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08-July-2009 Mobilising Armies + patch notes


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http://www.runescape.com/c=kHP29EpIqI4/ ... cle_id=946

 

 

 

8th July 2009 - Mobilising Armies

 

 

 

Mobilising Armies is a new multiplayer combat minigame, but instead of controlling your avatar youll be controlling a whole battalion, deploying your squads with tactical precision and trying to second-guess the intentions of your opponents. There are four different scenarios to play in: Conflict, Siege, Hoard and Rescue. Each presents its own set of challenges, such as building catapults, collecting resources and stealing from your opponents, to name just a few. Dont worry about finding three other players, though: when you turn up at the command centre the officers will arrange your match for you.

 

 

 

As we all know, war isnt cheap, so with Mobilising Armies we are introducing a commodity-exchange system. If, after training a skill, youre left with a lot of commodities that you dont need yourself (e.g. a surplus of jewellery after training Crafting), youll be able to trade them in at the command centre for investment credits, which can then be exchanged for squads and special units, such as cannons, barricades or exploding chinchompas. You can also choose to stake investment credits in an impending battle for a larger payout of reward credits, which can in turn be spent on additional items.

 

 

 

There are a variety of rewards for victorious commanders, including quest kits that let you hold much-needed questing tools in one inventory slot, resource locators thatll teleport you directly to resources such as mining spots and trees, and spoils of war, which are a selection of resources, gold and items that will allow you to train your skills further

 

 

 

Good luck, and enjoy!

 

 

 

Mod Tim, Lead Content Developer, and Mod Maz, Content Developer and Queen of the Squirrels

 

 

 

(For a look at some of the technical challenges we've faced in developing this minigame, take a look at this recent blog post from Andrew, titled Mobilising Armies.)

 

 

 

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Summary:

 

Mobilising Armies can be found south of the Feldip Hills and west of Ooglog. You can get there using any of the following:

 

 

 

* Spirit trees

 

* The Mobilising Armies Teleport spell in the standard spellbook

 

* The games necklace

 

 

 

There are no requirements to start playing, but to keep playing youll need tradeable commodities.

 

 

 

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In other news...

 

 

 

Weve added the ability for you to make notes. To access this new feature, click on the Notes icon at the bottom-right of the screen. This remarkably simple system enables you to leave up to 30 notes for yourself, each of which can be up to 50 characters long.

 

 

 

On a related note, any invalid player names saved in your Friends/Ignore lists have been marked with a *. From now on, you will only be able to add valid player names to your Friends/Ignore lists.

 

 

 

Weve also moved the Summoning interfaces functionality to the Summoning icon next to the minimap simply right-click on this icon for all your pet/familiar needs. Were aware this leaves a blank stone on the interface; there is another new feature planned to go in that space.

 

 

 

We've added an alternative sitting position when you rest. You can toggle how you sit by clicking rest again to choose your preferred pose.

 

 

 

Zanik's crossbow can now be used with many more varieties of bolts. It seems that it only used a small selection beforehand.

 

 

 

The filter for the quest list will no longer remove quests you've already started.

 

 

 

Summoning scrolls should no longer interfere with special attack energy replenishing.

 

 

 

You can no longer use fairy rings while you are tele-blocked. This seemed a bit inconsistent with other areas of the game.

 

 

 

You can now take familiars over the bridge towards Zamorak in the God Wars Dungeon, so you don't have to dismiss them and then summon them again after crossing.

 

 

 

[hide="Patch Notes]The following small fixes and adjustments have now been made to the game. If you spot any further bugs in-game, please use the Bug Report feature ('Submit a Bug Report' under the 'Help' drop-down menu of the website).

 

 

 

Graphical

 

 

 

 

 

* Updated the animations for a leprechaun in My Arms Big Adventure.

 

* Stopped players skin appearing to change when wearing Statiuss platebody.

 

* Fixed an appearance issue with the male and female Armadyl chestplate.

 

* Added some missing walls to the Mage Arena.

 

* Recoloured some rune armour in POH to better match similar items.

 

* The fever spider inventory icon now better matches the actual model.

 

* Swapped the images for the Saradomin sets as they were the wrong way around.

 

* Improved the colours for the bar crawl card and added a bit of info for each drink.

 

* Removed some random wall sections near the Dorgesh-Kaan entrance.

 

* Fixed running with the Guthix cloak and book on female characters.

 

* Realigned the Falador wall crawl shortcut.

