Hello memes,
With Roving Elves comes some changes to the degrading system in place.
Crystal Equipment:
You'll notice first off that all of your crystal items are missing - they've been replaced with face value 1.5m. You'll need to do Roving Elves to get more crystal. I changed the crystal system to be (mostly) proper with RS2. The hits on crystal are still 10x RS2 and repairing from seed works the same. However, unlike RS2, I have given you the option (like before) to be able to repair from stages on the bow/shield back to the 'full' state instead of having to revert the item to a seed every time. Ilfeen can do this for you after your first crystal seed recharge. In addition to all of this, Crystal repairs now get cheaper for each crystal seed Ilfeen sings back to life. The shop prices, first repair price and subsequent repair prices are the same as RS2. The cost per hit as scales with how many times you've re-enchanted crystal seeds.
Barrows Equipment:
Not much has changed with barrows aside from the fact you are no longer 'bound' to certain degraded pieces. For example: you have a Torag's helm brand new and a Torag's helm 100. You equip the brand new helmet and use it for a bit, it degrades to 100. You go to repair the helmets and the first 100 will only cost the hits you accumulated on either helm. The second helm will cost the full 2500 hits cost to return to brand new. This idea works the same for crystal, except think 9/10 instead. This idea happens with every duplicate of each stage of degrading on the same item.
Thursday, February 4, 2016
Thursday, January 21, 2016
Slayer Changes
OOGA BOOGA
Re-rolls have not been removed, but the way assignments are given has changed. In original RS2 tasks had specific minimum and maximum amounts for assignments. In addition to this the tasks had 'weights' which equates to the chance you have for a task to be assigned. The theory is basically that a monster has a weight from around 5 through 12 which you can consider as how many times you write that monster's name on a slip of paper and put it into a hat with all the other weighted task papers. You then draw a random paper and that's your assignment. It's simple probability and basically just means that a task with higher weight has a higher chance to be picked.
tl;dr Task amounts have been fixed and therefore are a lot lower than they were before, but the odds of getting a desirable task (AKA memevelds) is much different and better than before.
FAQ:
Does task weight affect how likely I am to get a task of 200 bloodvelds?
-No. Task weight only affects how likely you are to GET a specific task, once you get that task the amount you get is flat random between min and max task amount for that task.
You can read more at these wiki pages:
http://2007.runescape.wikia.com/wiki/Task_weight#Task_weighing
http://2007.runescape.wikia.com/wiki/Slayer_master
Click on the individual master and you'll see an entire list of tasks (which have also been corrected) as well as the weights on the right hand side of the table.
P.S Maybe sometime down the road I'll run an algorithm to print specific chances per monster on the different masters.
Re-rolls have not been removed, but the way assignments are given has changed. In original RS2 tasks had specific minimum and maximum amounts for assignments. In addition to this the tasks had 'weights' which equates to the chance you have for a task to be assigned. The theory is basically that a monster has a weight from around 5 through 12 which you can consider as how many times you write that monster's name on a slip of paper and put it into a hat with all the other weighted task papers. You then draw a random paper and that's your assignment. It's simple probability and basically just means that a task with higher weight has a higher chance to be picked.
tl;dr Task amounts have been fixed and therefore are a lot lower than they were before, but the odds of getting a desirable task (AKA memevelds) is much different and better than before.
FAQ:
Does task weight affect how likely I am to get a task of 200 bloodvelds?
-No. Task weight only affects how likely you are to GET a specific task, once you get that task the amount you get is flat random between min and max task amount for that task.
You can read more at these wiki pages:
http://2007.runescape.wikia.com/wiki/Task_weight#Task_weighing
http://2007.runescape.wikia.com/wiki/Slayer_master
Click on the individual master and you'll see an entire list of tasks (which have also been corrected) as well as the weights on the right hand side of the table.
P.S Maybe sometime down the road I'll run an algorithm to print specific chances per monster on the different masters.
