA) and F2P PvP is in the USA, on the west side of the Atlantic. Two-weekly Period B: Bounty Hunter is on W19 (USA) and High Risk PvP is on W37 (USA), on the west side of the Atlantic. Standard PvP is on W25 (UK) and F2P PvP is in the UK, on the east side of the Atlantic. By alternating between Two-weekly Period A and B, in any two weeks, one side of the Atlantic has better access to Bounty Hunter and the other has better access to the standard & F2P PvP worlds. We believe that with these changes, there will be a much better distribution of activity restricted worlds for all players. We intend to create a new page on the Old School RuneScape website homepage that will clearly highlight which world will correspond to each activity at any given week in the year. We'd like to trial the world restriction schedule next week, so as with any changes like these, your feedback is very much welcomed and appreciated. QoL Improvements The PJ timer used on PvP worlds has now been applied to Bounty Hunter worlds. Fake XP drops will now appear for Ironmen when attacking other players. We've also made the fake XP drops respect the 'Grouping' toggle from the XP drop setup menu, which they previously didn't do. Any damage received during the Lunar Isle cutscene is now cleared when the cutscene ends. Upon completing the Chambers of Xeric, loot notifications are now able to support longer messages, so they can now describe a triple loot - if you're lucky enough to get that at least. Using the Tip jar in a player owned house now once again lets the owner know how much was tipped. Friends List Sorting Previously, players with Friends and Ignore lists longer than 200 entries could not use the Sorting buttons on the side-panels. While the Clan Setup screen did allow sorting, it would freeze your client while doing so. All the lists can now be sorted regardless of how long they are, and without causing your client to freeze like that. An additional sorting option has been added, allowing you to sort the Friends and Clan lists according to when the player last changed worlds. The old Legacy sort options took this into account, so we've now given it an extra Sorting button of its own. If you sort the list by something that isn't unique - such as 'world number', since many of your friends may have the same world number - the list will take into account the previous sorting option you'd chosen. Friends who are online, or on the same world as you, will tend to appear nearer the top of the list for convenience, regardless of your other options. In Other News The render order of platebody pauldrons has been adjusted to prevent clipping issues. The Mystic robe bottom no longer attaches itself to the Heavy ballista when equipped on a male character. The description of the great Telescope in the Observatory has been changed to a famous quote from the late Stephen Hawking, as a tribute to the beloved Cambridge professor. The Chambers of Xeric previously required party leaders to have 'Kick' rank in the channel. This has been changed to always require the rank of Recruit instead, similar to the requirement for initiating a fight at Clan Wars, so that members of a channel may start a raid without necessarily needing to be entrusted with 'Kick' privileges in the channel. Cave worms will now tend to appear lower down the minimenu when picking up items in the Chambers of Xeric. Collectors in Barbarian Assault will now have their horn put in their inventory before their bag, rather than the other way around. Bird nests will now tend to appear above bird meat in the minimenu when picking up items. In Deadman Mode, the Wilderness Hard diary task of killing a Lava Dragon and burying its bones on Lava Dragon Isle now only requires killing a Lava dragon, as they do not drop bones in Deadman. Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  15. Log in News Home - News Home Deadman Spring Finals Review mod_sween March 19 2018 Since the Deadman Finals on Saturday evening we�ve been investigating what caused the issue of players experiencing logouts. It was only once we had a solid understanding of the events of Saturday evening that we were able to issue any response. To make any statement in the heat of the moment, before we knew the cause of the issue, would not have been the right thing to do. We are now in possession of all of the facts. In this newspost we�ll provide our perspective on the evening, offer insight into what was taking place behind the scenes, what was the cause of the issue and how we�ll resolve it, and also how we�ll manage instances like these going forwards. During the Permadeath stage in Saturday�s Spring Finals, 160 players experienced a simultaneous logout. The moment we learned of this we began doing everything we could to determine whether it was a connectivity issue, whether it was an in-game bug, or whether it was something completely different. This investigation was taken very seriously, and utilised experts across various disciplines. Game developers, platform engineers, and system administrators were all involved in ascertaining just what was going on. Whilst we were investigating the cause of the issue, we were also assessing the viability of getting the affected players back into the Finals. Such an undertaking had never been done before, and we weren�t confident as to whether anything could be done. After some racking of brains we did learn that, in theory, it should be technically possible to �reset� the Permadeath stage, where the fog would begin again, and players would be able to log back in. However, doing such a thing had never been tested, and there was no guarantee that doing this would even be successful or be free of other unintended consequences. Additionally, doing this wouldn�t be a �game reset�, as such a thing isn�t possible, and it would have meant that anybody who died in the Permadeath stage would still have lost XP and items. Lastly, we were, at the time, still unaware of what caused the issue. Without this knowledge we could not be sure that the logouts would not occur again. All of these factors led to the decision being made to continue with the tournament. We�re genuinely very sorry that the affected players weren�t able to participate in the Finals, but with the information available to us at the time, we made what we believed to be the best decision. We have since identified the cause of the issue. A game bug, unrelated to Deadman, which looks to have existed in-game for some time but has never manifested in this way, was responsible for logging out the affected players. We can categorically confirm that it was not the result of a DDOS attack. The bug that caused this issue has now been fixed, and whilst the exact repeat of this will not occur again, we know it isn�t any consolation to those of you who weren�t able to compete because of factors outside your control. Having a bug like this manifest at the worst possible moment cannot be discounted, and so going forwards we will ensure a contingency plan is produced which will dictate any actions we take in the event of any disruption. The Summer Finals end date is June 30th 2018 and by this date there will be a contingency plan solidly in place. We�ll make sure it�s player-facing, so you know as well as we do in the event of service disruption, just what actions are possible, and what course of action we�ll take. For the players affected, we�ll be granting the affected accounts automatic qualification for the Summer Finals. We�ll also be providing the accounts with enough Membership to allow them to participate in the Summer Finals on June 30th, and in the Autumn Season which will run until 2nd August. Following each Season and Finals we put our heads together to determine what we could do better next. Following recent tournaments we�ve worked hard to improve the flow of the final stages of the Finals with improvements to splitting up clans and developing the 1v1 stages. Additionally, we�ve worked hard to improve the quality of the viewing experience, for the Spring Finals we implemented an improved heatmap, as well as an advanced spectator display. We genuinely are committed to making the Deadman experience as good as it can possibly be. We'll be confirming the prizewinners for the Spring Finals in a newspost tomorrow. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  16. Log in News Home - News Home Deadman Summer Season, live now! mod_stone March 17 2018 The Deadman Summer Season is now live, play now! The Summer Season is now live! The Summer Season will run until 19th April 2018, and the Summer Finals concluding on 30th June 2018. We've made a ton of changes to make this Season even better than before, it's the perfect time to play Deadman. Changes include: Starter packs to get you going and straight into the action. 