 

* Pointed the wily purple cat to use the correct chat head.

 

* Sorted out some animation loop issues in the Rogues Den.

 

* Fixed a ground issue in Low Detail.

 

* Corrected the chat heads for the Dorgeshuun council members.

 

* Resolved an issue when wearing wide-brimmed hats and wielding the fixed device.

 

* Adding ingredients when brewing ale should now show colour changes to the contents of the vat.

 

* Altered the render order of the gnome log balance.

 

* Mining rocks in Piscatoris now sit flush to the ground.

 

* Updated the inventory icons for broad bolts as they didn't fit properly.

 

* Fixed some render issues in the Burthorpe Games Room.

 

* Added a missing vambrace map icon to the map legend.

 

* Fixed leprechauns beards.

 

* The sphinx in Sophanem has been reworked. This was one of the oldest models left in the game!

 

 

 

 

 

 

 

Audio

 

 

 

 

 

* Added sound effects for travelling to and from Crash Island.

 

* Added sound effects when Morgan Le Faye is teleported to jail.

 

* A map square didn't have a music track associated with it.

 

* Added sound effects to the scenery in the Gnome Village quest.

 

* Changed the sounds when worshipping at the Ectofunctus.

 

* Added various lock-picking sounds to the King's Ransom quest.

 

* Flies can be heard from further away.

 

* Made the sounds associated with leather armour a bit more realistic.

 

* Sheep and rams are more vocal when attacked.

 

* Music on Bounty Worlds will now correctly unlock the Air Guitar emote if you're eligible.

 

* Sir Tristram now has sound effects.

 

* Added more sounds to the King's Ransom quest and areas.

 

* Added sound effects for players being hit in the head in Monkey Madness.

 

* Improved the sound effects of the reinitialisation puzzle in Monkey Madness.

 

* Added magic and death sounds to the final battle in Monkey Madness.

 

* Added pincer sounds to flesh crawlers.

 

* Added sounds for watering plants in pots and filling plant pots with compost/supercompost.

 

* Grannies in Varrock are less noisy!

 

 

 

 

 

 

 

Quests

 

 

 

 

 

* Added a bit more information to the Waterfall quest journal.

 

* Players are given a bit more info during the Grim Tales quest.

 

* Corrected typos in the following: Hunt for Red Raktuber, Soul Wars Tutorial, the ex-ex-parrot, Mosol Rei's chat, Ana from the Tourist Trap quest, evil tree examines, Mourning's Ends 1 and 2 text, and a few Agility courses.

 

* Updated the code for a cut scene in the Ratcatchers quest.

 

* Fixed a size issue with the Rocking Out quest complete scroll.

 

* Stopped the player chat head appearing instead of the NPCs in Waking the Muspah.

 

* Resolved issues with the top of the walls in part of the While Guthix Sleeps quest.

 

* Fixed a consistency issue with the soulless in the Underground Pass quest.

 

* Made Merlin a little easier to find after the King's Ransom quest.

 

* Fixed the Fremennik Trials combo lock puzzle interface.

 

* Underground Pass no longer forces the player to walk in certain areas.

 

* The staff of Armadyl in the Temple of Ikov will only be present when appropriate during While Guthix Sleeps.

 

* Updated part of the Quest Journal core code.

 

* Fixed a small error in logic in the Fight Arena events.

 

* Updated the trap code in the Lost Tribe quest.

 

 

 

 

 

 

 

Minigames

 

 

 

 

 

* Removed a gap involving trees in the Soul Wars minigame.

 

* Changed the examine messages in parts of Stealing Creation to make more sense.

 

* Great Orb Project: free players who can't take part in the members-only altars are no longer penalised for their lack of contribution.

 

* Fixed an issue in the Shades of Mort'ton minigame so you can pick up coins before they disappear.

 

* Resting with the Castle Wars flag no longer causes it to become invisible.

 

 

 

 

 

 

 

Miscellaneous

 

 

 

 

 

* No more resting on Tutorial Island you should be learning!

 

* Orcs in the God Wars Dungeon are now orks.

 

* Renamed the Zaros statuette to the Ancient statuette.

 

* You can no longer walk on a wall in Ape Atoll due to height mapping.

 

* Fixed some height mapping in the Spirit Realm.

 

* Fixed problems with remove roofs in Tree Gnome Village.

 

* Removed some blocking from a few tiles in the Wilderness.