Sunday, January 3, 2016
Barrows these nuts
HELLO
This recent update brings an overhaul to the Barrows minigame. The entire thing has been overhauled to be correct to RS2 / OSRS - the game during that era. For general answers about rewards see: http://2007.runescape.wikia.com/wiki/Barrows#Kill_count_and_loot
And for a period accurate guide see:
https://web.archive.org/web/20051213135759/http://www.tip.it/runescape/?page=barrows_guide.htm
FAQ:
So getting 14kc doesnt help the chance to get a piece now? I should just get 6 kc if I want a chance of getting every bro's piece?
No. The formula is entirely dependent on how many brothers are dead. Each brother you kill rolls for barrows pieces once, so 6 rolls times the chance per brother is the maximum chance for -a- piece of barrows.
Aren't there supposed to be ladders in the NW and SE rooms?
No. The ladder spawns in the room you go through the empty crypt into. You either teleport away after opening the chest or re-trace your steps back to the original room you spawned in and climb out of the tunnels.
Will brothers still randomly spawn when trying to open the chest?
Yes and no. It's not entirely random if you haven't killed all the brothers before searching the chest. If you run to the chest with 1 brother still alive, that will be the one who appears at the chest. Likewise, if you search the chest with more than 1 brother alive, a random one will spawn. This mechanic did not change from the old Barrows.
Any benefit to raising kc, like unlocking bloods?
Yes, raising killcount to 8 unlocks bloods and bolt racks per realscape. Raising kc to 14 unlocks dmeds and crystal key halves. Higher killcount ensures better rune / rack / random rewards.
Love
-Pickles
This recent update brings an overhaul to the Barrows minigame. The entire thing has been overhauled to be correct to RS2 / OSRS - the game during that era. For general answers about rewards see: http://2007.runescape.wikia.com/wiki/Barrows#Kill_count_and_loot
And for a period accurate guide see:
https://web.archive.org/web/20051213135759/http://www.tip.it/runescape/?page=barrows_guide.htm
FAQ:
So getting 14kc doesnt help the chance to get a piece now? I should just get 6 kc if I want a chance of getting every bro's piece?
No. The formula is entirely dependent on how many brothers are dead. Each brother you kill rolls for barrows pieces once, so 6 rolls times the chance per brother is the maximum chance for -a- piece of barrows.
Aren't there supposed to be ladders in the NW and SE rooms?
No. The ladder spawns in the room you go through the empty crypt into. You either teleport away after opening the chest or re-trace your steps back to the original room you spawned in and climb out of the tunnels.
Will brothers still randomly spawn when trying to open the chest?
Yes and no. It's not entirely random if you haven't killed all the brothers before searching the chest. If you run to the chest with 1 brother still alive, that will be the one who appears at the chest. Likewise, if you search the chest with more than 1 brother alive, a random one will spawn. This mechanic did not change from the old Barrows.
Any benefit to raising kc, like unlocking bloods?
Yes, raising killcount to 8 unlocks bloods and bolt racks per realscape. Raising kc to 14 unlocks dmeds and crystal key halves. Higher killcount ensures better rune / rack / random rewards.
Love
-Pickles
Monday, December 7, 2015
Moving forward
Hello memes,
Moving past RFD may come as a shock to some of you, but, the quest seems to be free of any major flaws so we are moving ahead. I will be working on finishing off all the missing random events in the game, some of which were patched in today. Here's a list of all the randoms left that /v/scape is compatible with:
-Mysterious Old Man
-The Maze
-Strange Boxes (Myst. Old Man)
Cap'n Hand
-The 'Certers': Miles, Giles and Niles
- Evil Bob
-Frogs :^)
-Highwayman / Rick Turpentine
-Prison Pete
-Quiz Master
Many have asked about the harmful skill randoms such as smoking rocks, Ents that break axes, whirlpools, giant fish, etc. I haven't made up my mind as to when I'll get around to these. I'm working on the NPC encounters / major randoms first. They'll likely come later down the road after all of these are implemented (your axes are safe... for now).