30 minutes of immunity no matter when you start. Increased resources from a unique Deadman drop table, plus a rare Deadman drop table too! For a full change list, click here. Getting Started with Deadman If you're still wondering what Deadman is and want to get involved, Torvesta has created a guide to get you started this Season! Watch it below. Subscribe to us on YouTube! New To Old School? If you're looking at Old School with fresh eyes, you might be a bit overwhelmed - it's a huge game afterall! Our friends Gunschilli and Shaperka have produced this 'Noobs Guide to Old School RuneScape', give it a watch and get up to speed. Subscribe to us on YouTube! Where to Watch Deadman The Deadman Summer 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 Summer Finals. As well as Twitch, you'll also be able to find loads of exciting video content on YouTube. The Deadman Spring Finals We are investigating the disconnections that occurred during the Spring Finals. We will share the results of the investigation at the beginning of the week. We hope you enjoy the Deadman Summer 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, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  17. Log in News Home - News Home Protecting Game Integrity: Revision mod_sween March 16 2018 Back in November we released the first iteration of this post and announced our intentions to make changes to content in such a way as to help improve the gameplay experience of legitimate players. You can view the newspost here: Protecting Game Integrity. The post was met with a positive reception, lots of feedback, and a request for us to do more. Some of the content changes we initially suggested have been altered following your feedback, we're going to talk Death mechanics, and Player Support have offered some insight into a relatively recent change in process which has seen some impressive results. Note that any changes here will be implemented without a poll. However, we are intent on hearing what you have to say about any pitched changes, and we welcome alternative suggestions. Your feedback will continue to be considered for all of the below changes, with no clear release date defined. We will implement any changes only when we're entirely happy with the resolution, and whenever development resource becomes available. Death Mechanics The Death mechanics in Old School RuneScape has been a subject much discussed ever since the mechanics were changed from how they were on its release. 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. We worked hard to tackle the issues, but it still remains a consideration of ours. Following the first draft of this post there were calls to either revert to the mechanics of Old School's release, or to introduce new mechanics which would make for more challenging gameplay. There was a vocal call for the introduction of mechanics which would act as a gold sink or/an item sink. In response to this we began tracking additional data to help advise any decision we make, and we have created a survey to gather your input. Please answer as honestly as possible, utilising the spaces provided for free text to share thoughts and feedback wherever available. You should note that any changes to Death mechanics will not affect the manner in which PvP deaths work. Complete the survey here: Death mechanics survey. Words From The Support Team Since the last integrity news post, the Player Support Team have been focussing on people who persistently break the rules, especially for things like bullying/harassment, offensive language, disruption and scamming. Very often these players receive temporary offences but never reach the stage of a permanent penalty. This means they can continue to break the rules over and over without any real repercussion. We know this is frustrating for you, and that players in this repeat cycle are responsible for most of the reports we receive. By focussing on those repeat �toxic players� we can greatly improve the community / social environment and dramatically reduce the sheer volume of persistent rule breaking that you may see. A key strand of this initiative is to allow everyone a chance to change their behaviour, so when we are made aware of repeat rule breaking we apply a very short mute and send a message highlighting our concerns. At that point the player can choose to change their ways, and we will consider the matter closed. They get to carry on playing and they also stop rule breaking, Win-Win! If players ignore that first warning and we become aware of continued rule breaking, we apply a permanent offence. We�ve been taking this approach for a few months now and I�d like to share with you the impact it has had. 3,759 players have received the short mute and initial warning and 1,159 of those continued to be toxic and now have a permanent offence. The 3,759 players who have come to our attention through this initiative generated 158,149 abuse reports between them � an average of 42 reports for each offender! The �worst� single account generated 509 abuse reports, and their rule breaking related to �giving 10% of what you show in trade� item scamming. We banned 54 accounts linked to this one persistently scammy player, including the main with 63 million GP, largely obtained from wealth traded to it from the low level scamming accounts used by the same person. That gives you the context of how a relatively small group of players can be responsible for a lot of repeat rule breaking and toxic behaviour. Over the coming months, we will continue to work with the dev team on tackling toxicity and we�ll keep you updated on our progress. For now, I wanted to pass on a huge �thank you� to everyone who challenges unacceptable behaviour by reporting rule breaking to us. Without your reports, we wouldn�t have the leads we need to identify the core people who choose to scam and spread hate. We know most of you do not condone that type of behaviour, and we look forward to working with you in the future to further tackle community toxicity. Note that all figures cited above were accurate as of February 19th and do not include additional numbers since then. Changes To Content Everyday we ban thousands of bots in Old School, however, we understand that some do slip through our net. We remain dedicated to ensuring that the anti-cheating team keeps growing, and the methods we use to detect bots keep advancing. Any changes will in no way replace the incredible work done by Mod Weath and the rest of the ICU team. In February alone there were 293,310 OSRS bots banned. The changes to content are solely intended to see if we can improve your playing experience. Alongside changes to content to tackle botting, we'd also like to propose some changes to help prevent common scams from occurring. Box Traps As it stands hunting Chinchompas is readily done by all accounts. Our proposal is unchanged from November, as we're happy with the reception it received. We'd like to add completion of Eagles Peak as a requirement to use Box Traps. If this requirement is added then we'd make changes to the quest to ensure skillers would be able to complete it. Currently the player must kill a level 14 Kebbit to obtain a feather. The change we'd like to make would result in making the Kebbit flee to drop the feather. Again, this change will ensure that completion of the quest will not negatively impact specific account builds. Anti-Dragon & Dragonfire Shields This proposal is also unchanged. There were concerns from F2P pures that it would make the builds less viable, but with 42 Quest points possible to obtain in F2P, we're content that it's possible to acquire the 32 Quest points needed without jeopardising the build. We'd like to add starting the Dragon Slayer quest as a requirement to equip both the Anti-dragon shield and the Dragonfire shield. The intention of this would be to make botting dragons more difficult. Note that since only partial completion of Dragon Slayer is required, it shouldn't negatively affect skillers or pures. Lundail's Arena-side Rune Shop (Mage Arena Rune Shop) and the Magic Guild Store Both Lundail's shop and the Magic Guild Store are used by bots to buy cheap runes. In November we considered adding completion of The Mage Arena miniquest as a requirement to be able to buy from this shop. This was met with a notable amount of concern from the Ironman community who make use of the shop in the early-game. Additionally we proposed adding The Hand In The Sand as a requirement to purchase from the Magic Guild Store. The reception was that there wasn't enough of a link between using the store and the Quest completion. We're still open to receiving your suggestions on how to implement content changes which don't adversely impact the game. Zaff's Staves Zaff's stocked Battlestaffs (not to be confused with the Diary reward) are frequently botted. In November we asked for feedback on a number of player suggestions. The most popular by far was to require completion of the What Lies Below quest. If this was implemented then What Lies Below would be required to purchase Battlestaffs, but other Staffs in the store would still be accessible. Stealing the Wine of Zamorak The Monks of Zamorak currently only attack the player if the attempt to pick up the wine. In November we suggested having the Monks attack when it is telegrabbed alongside the monks having their stats increased to make them more dangerous. This would only affect the Wine spawn in the Asgarnian temple and not the one in the Wilderness. This led to some concerns that it'd ruin what is an effective F2P moneymaking method. With this in mind we'd like to add a second floor to the temple. The above changes would apply to the ground floor, but the second floor would be similar to how the ground floor is currently. The second floor would require a full set of Zamorak robes to be equipped, alongside a Total level of 500. Mage Training Arena: Enchanting Chamber The Mage Training Arena can be a source of frustration to those having to compete with bots. Originally we pitched adding a Magic level requirement to pick up Dragonstones. Following feedback we'd like to scrap adding this requirement because we felt that it didn't address your complaints. Instead we'd like to make the room a public instance with a maximum capacity, meaning you wouldn't meet more than 5 other