With this patch, NPC death animation timers have been implemented.
What did he mean by this? The time the NPCs take to go through their death animation is now variable and can set on an NPC by NPC basis. If you see an animation that doesn't look quite right, submit a bug report on the mantis (preferably keeping all the ones about the timers in one report) or post a list in the thread and hopefully I will see it.
If you had killed ogres or guards in Varrock, you may have noticed this animation issue. The ogres stood back up for a split second after their death animation and the guards stayed bowed down for ages and looked stupid. This is something I would like to get fixed in the near future because it's an easy fix and makes the server look more """""""""""""professional."""""""""""""
Latent
Friday, May 20, 2016
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)
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
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.
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.
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
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