Lastly, in regards to today's update and the moderate downtime: we gutted and cleaned out a major portion of our source code. This means removal of non-functioning / useless pieces and snippets of code and files that were relics of how the original base source used to work. Because of this, the directories for many files, including player files, changed. We had to backup all these files and then manually cut and transfer them into the new format. The end result means literally nothing to you as a player, but for us devs means a cleaner work environment and a tighter, compact source. This is always a plus to us and allows for ease of use and is good practice. We apologize for the hour or so we were down for, but this has been put off for far too long. Our up-time is nearly perfect, so don't go bitching about a single hour :~)
In closing, some pics from recent dev work:
thank you mr skeltal
(Why the strange plant doesn't transform)
Gotta go fast
Mfw working with interfaces
And then there's always the hotfixes :^)
-Pickles
Moving past RFD may come as a shock to some of you, but, the quest seems to be free of any major flaws so we are moving ahead. I will be working on finishing off all the missing random events in the game, some of which were patched in today. Here's a list of all the randoms left that /v/scape is compatible with:
-Mysterious Old Man
-The Maze
-Strange Boxes (Myst. Old Man)
-The 'Certers': Miles, Giles and Niles
- Evil Bob
-Frogs :^)
-Highwayman / Rick Turpentine
-Prison Pete
-Quiz Master
Many have asked about the harmful skill randoms such as smoking rocks, Ents that break axes, whirlpools, giant fish, etc. I haven't made up my mind as to when I'll get around to these. I'm working on the NPC encounters / major randoms first. They'll likely come later down the road after all of these are implemented (your axes are safe... for now).
Lastly, in regards to today's update and the moderate downtime: we gutted and cleaned out a major portion of our source code. This means removal of non-functioning / useless pieces and snippets of code and files that were relics of how the original base source used to work. Because of this, the directories for many files, including player files, changed. We had to backup all these files and then manually cut and transfer them into the new format. The end result means literally nothing to you as a player, but for us devs means a cleaner work environment and a tighter, compact source. This is always a plus to us and allows for ease of use and is good practice. We apologize for the hour or so we were down for, but this has been put off for far too long. Our up-time is nearly perfect, so don't go bitching about a single hour :~)
In closing, some pics from recent dev work:
thank you mr skeltal
(Why the strange plant doesn't transform)
Gotta go fast
Mfw working with interfaces
And then there's always the hotfixes :^)
-Pickles
Friday, November 20, 2015
Recipe for Disaster
Well, the quest is finally here. I can finally get off the Culinaromancer's wild ride. I'll be taking a large step back from vscape for the rest of my school semester for finals and such, you'll see me be more involved around the holiday time in December. Remember to PLEASE, PLEASE report any bugs you find with the quest and its related subquests to Mantis first, and if you are too stubborn to sign up... then ::bugreport is fine.
Regarding the patch:
-Barrows Gloves: I don't know how many times I've said this, but I guess if something isn't in writing nobody has a clue as to the official word. No, they weren't un-equipped or forced you into RFD. The quest needs to be bug-free and working before I enforce a hard requirement down the road. For now protection on death has been removed and of course, Barrows no longer drops the gloves.
-Dragon Axe: As I was fixing the special system to allow for faster weapon changes / special attack enables I noticed the daxe special was using the 2014 OSRS effects. This has been corrected to it's proper combat attack special from the period with no woodcutting boost.
-Quest Cape: As promised, the Quest Point Cape can now be gotten from the Wise Old Man. Each new quest put in the game directly affects the cape and you will need to do the new quests in order to continue wearing the cape.
A full list of tiny fixes:
-The feathers you receive from offering bird eggs to the Evil Chicken shrine has been nerfed to the same amount you receive upon killing him.
-Rogues now have gold bars instead of eggs to pickpocket.
-Can use a noted bone for DT mirror materials.
-Steel gauntlets work to pick nettles.
-Bug with crates appearing on pineapple plants fixed
-Typos in some quests fixed.
-Nettle tea no longer turns into burnt potatoes when burning it.
-Skill guides had some missing items added and text for 5 knives per metal bar (Thanks Starlight...)
-Ground items that you own disappearing on re-log was fixed.
Where are we going from here?
Well, like I said, I'll be taking a bit of a break to focus on other things. We'll have some more dev work returning in December as school ends. Personally, I think I'll work on all the missing random events before returning to more quests. Some of the quest lines that are on the forefront beyond this are Wanted!, In Aid of the Myreque / Shade / Splitbark stuff, Roving Elves, Swan Song, Fremennik Trials (No Frem Isles yet, sorry), Tai Bwo Wannai Trio (and the minigame). We'll certainly be working much slower on these though.