players inside (note that the number isn't set in stone and can be adjusted to suit your needs). Pickpocketing NPCs Currently it's possible to arrange and pickpocket NPCs in such a way that lends itself to frequent instances of auto-clicking. We'd like to replace the Coins looted from the pickpocketing with another item, the Coin purse. This can be opened to give coins equal to amounts currently pickpocketed. The Coin purse is not stackable, meaning that upon filling a player's inventory they will not be able to continue pickpocketing. To aid players who are paying attention and playing 'normally' we'd like to add an "Open all" option to the purses. This change would mean that players wouldn't be able to auto-click NPCs, but XP rates would be affected by a negligible amount at most. This change will not apply to those NPCs susceptible to blackjacking. Drop-based Scams There are many variations of scams which involve tricking players into dropping items in exchange for the promise of wealth or recognition, and then utilising game mechanics to prevent the victim from reclaiming their items. Despite lots of educational messaging over the years which instructed players not to drop any items they don't want to lose, these scams are still somewhat prevalent. To combat these scams we'd like to emulate a measure implemented in RuneScape 3 which prevents items/wealth over a certain value from being dropped. In RuneScape 3 it's 1b gp. We'd obviously opt for a lower value, but we welcome your suggestions as to what value that is. Changes to the Duel Arena The Duel Arena is an iconic part of Old School RuneScape, yet it has its problems. The Duel Arena is currently fuelling Real World Traders that stake based on odds to acquire huge sums of in-game gold, which they then sell online. We do not want to remove the Duel Arena from the game as it's particularly iconic to the feel of Old School RuneScape. We received a lot of feedback on the changes initially pitched. Following your feedback we'd like to propose the following: We'd like to implement a tax on all stakes in the Duel Arena. Initially we'd like to propose a 1% tax. So as to allow items to continue to be staked we'd like to implement a Coffer which would require you to add Coins to facilitate the stake. The ability to temporarily boost your stats within the duel to max. This option would mean that the odds stakers lose their advantage, and we keep the Duel Arena open. Note that the boosted stats wouldn't affect what equipment you're able to wield. A level 3 couldn't stake with an Abyssal whip, for example. The option would appear within the Duel interface. Players using this option will not gain XP in duels. A trade weighting limit on stakes which would prevent one side being heavily weighted over the other. This again is with the intention of stopping odds stakers. It would work akin to the trade limit of old. You can stake as much as you'd like, but your opponent has to stake an amount which is within a certain range of your stake. We'd like to prevent players from emptying weapons within the Arena. This would prevent scams which utilise restricting 2-handed weapons, but then involve the scammer unloading the 2-handed weapon to obtain a weapon wieldable in 1 hand to use against the unsuspecting victim. If this is implemented then we'd ensure that you would have to have at least a 10% filled charge/capacity on the weapon to begin the duel. As mentioned above, we are open to the community's ideas on tackling this issue and we welcome your feedback on the official forums, Reddit, and Twitter. You can discuss this post on our forums Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  18. Log in News Home - News Home QoL, Deadman and the Falador Party Room mod_ayiza March 15 2018 QoL, Deadman and the Falador Party Room This week sees the release of more outstanding updates that were polled during QoL Month, your usual round of bugfixes, updates to the proposed Theatre of Blood Tournament world rewards and a whole host of changes in preparation for the upcoming Deadman Summer Seasonal! Deadman Summer Seasonal This Deadman Summer Seasonal is going to see some of the biggest and most drastic changes we've ever made. Whether you're a Deadman veteran or first time player, you'll want to make sure you've read up on all of the changes we're making in this news post. The Deadman Summer Season kicks off at about 10pm GMT on Saturday 17th March, just after the #DeadmanSpring Finals conclude! Get involved on Twitter using #DeadmanSummer and don't forget to watch all the action unfold on Saturday on Twitch. Tournament World Reward Tweaks We've been spending our time collating your feedback regarding the proposed Theatre of Blood rewards that are currently on offer in the Tournament worlds. If you missed it, you can catch up on all of the proposed changes in this news post. With today's game update, all changes highlighted in the linked post are now live! As always, we'll be monitoring your feedback very closely. Further changes may be made where necessary and will be highlighted at the top of this news post within a changelog list. We encourage you to log into worlds 408 and 409 to test the rewards and provide any feedback in this forum post, Reddit (/r/2007scape and /r/oldschoolrs) or Twitter using #TheatreOfBlood. QoL & Birthday Event Today we say goodbye to the 5th Birthday event we recently released in celebration of our, well, 5th Birthday. However, the fun doesn't end there! We heard how much you loved the museum and all of the content showcases on display, and so you'll now find that you're able to climb down the staircase within the Falador Party room to revisit it whenever you like! The alch price of the Imbued heart has been raised to 200k when using Low Alchemy and 300k when using High Alchemy. This is to reduce the risk of accidentally alching such a high value item. The Bank settings page now has the ability for players to add bank fillers in quantities of 1, 10, 50, X or All. Simply select the option needed and select "Fill". The Skull sceptre now notifies you of the amount of charges it has left in the chatbox when using a charge to teleport. You can also check the remaining number of charges it holds whilst it's worn with a right-click. The Karamja gloves 4 now has individual right clicks to each of its teleport locations whilst it is in the inventory. Players may now purchase additional Grand Tree Pods from King Narnode after the completion of Monkey Madness II. Players may now reclaim the Bear head after killing The Kendal, even if they have not completed the Mountain Daughter quest. Return to the cave where The Kendal resides and search in the middle of the room to get a new one! In Other News A graphical issue on the trimmed Music cape when worn by a female has been fixed. A stretching issue when wielding the Staff of light and the Fire max cape as a male character has been fixed. Some blocking beside the stairs leading to the central Abyssal demons in the Kourend Catacombs has been added to stop players from standing in the floor. Jal-ImKot can no longer deal damage during its dig animation in the Inferno. The Ancestral Glyph used to hide from TzKal-Zuk in the Inferno now remembers which way it will begin travelling, and will no longer change direction when logging back in. You can no longer log out at the start of a wave during the Inferno. Jal-Zek can no longer move when resurrecting another monster within the Inferno. A graphical issue on the trimmed Herblore cape when worn by a female has been fixed. Players can no longer enter Rantz's cave from above. XP drops can now remain visible even if you choose to hide the orb that controls them. You will still need to show data orbs in order to disable or enable XP drops, but they will remain enabled even when data orbs are turned off. The 'Click here to play' button on the MOTW screen now has a highlight when you hover your mouse over it, it goes beep when pressed, and redundant tooltips on that screen have been tidied up. Bob the Cat can no longer be contacted through NPC Contact for those who have witnessed the events in Dragon Slayer II. The dialogue when speaking to Juna about the Tail of Two Cats is now different if the player has sufficiently progressed through Dragon Slayer II. Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  19. Log in News Home - News Home Deadman Summer Content Clarification mod_sween March 13 2018 Ahead of the beginning of the Deadman Summer Season, and with a huge number of notable changes, this newspost is here to ensure that those seeking to participate will be fully in the know. For a full overview of Deadman Summer Season content please visit the Summer Season Deadman page. For ease of reference you can find the changelog below: Deadman Summer Season Droptable and Resource Changes There were a number of concerns that the crackdown on swapping and muling would lead to a shortfall of available supplies for PKers and PvMers. To help mitigate this risk we have opted to make a number of changes to content which would ensure that supplies are available. Every NPC in-game will have a chance at landing on an additional drop table that contains highly sought-after supplies. This includes high-healing foods, high level potions, herbs, and potion secondary ingredients. This chance is determined by the combat level of the NPC. The higher the level, the more likely it is that the NPC has of landing on the table. Goblins, Chickens, and Cows will be incredibly rare. Rune dragons, Adamant dragons, and Brutal black dragons will be rather common. Note that this does not affect Lava dragons, as they're still without a drop table. Bosses will have a chance of landing on a rare table, which includes higher numbers of items on the original table, as well as Mysterious emblem (tier 5). They'll also continue to have the chance of landing on the all-NPC drop table stipulated above. Superior monsters, which appear during Slayer tasks, will have a guaranteed chance at landing on the rare table mentioned above. Consequently, every player will have the Bigger and Badder Slayer perk unlocked. The already-existing Deadman-specific Barrows droptable (see the point in Other Misc. Changes below), which yields potions and secondary ingredients, will now yield greater quantities of said potions and secondary ingredients. The droprate of the Tome of fire (from Wintertodt) has been increased by x10. For every roll on a Supply crate there will be a 1/100 chance of receiving the Tome. Burnt page drops (from Wintertodt) will now have double the amount of pages. All random unnoted herb drops from NPCs will now yield 2 of the same herbs instead of the usual 1. This will not affect drops where specific herbs are guaranteed. For example, a Chaos druid will now drop 2 herbs instead of 1. The Giant mole will now yield double the amount of Claws and Hides dropped. Mysterious emblems are now worth twice the usual amount of points when traded in. For context, Twelve Tier 1 emblems are required to purchase a Rune pouch. Fishing spots which yield Tuna, Lobster, Swordfish, Shark, Karambwan, Dark crab, and Anglerfish will now yield 3 fish with every catch. The XP given will still be equivalent to just 1 fish. All dragons (excluding Lava dragons) will drop double the number of bones with each drop. This applies to Vorkath and it's Superior dragon bones. Rulebreaking and Moderation The act of muling during the Summer Season is prohibited, and is a bannable offence. The act of swapping during the Summer Season is prohibited, and is a bannable offence. XP Caps and XP Locking The daily XP cap for Magic has been increased to 750k. No other caps have been changed. Quest experience rewards and Achievement diary lamp experience rewards will not count towards the daily XP cap. Players will have the ability to lock (and unlock) XP gain. This is toggled by talking to Nigel in Lumbridge. Other Changes There will be a period of 30 minutes immunity for all new players in the Summer Season. Rune and arrow shops now contain a much greater variety of runes and arrows, respectively. Bone bolts have also been added to arrow shops. The restocking speed of the stores has also been substantially increased. Mysterious emblems are now worth double the number of points when traded in. Every player will have the Bigger and Badder Slayer perk unlocked from the very start. All Zeah House favour is set to 100%. The Architectural Alliance miniquest is also completed, meaning favour is locked. Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death. Seasonal starter packs have been added. They are reclaimable once per day, are untradeable, and cannot be used in PvP. Each pack contains access to: a Staff which comes charged with the equivalent of 500 Fire strikes, a Bow which is charged with the equivalent of 2000 bronze arrows, and a Scimitar wieldable from level 1 Attack but is the equivalent to a Mithril scimitar. Each pack contains 1 Combat potion, and 12 Cooked tuna (these are tradeable). These packs can be claimed from the Combat tutors in Lumbridge. The Deadman Summer Season kicks off at about 10pm GMT on Saturday 17th March, just after the #DeadmanSpring Finals conclude! Get involved on Twitter using #DeadmanSummer and don't forget to watch all the action unfold on Saturday on Twitch. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  20. Log in News Home - News Home Theatre of Blood Rewards: Tournament World Feedback Tweaks mod_ayiza March 12 2018 Theatre of Blood Rewards: Tournament World Feedback Tweaks Last Thursday we launched two Tournament worlds which allow you to access the weapons and armours proposed in the Theatre of Blood Dev Blog, found here. If you haven't already, head to worlds 108 and 109 to try out the weapons yourself! More detail can be found in last week's news post. We've been closely monitoring your feedback since then and have some adjustments we'd like to make based on what we've seen. We're aiming to get these added to the Tournament world in the next few days, giving you have plenty of opportunity to test them out further before the poll goes live in-game! As soon as the updated rewards are live we will send an in-game broadcast message, alongside updating this post and tweeting about it from the official Old School RuneScape Twitter. If further changes and tweaks to the rewards are required, they will be contained within this post until the poll goes live in-game. Once the poll is live, finalising the rewards being offered, the initial Theatre of Blood Dev Blog will be updated. This will be highlighted via a changelog that will be added to the start of the post. Infernal Defender We saw many of you weren't happy about the name of the Infernal defender, so we've changed it to the Avernic defender. We've added a new story to go along with it too! In addition to this, we want to increase the stats slightly so that it's accuracy and defensive stats are +3 higher than originally proposed. If a player dies below level 20 Wilderness with the Avernic defender, it will revert to a broken Dragon defender which can be repaired for 40,000 coins by using the item on Perdu. The player that gets the kill would be awarded the Avernic hilt alongside the 40,000 from the Dragon defender, in addition to the normal loot their opponent would drop. During the Second Age, Avernic weaponry was common amongst the forces of the Empty Lord. These weapons, crafted by Avernic smiths in the liquid fires of Infernus, were some of the most powerful around. Today, Avernic weapons are incredibly rare, the secrets behind their creation having long since been lost. Lady Verzik's Avernic Defender is one of the few to still remain and is a relic from her time in the service of the Empty Lord. The Avernic defender is an upgraded version of the Dragon defender, requiring 70 Attack and 70 Defence to equip. Due to its age, the full defender has been destroyed, leaving behind only the hilt. To create the Avernic defender, you must combine the Avernic hilt with a Dragon defender. The Avernic hilt is tradeable, but once combined with a Dragon defender the Avernic defender is untradeable. You can dismantle the Avernic defender to retrieve the Dragon defender that was used, but the Avernic hilt is destroyed in the process. Sanguinesti Staff Much of what we saw regarding the Sanguinesti staff was that it's cost was too high for the amount it healed. We're opting to reduce the cost to 3 Blood runes per cast, and increase the chance of the healing effect occurring to a 1/6 chance. The Sanguinesti staff is a new tradeable Magic weapon requiring 75 Magic to wield. It is identical in terms of stats and damage to that of the Trident of the swamp, with the added effect that it has a 1/6 chance to heal you for 50% of the damage dealt when attacking an NPC. It is charged with Blood runes and uses 3 runes per cast. The staff does not degrade. Ghrazi Rapier The Ghrazi rapier is a non-degradable alternative to the Abyssal tentacle, offering a slight increase in overall dps. It is the best Strength training weapon in most circumstances, as well as being superior to other stab weapons, due to the fact it is one-handed. However, we'd like to make some minor changes to make it just that little bit more powerful by increasing the Stab bonus to +94 and the Melee Strength to +89. The Ghrazi rapier is a new tradeable stab weapon that requires 75 Attack to wield. It is not charged and does not degrade. The attack speed of the rapier is the same as the Abyssal tentacle. Justiciar Armour We're happy with the general feedback we've seen regarding the Justiciar armour and its effectiveness in PvM situations, so we're not looking to make any changes to its base stats. We are however looking to reduce its effectiveness in PvP situations, by removing the damage reduction effect when fighting against another player. The Justiciar armour is a brand-new set of tradeable tank orientated gear requiring 75 defence to equip. Each individual piece of armour offers defensive stats slightly higher than that of Torag the Corrupted's equipment, with the addition of some Prayer bonus. When the full set of Justiciar armour is equipped, all incoming damage taken is reduced by x/3000, where 'x' is your equipment's defence bonus. This is based on the style of attack being used against you. For example, if an enemy was using a Crush style attack and you had a defensive bonus total of 450 against Crush then 450/3000 = 15% damage reduction. The Justiciar armour does not degrade and does not require charging. Vampyrium Vambraces We received overwhelming feedback that many of you did not like how the Vampyrium vambraces required a pair of Ranger gloves to complete. In light of this, we've removed them as a requirement, meaning they will now be a standalone drop. No changes will be made to the stats they provide. Vampyrium vambraces are a new tradeable ranged hand slot item that require 75 Ranged and Defence to equip. They offer a slight offensive bonus when compared to Barrows gloves, at the expense of some defensive stats. Scythe of Vitur The Scythe of vitur was pitched as being a very slow, hard hitting 