Friday, April 22, 2016

squash that MF bug button fam REAL DEV HOURS 100 100

Hello memes,

Here a list of bug fixes that didn't make pnotes from the April 22nd update:
-Fixed 3rd age/god d'hide alch prices and item weights
-No more fires in Lumby basement
-Taking damage while Ectophial teleporting fixed
-Can regain Elemental Workshop key properly
-Iron drag addy bar drop unnoted
-Plant cure can now by emptied
-Fixed spawning behind Duel Arena lobby
-Changed thurgo's dialogue to 'proper' skillcape and option switching
between the quests
-Fixed the grammar with (unf) bolts to just say "iron bolts." instead of
"iron bolts (unf)s."
-Small bug with Shadow of the Meme incantation fixed
-Abyss dialogue error fixed
-Lost city shack now can be entered without staff and tools gotten
-Text fix for a clue about cactus near rug merchant
-Archer helm store price fixed
-Otto Godblessed' name fixed
-Rasolo's wandering shop fixed
-Dire wolf anims / boneitis fixed
-Lumbridge guide no longer says Draynor is closest bank
-Clocktower door that can put you out of bounds fixed
-Ectophial not resetting camera shake (barrows) fixed
-Can use chaos gauntlets in Dwarf RFD subquest
-Fixed a bug with slice/dice button ids
-Hard leather body only requires 1 leather to make (fixed)
-Grammar for 'Elves' slayer task fixed
-Hajedy clue now medium level as is proper
-Sinister chest now drops item on full inv
-Falador castle ladders working
-Can now empty bonemeal pots
-Abyssal guardians range / melee weakness
-Added drops to Yanille guards (Soldiers id#35)
 

Wednesday, March 30, 2016

Regarding Tai Bwo Wannai Cleanup

While Tai Bwo Wannai Cleanup is in the development process, I need to address a few related things.

Any and all related effects to the minigame WILL be removed upon implementation of the minigame. This means trading sticks, teak/mahogany logs and anything else usually gained through means of the minigame. You will keep any exp related to chopping the hardwood trees but not the resulting logs.

-Pickles

Thursday, February 4, 2016

Degrade changes

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, 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.

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

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

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