Enjoy RFD and thanks for your continued support,
Pickles
Regarding the patch:
-Barrows Gloves: I don't know how many times I've said this, but I guess if something isn't in writing nobody has a clue as to the official word. No, they weren't un-equipped or forced you into RFD. The quest needs to be bug-free and working before I enforce a hard requirement down the road. For now protection on death has been removed and of course, Barrows no longer drops the gloves.
-Dragon Axe: As I was fixing the special system to allow for faster weapon changes / special attack enables I noticed the daxe special was using the 2014 OSRS effects. This has been corrected to it's proper combat attack special from the period with no woodcutting boost.
-Quest Cape: As promised, the Quest Point Cape can now be gotten from the Wise Old Man. Each new quest put in the game directly affects the cape and you will need to do the new quests in order to continue wearing the cape.
A full list of tiny fixes:
-The feathers you receive from offering bird eggs to the Evil Chicken shrine has been nerfed to the same amount you receive upon killing him.
-Rogues now have gold bars instead of eggs to pickpocket.
-Can use a noted bone for DT mirror materials.
-Steel gauntlets work to pick nettles.
-Bug with crates appearing on pineapple plants fixed
-Typos in some quests fixed.
-Nettle tea no longer turns into burnt potatoes when burning it.
-Skill guides had some missing items added and text for 5 knives per metal bar (Thanks Starlight...)
-Ground items that you own disappearing on re-log was fixed.
Where are we going from here?
Well, like I said, I'll be taking a bit of a break to focus on other things. We'll have some more dev work returning in December as school ends. Personally, I think I'll work on all the missing random events before returning to more quests. Some of the quest lines that are on the forefront beyond this are Wanted!, In Aid of the Myreque / Shade / Splitbark stuff, Roving Elves, Swan Song, Fremennik Trials (No Frem Isles yet, sorry), Tai Bwo Wannai Trio (and the minigame). We'll certainly be working much slower on these though.
Enjoy RFD and thanks for your continued support,
Pickles
Monday, October 19, 2015
I'd just like to interject for a moment
Vscape has always been moving towards one thing, being a recreation of 2006 runescape (the line blurs with dates/patches/revisions but bear with me). Our server is among the most accurate, unlimited energy and xp rate aside, and that's how it's going to stay. If a change is made it's going to be to fix something broken or missing, and that's exactly what the runecrafting nerf was.
Sometimes changes take a while and happen randomly, I'm going through some health issues, Pickles has his classes, Bobster, Latent and Saxi all have varying amounts of time to work on vscape as well. We have a list of about 1000 things that need fixed, some are easier or more interesting than others. We don't have timelines, assignments or quotas. If something gets done it's because a staff memeber decided to do it and had the time.
The staff is all pretty united in the direction this server is headed and that's one of the things we really have going for us. We have a pretty good history of integrity, decent uptime and a lot of content. Nothing has broken our economy or caused a server wipe (the speculative hammer market is really heating up though).
If vscape is ever shut down, myself and other staff have talked about us releasing the code to our server, and that may or may not happen. Release it, and change the xp to 1x and turn energy back on, and it is now 2006 runescape "preserved" for the future. Intrest in runescape will fade, but like the people that work on mame, dosbox, WoW private servers, SWG private servers or any other project of that nature, at the end of the day we'll have saved something from disappearing.
In the mean time, we're running a pretty damn good server for as long you play it. I'd like to keep trying to make it perfect.
Sometimes changes take a while and happen randomly, I'm going through some health issues, Pickles has his classes, Bobster, Latent and Saxi all have varying amounts of time to work on vscape as well. We have a list of about 1000 things that need fixed, some are easier or more interesting than others. We don't have timelines, assignments or quotas. If something gets done it's because a staff memeber decided to do it and had the time.
The staff is all pretty united in the direction this server is headed and that's one of the things we really have going for us. We have a pretty good history of integrity, decent uptime and a lot of content. Nothing has broken our economy or caused a server wipe (the speculative hammer market is really heating up though).