2-handed weapon. Unfortunately, it is let down mostly by its low accuracy and speed. We believe that by reducing the attack rate to 5 and increasing the Slash Attack bonus to +110 will make the scythe a much more viable weapon than it currently is. We'll also be changing the current aggressive attack option from Stab to Slash. The Scythe of vitur is a hard hitting, tradeable 2-handed weapon. It has no special attack but can hit up to three enemies once in a 1x3 arc in front of the player. Similar to the special attacks of the Dragon and Crystal halberd, each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three NPCs and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. Each attack, regardless of which enemy is your primary target, is rolled independently based on your attack bonuses versus the NPCs defence bonuses. The scythe requires 75 Attack and 75 Strength to wield and has two variants, and uncharged and charged version. The uncharged version has relatively low stats, but once charged, gains additional bonuses. Charging the scythe costs 1/100th of a Vial of blood and 3 Blood runes, meaning 100 charges would cost a full Vial of blood and 300 Blood runes. As always, we'll be monitoring your feedback very closely. Further changes may be made where necessary and will be highlighted at the top of this post within a changelog list. We encourage you to log into worlds 108 and 109 to test the rewards and provide any feedback in this forum post, Reddit (/r/2007scape and /r/oldschoolrs) or Twitter using #TheatreOfBlood. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
  21. Log in News Home - News Home Deadman Spring 18 Finals Now Live! mod_sween March 09 2018 The Spring Finals are now live! The Finals will run until Saturday 17th, culminating in the Permadeath Stage beginning at 7pm GMT. We'll be live from 7pm GMT, Saturday 17th March, on twitch.tv/oldschoolrs, make sure you tune in to see who will take home the $20,000 grand-prize! The top 2000 players from the Spring Season now have a little over eight days to prepare for the Permadeath Stage, during which they'll have the opportunity to fight for a share of the total $32,000 on offer! Get involved with all the Deadman Spring Finals action over on Twitter using #DeadmanSpring and make sure you don't miss the Permadeath stream on Saturday 17th! There will also be some fantastic content creators streaming throughout the next two weeks, show them your support and watch live! We hope your enjoy the excitement of the Deadman Spring Finals this week, and don't forget to tune in on Saturday 17th. Good luck to all contestants! This website and its contents are copyright © 1999 - 2018 Jagex Ltd, 220 Science Park, Cambridge, CB4 0WA, United Kingdom. Use of this website is subject to our Terms & Conditions and Privacy Policy. Change Cookie Settings '); window.fbAsyncInit = function() { FB.init({ appId: '174823375888281', status: false, cookie: true, xfbml: true, oauth: true, version: 'v2.8' }); if($.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 Deadman Finals and Seasons Clarification mod_sween March 08 2018 The changes have been live on their relevant Deadman pages on the Old School website, but here's a compiled list of information for you. Deadman Spring Finals For a full overview of Deadman Spring Finals content please visit the Spring Finals Deadman page. For ease of reference here is the changelog: A change was made to allow the Zenyte ring to be craftable. This change was made following community feedback, and reverts a prior decision, please see below. The bank chest accessible within the 1v1 stages has a Venerate option which will allow you to change your spellbook. The Zenyte ring is not craftable during the entirety of the Finals. This means the Ring of suffering will be inaccessible. THIS IS NO LONGER ACCURATE. SEE ABOVE Phoenix necklaces correctly act as food in the 1v1s, meaning they will be removed when your inventory is replaced. The appearance of the arena section of the Permadeath Stage has been edited to reflect the seasonality of the Spring Finals. Once the 128 players who have qualified for the arena section have been teleported to the arena they will have the opportunity to access their bank chest. Players will be able to access their bank chest for 5 minutes, and this is the only opportunity they'll have to bank throughout the arena section. We have changed the manner in which fog operates before the arena section. Anybody who is stood in the lethal fog once it jumps will be instantly killed. Anybody entering the lethal fog when it isn't jumping will be hit for increasing damage for the longer they're stood in the fog. Anybody who ignores the increasing damage and travels further into the lethal fog will be instantly killed. Generally speaking, the changes are kinder to those who happen to find themselves accidentally entering an area which is covered by lethal fog. We have changed the manner in which fog operates during the arena section. All rounds up to (but not including) the Semi-Final stage (four players remaining) are given 5 minutes to fulfil their 1v1 fight, after the 5 minutes are up a damaging fog will fill the arena hitting each individual for 5s. For the Semi-Final and the Final, this arena fog is manually activated. Once activated, players will receive a 30 second warning, and then it will hit each individual for 5s. The location of the Supply chests has changed (see the map in the sections below). Once the lethal fog warning has begun, you'll be able to see in-game where the chests will spawn. The items are the same as in the last tournament, but the ordering is different. We won't reveal the order ahead of the tournament, but you'll be notified in the chatbox as with the Winter Finals. Deadman Summer Seasons For a full overview of Deadman Summer Season content please visit the Summer Season Deadman page. For ease of reference here is the changelog: Starter packs will be available, each reclaimable once per day. They cannot be used in PvP. They are not tradeable, except where specified. For the contents of the starter packs, see the Other Misc. Changes section. Every type of rune and every type of arrow has been added to every rune and arrow shop respectively. Bone bolts have also been added to arrow shops. The respawn rate has been increased to its maxiumum possible. The daily XP cap for Magic has been increased to 750k. No other caps have been changed. Slayer monsters, various bosses, and Superiors will drop resources upon death. Specific monsters and resources will be confirmed on Friday 9th March. Certain fishing spots will yield 3x the amount of fish resources. Specific monsters and resources will be confirmed on Friday 9th March. Quest experience rewards and Achievement diary lamp experience rewards will not count towards the daily XP cap. Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death. There will be a period of 30 minutes immunity at the beginning of the Summer Season. This is server-wide immunity, and not specific to accounts. The act of muling during the Summer Season is prohibited, and is a bannable offence. The act of swapping during the Summer Season is prohibited, and is a bannable offence. Players will have the ability to lock (and unlock) xp gain in specific skills. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  23. Log in News Home - News Home Tournament Worlds: Theatre of Blood rewards mod_sween March 08 2018 Yesterday's Theatre of Blood announcement saw a number of rewards proposed. Today's game update offers you the opportunity to get to grips with them, albeit in pink placeholder form. The Deadman Spring Finals kick off tomorrow. Plus more offerings from QoL Month! Theatre of Blood Rewards Testing: Tournament Worlds Theare of Blood In yesterday's Theatre of Blood Dev Blog, we proposed a number of rewards to come from the Theatre of Blood raid encounter. The raid itself, along with the rewards, are naturally subject to polling. To aid your decision making we're launching some Tournament worlds which will allow you access to the weapons and armours. You'll find that you're able to try the rewards anywhere you'd like, rather than with recent Tournament world offerings which were limited to PvP. Please note that you can only access the proposed weapons and armours. The proposed prayer and potions do not yet exist and cannot be accessed. Proposed raids rewards have been added to the Tournament Supplies chests on Tournament worlds. Currently they utilise placeholder models in a fetching bubblegum pink. Should the rewards pass the poll then unique assets will be created. The equipment in the chests have the stats and effects pitched in the above dev blog. For a full overview of the Theatre of Blood, its rewards, and its accompanying quest, make sure you read the Theatre of Blood Dev Blog. Your feedback is essential in creating the best content possible. Your feedback is best received on the Theatre of Blood Announcements thread on our Forums, or Reddit (/r/2007scape/ and /r/oldschoolrs/). Other Tournament World Information The chests contain Ecumenical keys to allow you to skip God Wars kill count requirements. Players are able to get unlimited slayer tasks in these worlds. Slayer masters will offer a new task even if you still have a task assigned. A multitude of teleports have been added to the chests to allow ease of transport to various encounters. Deadman Spring Finals The Spring Finals will begin at approximately 12pm GMT on Friday 9th March! The Finals will run until Saturday 17th, culminating in the Permadeath Stage