If vscape is ever shut down, myself and other staff have talked about us releasing the code to our server, and that may or may not happen. Release it, and change the xp to 1x and turn energy back on, and it is now 2006 runescape "preserved" for the future. Intrest in runescape will fade, but like the people that work on mame, dosbox, WoW private servers, SWG private servers or any other project of that nature, at the end of the day we'll have saved something from disappearing.
In the mean time, we're running a pretty damn good server for as long you play it. I'd like to keep trying to make it perfect.
Friday, September 18, 2015
An Update
Hello memes,
Here we are with another update with the banner items being One Small Favour and Tutorial Island. Along with these comes numerous bug fixes and other content fixes, here's a full list including some small things omitted from pnotes:
-Temple of Ikov complete-ability bugs fixed
-Temple of Ikov witch not teleporting after certain stage fixed
-Mage of Zamorak's id changed so usage of the 'teleport' option is enabled
-Eat text on Cabbage fixed
-Can now decant potions properly into empty vials
-Can now equip boner club (Fuck off Hammi)
-Some messages related to clue scrolls now display in filtered
-Ring of Recoil properly gives PC damage points
-Fixed a bug that prevented thieving stalls when the guard had died nearby
-Gnome Stronghold front doors properly fixed
-Banana trees now update appearance and run out of nanners
-Fixed open drawers not working for certain clues
-Fixed various items not being able to slash webs when they should
-Fixed a small bug with DT that got you stuck on the ice path :^)
After this patch goes live I will be able to turn my full focus to RFD, which is currently in the works, and around 10% done. We have multiple devs working on the subquests while I continue to do cutscenes for it as well as the final fight with the Culinaromancer. I'll finish that shit and pick up a few subquests as well most likely. Bitterness is working on Shadow of the Storm while we work on RFD, with release of that planned for a week or two before RFD.
-"How come we don't have x content? X quest WHEN?"
To make it simple, there are 3 main components of the game: the client, the client's cache and the server. The client reads the data from the cache which makes up npcs, items, objects, interfaces and displays these and the rest of the game. The server dictates all content and tells the client how to interact with scripted content added to the game. The client responds to this and makes sure the server knows what each player is doing. Now, the cache extremely limits what you can add to the game. In terms of revisions of Runescape, we are loading 474 items, npcs, animations and graphics. We are loading 377 objects, interfaces and map. 474 equates to the Halloween update of 2007 while 377 was released on May 2nd 2006 for Swan Song. This means we are limited to the lowest denominator date, 05/02/06. Content that exists past that at this point can not, and will not, be added until the team sits down and entirely overhauls the game to update to a newer revision.
-"B-but there's content past that date added already!"
Yes, you're entirely right. There is. That's because it is either entirely item / npc / animation / gfx reliant and doesn't require usage of any objects / interfaces / map. The large exception to this would be the Warriors Guild which I squeezed into the Fight Arena a year ago. While it is possible to make custom changes further to the game to add more future content from the parts of the cache that come from 2007, as stated above we will not be doing any more of that on this version of the game.
-"Hunter and Construction WHEN"
As stated above, we have the exact same issue with both of these skills. Construction was released on 05/31/06, after a big game engine update on the 16th of May. It is thought that this update started the 400 series of revisions and heavily altered the way interfaces are stored in the cache. Hunter was released later on 11/21/06 somewhere around a 430 revision. Both of these skills are out of range for us to add at the moment. Just because we have the items and npcs for them does not mean we will be adding them in a 'custom' way to the server. This leads to the next question:
-"Custom content? Are we going to see any of it?"
Plain and simple, no. We are striving to recreate the game as it originally existed and to be as accurate and as stable as possible. Custom content has 2 major issues: it uses pre-existing resources and ruins the proper usage of those resources and it just looks bad. However, you will see custom content in terms of events. We have had, I think, 3 events that have been written entirely from our own material using Runescape's existing resources. We have the ability to create and add items to the game for special events for people to enjoy. Such things will only be added on special occasions and the majority of events will distribute original Runescape event items.