beginning at 7pm GMT. We'll be live from 7pm GMT, Saturday 17th March, on twitch.tv/oldschoolrs, make sure you tune in to see who will take home the $20,000 grand-prize! Last week saw another Deadman Permadeath beta playthrough. Following your feedback, and observations of our own, we've made a small number of changes. For a full overview of content be sure to visit the Deadman Spring Finals page. The changelog at the head of the page details any changes made specifically to the Spring Finals. The Deadman Finals stream will feature the above spectator display. Changes have been made to its appearance following your recent feedback. Quality of Life Month Updates The spinning wheel interface has been updated to use the new Make-all interface. Tears of Guthix streams will now last a minimum of 9 seconds before moving. Players may now store Buckets, Compost, Super compost, Ultra compost, and Plant cure with Leprechauns with noted versions of the items. The amount of XP you receive when splashing with the Entangle spell has been slightly reduced so you know when the bind has been applied. The Dark core pet no longer has sounds attached to its animations. Another data orb has been added beside the minimap to display your current special attack energy. The orb is display only, and cannot be clicked to use the special attack. In Other News Godsword shards have been repositioned in the inventory to fix graphical issues. Disabling the wilderness teleport warning now works via the Ghorrock teleport. All incorrect references of demon have now been replaced with magical being in the Mage Arena II mini-quest journal. The Zamorakian mjolnir has had its head centred a little better on its pole. The unlock hints for the two music tracks called Lament have been switched round. Left-clicking a furnace while carrying Steel bars, and no ore, is now interpreted as a request to make cannonballs, similarly to how it already works for crafting Gold and Silver jewellery. Various supplies inside Barbarian Assault can now be destroyed by shift+clicking them. The Spirit tree chathead now has an animation when attempting to teleport to the Spirit tree you're already at. The Enchant Crossbow Bolt (Ruby) spell now requires the correct Magic level of 49 to cast. There is now a delay before being able to travel via the Lovekengj cart system in Deadman Mode. This applies to Permanent Deadman, the Deadman Finals, and the Deadman Season. Changelogs for both the Finals and Season have been updated to reflect this change. New Old School URLs This might not interest many of you, but it should satisfy the more security-orientated among you. We�ve listened to your feedback on how much you dislike bit.ly links and other link shorterners, which are commonly associated with phishing scams. To combat this, and to make our links easily identifiable, we�ll now be using osrs.game/ links in the future! These new links will enable us to make our links shorter as well as combat phishing attempts. From Friday 9th March all links from our social channels will move to being a osrs.game link. Discuss this update on our forums. Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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. 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  24. Log in News Home - News Home Dev Blog: Theatre of Blood mod_ayiza March 07 2018 Dev Blog: The Theatre of Blood The purpose of this blog is to detail as much as possible prior to the poll going live in-game to allow for player feedback. Whilst there's a lot of detail to be found, we're purposefully not saying much about the how The Theatre of Blood and its surrounding areas will play out as we don't want to ruin the surprise! "The Theatre of Blood was created with one thing in mind, Lady Verzik's entertainment. She commanded her followers to create this challenge, in the hopes of watching many a willing citizen of Meiyerditch or travelling warrior perish" Do you have what it takes to defeat the Theatre of Blood? Are you the hero the Myreque need? It's showtime. Theatre of Blood Towards the east of Gielinor, located within the Sanguinesti region, is Ver Sinhaza. Once the home of Queen Efaritay, it is now ruled over by Verzik Vitur, head of the Vitur family and one of the few true-born vampyres on Gielinor. For millennia, Lady Verzik has commanded an army of vampyres whom she has not only used to do her biddings, but also provide her with on-demand entertainment. It didn't take long before this became tiresome, and so she instructed her followers to create a gauntlet filled with some of the strongest warriors, creations, creatures and puzzles. This is what we call today the Theatre of Blood. The above WIP images detail some of the interior of the Theatre of Blood. When the vampyres still lived on their home world of Vampyrium, they were near enough the apex predator. However, there was one species that even the vampyres feared, the Yarasa. Like bats, these large flying predators are visually impaired. However, that does not make them any less dangerous, as they have heightened senses of smell and sound. Their ability to attack in unpredictable ways makes them a deadly foe to the vampyres for it renders their immunities useless. While the Yarasa are already a deadly foe, there is none more dangerous than their king, Xarpus. When the vampyres were united under the eight tribes, they hunted down and defeated most of the Yarasa, driving them to near extinction. However, they were unable to defeat Xarpus, with him surviving their hunts until they finally left Vampyrium many years later. It is unknown how they managed it, but eventually the vampyres brought Xarpus to Gielinor. They trapped him in the Theatre. There, he now fights any who enter, desperate to escape and enact vengeance upon the vampyres. Xarpus is one of the many bosses to be found within the Theatre of Blood. This image in WIP and is subject to change. The citizens of Meiyerditch often go to the Theatre to fight against the various experiments and abominations contained within, providing entertainment for the vampyres. To encourage them to do this, the vampyres promise them freedom if they survive. With the aid of the Myreque, it's down to you to complete all its challenges and emerge as the victor. Theatre of Blood: The Basics The Theatre of Blood is a linear progression raid challenge located in the Sanguinesti region, East of Meiyerditch, that emphasises on the need for teamwork. The Theatre can be accessed via a boat north of Port Phasmatys for a small fee, alternatively you can walk there, but it's quite the journey and not something we'd recommend. There is no skilling involved within the Theatre, and all rooms are generated in the same order each time you enter. Throughout the raid, you'll have a few opportunities to receive a small amount of loot and supplies, but your success will heavily depend upon the equipment and supplies you take with you, alongside how well you can work together as a group. The maximum group size allowed to enter the Theatre is 5, and has been balanced for group sizes of 3-5 players. There are multiple challenge rooms that contain difficult to defeat monsters, bosses and puzzles, that eventually lead up to a final epic boss challenge like nothing ever seen in Old School RuneScape. A new lobby system is being implemented for the Theatre of Blood, allowing players to form groups of up to 5 players. The Theatre of Blood will have a unique wiping system. Dying in a challenge room means you as an individual must sit out the rest of that room whilst your team carries on. Once the room has been completed, you will be able to re-join your group for the rest of the raid. If a 'full wipe' occurs, for example the whole team dies, the raid is failed completely and you must restart from the beginning. A failed raid is not considered safe and any lost items will go into the gravestone system, like that of Torfinn's, with a gold fee required to retrieve them. Whilst a single death during a challenge room doesn't end the raid, any death within the Theatre of Blood will cause a Hardcore Ironman to lose their status, reverting them to a regular Ironman. The number of deaths reduces the players chance of obtaining a unique reward, which will only be awarded after killing the final boss of the raid. All other bosses throughout the raid will offer a small reward to compensate you for your time, but will have no chance of uniques. Poll QuestionShould we add a new multiplayer raiding experience, The Theatre of Blood, to Old School RuneScape? If this question passes we will also expand the Meiyerditch region. A Taste of Hope For many years, the Myreque have fought back against the reign of the Drakans. To many, they act as a glimmer of hope in an otherwise miserable existence. In recent times, the Myreque have been beset by disaster, with numerous members meeting a gruesome end at the hands of Vanstrom Klause, the brutal henchman of the Drakans. However, while the Myreque may be in their darkest hour, hope still remains. Thanks to a recent discovery in the laboratories deep beneath Meiyerditch, the Myreque may have finally found a way to take the fight to the vampyres. They will do just that in the latest instalment in the Myreque questline, A Taste of Hope. A Taste of Hope will be a brand new experienced level quest available to players who have completed Darkness of Hallowvale. Players who manage to complete this quest will be rewarded with the following: 1 Quest Point. A Tome of Experience (this grants 2500 XP in any three skills of 35 or above). A new unlimited teleport that takes players directly to the Theatre of Blood. A new weapon for killing vampyres. Poll QuestionShould we add a new experienced difficulty quest called A Taste of Hope? Completing the quest will rewards players with 1 Quest Point, a Tome of Experience with 3 uses which gives 2500 XP in any skill of 35 or above, a new unlimited teleport that takes players directly to the Theatre of Blood and a new weapon for killing vampyres. Theatre of Blood Rewards The Theatre of Blood is anticipated to be the next big challenge coming to Old School RuneScape and will offer a gameplay experience like nothing else in-game. With something as challenging and exciting as this, you can be sure that you'll be rewarded well. All rewards detailed below, other than the potions and Judgement Prayer, will be available for testing in Tournament worlds, going live on the 8th of March for all members. As with prior releases you'll be given the freedom to select your own stats, and you'll have a wide range of equipment to choose from in addition to the new items listed in this blog. Things will be a little different than normal though, as you'll be able to travel anywhere in Gielinor. No content is being locked on these worlds, meaning you'll have plenty of opportunities to test each item fully before they're polled. We've made things a little more convenient for testing purposes too, such as adding teleport tabs to the supplies chest and being able to give yourself a new Slayer task free of charge at any Slayer Master by right clicking them and selecting "Assignment" (cancelling tasks will still cost points, so make sure you right-click and select Assignment to avoid any charges). All of the rewards are subject to change and we're intending to leave these tournament worlds open for as long as they are necessary. In this time your feedback will be invaluable to us, so please let us know your thoughts via this forum post, which is also linked at the bottom of the blog, Reddit (/r/2007scape and /r/oldschoolrs) and Twitter using #TheatreOfBlood. Vials of Blood & New Potions The vampyres have long believed that there is great power in blood. A belief that has only increased with their recent experiments with Haemalchemy. These vials contain modified blood that enhances the power of potions and can be used to charge new weapons found from within the Theatre of Blood. Initially when we discussed the introduction of the below potions, we intended for them to lower your HP by 10 with each dose. After some internal balancing of the potion effects and boosts, we determined it was not necessary. Whilst the potions do allow you to save some inventory space, you would likely be required to take additional food to compensate for the HP loss. We feel the bonuses of the potions do not warrant this, though it is something we will consider should any changes be required. Bastion potion: This single potion boosts both Ranged and Defence levels by the same amounts that using a Ranging potion and Super defence potion would. Mixing this potion requires 80 Herblore and the following ingredients: Vial of blood, Cadantine & Wine of Zamorak. Completing the full potion grants 155 Herblore experience. Poll QuestionIf the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Cadantine & Wine of Zamorak to create a Bastion potion? This potion provides the same boosts a Ranging potion and Super defence potion would. Mixing the potion requires 80 Herblore and grants 155 Herblore experience. The potion is tradeable. Battlemage potion: This single potion boosts both Magic and Defence levels by the same amounts that using a Magic potion and Super defence potion would. Mixing this potion requires 80 Herblore and the following ingredients: Vial of blood, Cadantine & Potato cactus. Completing the full potion grants 155 Herblore experience. Poll QuestionIf the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Cadantine & Potato cactus to create a Battlemage potion? This potion provides the same boosts a Magic potion and Super defence potion would. Mixing the potion requires 80 Herblore and grants 155 Herblore experience. The potion is tradeable. Totality Potion: This single potion boosts Attack, Strength, Defence, Ranged and Magic levels by the same amounts that using a Super combat potion, Ranging potion and Magic potion would. Mixing this potion requires 96 Herblore and the following ingredients: Super combat potion, Range potion, Magic potion, Vial of blood & Torstol. Completing the full potion grants 180 Herblore experience. Poll QuestionIf the Theatre of Blood is added to the game, should it be possible to combine a Super combat potion, Range potion, Magic potion, Vial of blood & Torstol to create a Totality potion? This potion provides the same boosts a Super combat potion, Ranging potion and Magic potion would. Mixing the potion requires 96 Herblore and grants 180 Herblore experience. The potion is tradeable. Vigour potion: This single potion restores Prayer points (7 + 25% of Prayer level), as well as applying a weak Stamina potion effect that lasts for 1 minute instead of 2. Mixing this potion requires 88 Herblore and the following ingredients: Vial of blood, Amylase crystal & Ranarr. Completing the full potion grants 110 Herblore experience. Poll QuestionIf the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Amylase crystal & Ranarr weed to create a Vigour potion? This potion restores Prayer points (7 + 25% of Prayer level), as well as applying a weak Stamina potion effect that lasts for 1 minute instead of 2. Mixing the potion requires 88 Herblore and grants 110 Herblore experience. The potion is tradeable. Super Prayer potion: This potion would restore Prayer points (7 + 25% of prayer level) and add a renewal effect, restoring an additional 6 Prayer points over 30 seconds (at a rate of one point per 5 seconds). Mixing this potion requires 91 Herblore and the following ingredients: Vial of blood, Ranarr weed, Snapdragon & Snape Grass. Completing the full potion grants 120 Herblore experience. Poll QuestionIf the Theatre of Blood is added to the game, should it be possible to combine a Vial of blood, Ranarr weed, Snapdragon & Snape Grass to create a Super Prayer potion? This potion restores Prayer points (7 + 25% of prayer level) and restores an additional 6 Prayer points over 30 seconds at a rate of one point per 5 seconds. Mixing the potion requires 91 Herblore and grants 120 Herblore experience. The potion is tradeable. Infernal Defender During the Second Age, infernal weaponry was common amongst the forces of the Empty Lord. These weapons, crafted in the liquid fires of Infernus, were some of the most powerful around. Today, infernal weapons are incredibly rare, the secrets behind their creation having long since been lost. Lady Verzik's Infernal Defender is one of the few to still remain and is a relic from her time in the service of the Empty Lord. The Infernal defender is an upgraded version of the Dragon defender, requiring 70 Attack and 70 Defence to equip. Due to its age, the full defender has been destroyed, leaving behind only the hilt. To create the Infernal defender, you must combine the Infernal hilt with a Dragon defender. The Infernal hilt is tradeable, but once combined with a Dragon defender the Infernal defender is untradeable. You can dismantle the Infernal defender to retrieve the Dragon defender that was used, but the Infernal hilt is destroyed in the process. Poll QuestionShould the Infernal hilt be a potential reward from the final boss of the Theatre of Blood? The hilt can be combined with a Dragon defender to create the Infernal defender, requiring 70 Attack and Defence to equip. The Infernal hilt is tradeable but the completed Infernal defender is not. Judgement Prayer Scroll During the God Wars, Armadyl granted his followers great power so that they may defeat his enemies. Judgement was one of these many powers, one that has since been lost to history. However, when Armadyl left Gielinor after the God Wars, his abandoned fortresses were raided by Lady Verzik's vampyres. Within one of these fortresses, they found a scroll containing the hidden knowledge of Judgement. Judgement is a new overhead prayer, requiring 85 Prayer to use. It is unlocked via a tradeable scroll which can be obtained from within the Theatre of Blood. Use of the Prayer boosts melee attack by 10% but lowers your own defence by 50%. Whilst Judgement is active, 1/6th of the user's prayer is drained per damage dealt. Use of Judgement stacks with combat prayers such as Piety, but as it is an overhead prayer it cannot be used with similar prayers such as Protect from Melee. Poll QuestionShould a scroll that unlocks the new overhead prayer "Judgement" be a potential reward from the final boss of the Theatre of Blood? Judgement boosts melee attack by 10% but lowers your own defence by 50%. Whilst Judgement is active, 1/6th of the user's prayer is drained per damage dealt. The Judgement prayer scroll is tradeable. Sanguinesti Staff One of the more recent additions to Lady Verzik's collection, the Sanguinesti staff is a powerful weapon that was crafted by Lord Lowerniel Drakan himself. The staff was given to Lady Verzik by Lord Lowerniel Drakan as a reward for assisting him in their fights against the Seven Priestly Warriors. The Sanguinesti staff is a new tradeable Magic weapon requiring 75 Magic to wield. It is identical in terms of stats and damage to that of the Trident of the swamp, with the added effect that it has a 1/8 chance to heal you for 50% of the damage dealt when attacking an NPC. It