-"Revision update? You're thinking of adding GE? REEEEEEEEEEEEE"
When the time comes (which is still a long ways away), the maximum revision we will update the game to will be 474. As said above, this is Halloween of 2007 and pre-dates the GE. The GE will never be added.
Thanks for reading and much love,
Pickles
Here we are with another update with the banner items being One Small Favour and Tutorial Island. Along with these comes numerous bug fixes and other content fixes, here's a full list including some small things omitted from pnotes:
-Temple of Ikov complete-ability bugs fixed
-Temple of Ikov witch not teleporting after certain stage fixed
-Mage of Zamorak's id changed so usage of the 'teleport' option is enabled
-Eat text on Cabbage fixed
-Can now decant potions properly into empty vials
-Can now equip boner club (Fuck off Hammi)
-Some messages related to clue scrolls now display in filtered
-Ring of Recoil properly gives PC damage points
-Fixed a bug that prevented thieving stalls when the guard had died nearby
-Gnome Stronghold front doors properly fixed
-Banana trees now update appearance and run out of nanners
-Fixed open drawers not working for certain clues
-Fixed various items not being able to slash webs when they should
-Fixed a small bug with DT that got you stuck on the ice path :^)
After this patch goes live I will be able to turn my full focus to RFD, which is currently in the works, and around 10% done. We have multiple devs working on the subquests while I continue to do cutscenes for it as well as the final fight with the Culinaromancer. I'll finish that shit and pick up a few subquests as well most likely. Bitterness is working on Shadow of the Storm while we work on RFD, with release of that planned for a week or two before RFD.
------------------------------------------------------------------------------------------
Questions I was asked to address
-"How come we don't have x content? X quest WHEN?"
To make it simple, there are 3 main components of the game: the client, the client's cache and the server. The client reads the data from the cache which makes up npcs, items, objects, interfaces and displays these and the rest of the game. The server dictates all content and tells the client how to interact with scripted content added to the game. The client responds to this and makes sure the server knows what each player is doing. Now, the cache extremely limits what you can add to the game. In terms of revisions of Runescape, we are loading 474 items, npcs, animations and graphics. We are loading 377 objects, interfaces and map. 474 equates to the Halloween update of 2007 while 377 was released on May 2nd 2006 for Swan Song. This means we are limited to the lowest denominator date, 05/02/06. Content that exists past that at this point can not, and will not, be added until the team sits down and entirely overhauls the game to update to a newer revision.
-"B-but there's content past that date added already!"
Yes, you're entirely right. There is. That's because it is either entirely item / npc / animation / gfx reliant and doesn't require usage of any objects / interfaces / map. The large exception to this would be the Warriors Guild which I squeezed into the Fight Arena a year ago. While it is possible to make custom changes further to the game to add more future content from the parts of the cache that come from 2007, as stated above we will not be doing any more of that on this version of the game.
-"Hunter and Construction WHEN"
As stated above, we have the exact same issue with both of these skills. Construction was released on 05/31/06, after a big game engine update on the 16th of May. It is thought that this update started the 400 series of revisions and heavily altered the way interfaces are stored in the cache. Hunter was released later on 11/21/06 somewhere around a 430 revision. Both of these skills are out of range for us to add at the moment. Just because we have the items and npcs for them does not mean we will be adding them in a 'custom' way to the server. This leads to the next question:
-"Custom content? Are we going to see any of it?"
Plain and simple, no. We are striving to recreate the game as it originally existed and to be as accurate and as stable as possible. Custom content has 2 major issues: it uses pre-existing resources and ruins the proper usage of those resources and it just looks bad. However, you will see custom content in terms of events. We have had, I think, 3 events that have been written entirely from our own material using Runescape's existing resources. We have the ability to create and add items to the game for special events for people to enjoy. Such things will only be added on special occasions and the majority of events will distribute original Runescape event items.
-"Revision update? You're thinking of adding GE? REEEEEEEEEEEEE"
When the time comes (which is still a long ways away), the maximum revision we will update the game to will be 474. As said above, this is Halloween of 2007 and pre-dates the GE. The GE will never be added.
Thanks for reading and much love,
Pickles
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