is charged with Blood runes and uses 4 runes per cast. The staff does not degrade. Poll QuestionShould the Sanguinesti staff be a potential reward from the final boss of the Theatre of Blood? The staff requires 75 Magic to wield and costs 4 Blood runes per cast. It is identical in stats and damage to the Trident of the swamp, with the added effect of a 1/8 chance to heal you for 50% of the damage dealt when attacking an NPC. The Sanguinesti staff is tradeable. Ghrazi Rapier Of all Vampyriums tribes, none were more vicious than the Ghrazi. These vampyres took pride in their combat abilities and would regularly bait their prey into battle so that they could test their prowess. The rapier in Lady Verzik's vault was once wielded by a fearsome Ghrazi warlord. It was given to her by her father who came to possess it after the warlord challenged him to a battle, one that he did not survive to tell the tale. The Ghrazi rapier is a new tradeable stab weapon that requires 75 Attack to wield. It is not charged and does not degrade. The attack speed of the rapier is the same as the Abyssal tentacle and it also has the same attack bonus, but with the focus being on stab and a slight slash bonus, as you'd expect with a sharp blade. Poll QuestionShould the Ghrazi rapier be a potential reward from the final boss of the Theatre of Blood? The rapier requires 75 Attack to wield. The attack speed of the rapier is the same as the Abyssal tentacle and it has the same attack bonus, but with the focus being on stab with a slight slash bonus. The Ghrazi rapier is tradeable. Justiciar Armour The justiciars were elite warriors in Saradomin's army during the God Wars. Unlike the rest of his forces, the justiciars operated alone, often working as assassins and saboteurs. Selected from a variety of races, they were all chosen by Saradomin himself who granted them great power. When the vampyres invaded Hallowvale, some of the last remaining justiciars fell in battle. The Justiciar Armour found in Lady Verzik's vault was taken from one of these fallen warriors. The Justiciar armour is a brand-new set of tradeable tank orientated gear requiring 75 defence to equip. Each individual piece of armour offers defensive stats slightly higher than that of Torag the Corrupted's equipment, with the addition of some Prayer bonus. When the full set of Justiciar armour is equipped, all incoming damage taken is reduced by x/3000, where 'x' is your equipment's defence bonus. This is based on the style of attack being used against you. For example, if an enemy was using a Crush style attack and you had a defensive bonus total of 450 against Crush then 450/3000 = 15% damage reduction. The Justiciar armour does not degrade and does not require charging. Poll QuestionShould the Justiciar armour set be a potential reward from the final boss of the Theatre of Blood? The armour set requires 75 Defence to equip and has defensive stats slightly higher than that of Torag the Corrupted's equipment with the addition of a slight Prayer bonus. It offers a new damage reduction effect based on your defence bonus when all 3 pieces are worn. The Justiciar armour is tradeable. Vampyrium Vambraces The Vampyrium vambraces are amongst the oldest items in Lady Verzik's Vault. They were crafted back when the vampyres still lived on Vampyrium. Their original use was to assist the vampyres in their fight against the Yarasa. Vampyrium vambraces are a new tradeable ranged hand slot item that require 75 Ranged and Defence to equip. Due to their age, when you first obtain them they are broken and require repairing - this is done by combining them with a pair of Ranger gloves, just as the Pegasian crystal is combined with a pair of Ranger boots to create the Pegasian boots. They offer a slight offensive bonus when compared to Barrows gloves, at the expense of some defensive stats. Poll QuestionShould Vampyrium vambraces be a potential reward from the final boss of the Theatre of Blood? The vambraces require 75 Ranged and Defence to equip and are made by combining broken Vampyrium vambraces with Ranger gloves. The Vampyrium vambraces are tradeable. Scythe of Vitur Of all of Lady Verzik's possessions, one of the most valuable is the Scythe of Vitur. This legendary weapon was once wielded by the founder of House Vitur, a vampyre now worshipped as a god. The Scythe of vitur is an extremely slow but hard hitting tradeable 2-handed weapon. It has no special attack but can hit up to three enemies once in a 1x3 arc in front of the player. Similar to the special attacks of the Dragon and Crystal halberd, each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three NPCs and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. Each attack, regardless of which enemy is your primary target, is rolled independently based on your attack bonuses versus the NPCs defence bonuses. The scythe requires 75 Attack and 75 Strength to wield and has two variants, and uncharged and charged version. The uncharged version has relatively low stats, but once charged, gains additional bonuses. Charging the scythe costs 1/100th of a Vial of blood and 3 Blood runes, meaning 100 charges would cost a full Vial of blood and 300 Blood runes. Poll QuestionShould the Scythe of vitur be a potential reward from the final boss of the Theatre of Blood? The scythe requires 75 Attack and Strength to equip. It is charged with 1/100th of a Vial of blood and 3 Blood runes. It has no special attack but can hit up to three enemies in a 1x3 arc in front of the player. Each swing can also hit large creatures up to three times in the same attack. The scythe can only hit a maximum of three enemies and can only hit a maximum of three times. The first hit deals 100% damage, the 2nd deals 50% and the 3rd deals 25%. The Scythe of vitur is tradeable. Sinhaza Shroud In the courtyard outside the Theatre of Blood, a mysterious figure watches. No one knows why he is there, but he takes a great interest in any who would enter the Theatre. Anyone who manages to survive the Theatre may find that this figure has a strange gift for them, a shroud of unknown origin. The Sinhaza shroud is an entirely cosmetic cape that players will receive after completing the Theatre of Blood. It is possible to change the appearance of the cape after completing the Theatre of blood 100, 500, 1000, 2500 and 5000 times respectively. Poll QuestionShould the Sinhaza shroud be awarded to all players who complete the Theatre of Blood? The shroud is an entirely cosmetic cape you can change the appearance of after completing the Theatre of blood 100, 500, 1000, 2500 and 5000 times respectively. The Sinhaza shroud is untradeable. We're really excited for you to try out the rewards over the next few weeks. As well as discussing this Dev Blog on our forums, remember to use #TheatreOfBlood on Twitter so we can see all of your feedback! Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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 Satisfaction Survey: A Brief Explanation mod_sween March 05 2018 Many of you had lots of questions following the announcement of the Satisfaction Survey in Thursday�s game update newspost. This short post should hopefully answer those questions. Will this replace current methods of monitoring player satisfaction and feedback? No it won�t! It�s just another tool in our arsenal. Thousands of you already provide us with feedback and engage in discussion. We have no intention of stopping this. This is an opportunity for us to gauge the feelings of the players who don't use other methods available. We�ll continue to utilise the forums, Reddit (/r/2007scape and /r/oldschoolrs), Twitter, Twitch, Discord calls with different areas of the community, and you even know a number of us in-game! Why is it only a thumbs up/down with no other information? We capture a lot of information on your play sessions. We are able to see what you�ve interacted with. We're interested in using this to help us interpret the thumbs-up/thumbs-down data you provide us with, as we'll be able to see things like what content you engage with and for how long. As stated above, we�ll still remain as open and communicable as ever. Why can�t I enter text into a field to talk about the session? We want it to be as unobtrusive as possible, as it stands we think a simple thumbs-up or thumbs-down provides just that. In the very first question we said we�d continue to be as contactable as we are now, so if there�s anything you desperately want to share with us, there�s never a shortage of willing JMod ears. What will you use it for? At the moment it really is just to see how happy you are. It�s a very simple way for us to gather top-level opinions from anybody who is willing to give us a response. A number of you have requested that we link this tool to certain aspects of the game, and it�s entirely possible that we�ll look to tie it in with specific pieces of content, or individual game updates. Will you share the information you capture with us? We certainly expect to! The way we share it hasn�t been decided yet. It�s possible we�ll allude to it in our Q&As, or it�ll play a part of the retrospective newsposts we sometimes put out for content releases. There�s lots we can do with it, but nothing is set in stone. We do want your feedback, whether via the in-game tool or also your general perception of the tool itself. Discuss this update on our forums Mods Archie, Ash, Ayiza, Curse, Ed, Ghost, Jed, John C, Kieren, 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); }()); }
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