 

* Fixed a spam issue with the catching of red salamanders.

 

* Made Fridleif's name more consistent throughout the game.

 

* Removed some blocking near the Troll Stronghold farming patch.

 

* Prevented a few issues with the emote from the Easter 2008 holiday event.

 

* You should be able to interact with the game more while heading over to Cairn Isle.

 

* Fixed various bank booth issues and path-finding problems.

 

* Disabled certain switches on free worlds.

 

* A handful of lighting fire messages have been added to the spam system.

 

* Added an empty option to jugs of bad wine.

 

* Zamorak robes now list the correct Prayer requirement on the Grand Exchange.

 

* Doubled the restorative effects of the sq'irk juices.

 

* Fixed an issue with the Summoning tab when leaving a POH and having a pet cat out.

 

* Run mode is no longer turned off when climbing the battlement at Gu'Tanoth.

 

* The arrow in the Brimhaven Agility Arena will always update its location.

 

* Added a few more messages to the spam filter.

 

* Reworked code dealing with swapping various stone tabs along with the other top level changes.

 

* Removed duplicate player names from the board games challenge interface.

 

* Fixed the hint for the Wilderness Volcano music track.

 

* Corrected some pre-purchase advice for Slayer items.

 

* Resolved a timing issue with the ledge climb in the Rogues Den.

 

* Reworked the code that deals with items that reduce a player's weight and with putting them in the bank.

 

* Stopped code from preventing players with lower than required Agility from exiting the Penguin Agility Course.

 

* Removed a few more ops for members-only content on free worlds.

 

* Updated the Bandos icon examine info.

 

* Suqah's now drop charms more consistently.

 

* Dagon'Hai robes are now in the Defence skill guide.

 

* Updated code dealing with players who die at the hands of the Balance Elemental.

 

* Goraks no longer get a bit confused when in combat with several players.

 

* Mayor Hobb no longer glides, and walks like the rest of us!

 

* Added another NPC to the Contact spell in the lunar spellbook (random choice).

 

* Corrected the grammar of the examine text on various kiteshields.

 

* You can no longer attempt the shot-put while resting.

 

* Green dragonhide body now mentions its Dragonslayer requirement in the skill guide.

 

* Removed an invisible wall from Crandor beach.

 

* You should no longer be flagged as a penguin when you're not.

 

* Stopped random events taking you from certain parts of the Advanced Barbarian Agility Course.

 

* Overhauled various code dealing with the different message types (e.g. friends/spam).

 

* Shuffled the checks for the ring of life.

 

* Corrected the run mode option text after resting.

 

* Changed some mapping in the Brimhaven Dungeon so monster drops don't appear under the floor in Low Detail.

 

* Changed the checks for the Lumbridge Swamp Dungeon to cater for the Seers Village Achievement Diary reward.

 

* Fixed a bug where wily cats weren't becoming lazy.

 

* Slightly modified the Temple Trekking route interface to prevent text overlapping.

 

* Stopped your hair stretching when mining while wearing certain items.

 

* Removed a few safe spots around the Wilderness Volcano in Bounty Worlds.[/hide]

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The background looks amazing hope it all works well from the start.

 

 

 

EDIT the ring rewards are insane if they are actual in game bonuses.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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i bought 3 onyx rings and a bunch of fremmy rings - this better not backfire :oops:

 

 

 

I bought 100 Onyx rings +6 all combat stats cept str, cmon! theyre 220k aswell.. it'll be like new zerker.

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So, I was looking under the "Spoils of War" (Rewards) section..

 

What on earth are these two artifacts? I do hope I don't know just because of my f2p newbie-ness.

 

 

 

spoils_locator.gif

 

 

 

spoils_quest.gif

 

 

 

The top one is named "Spoils Locator", and the lower one "Spoils Quest". Huhwut?

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Wow!!! I can't wait to play this. The whole Age of Empires feel to this minigame seems great!

 

 

 

Reading over the article it looks like it will be enjoyable, Unlock new scenarios? New teleports? New cloth items?

 

 

 

*shakes from excitement*

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There's no one on the mobilising armies highscores :ohnoes:

 

 

 

Got bored reading the kb guide looks good though

S_I_G.jpg

Those with a little bit of knowledge are more dangerous than those with none.

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i bought 3 onyx rings and a bunch of fremmy rings - this better not backfire :oops:

 

 

 

I bought 100 Onyx rings +6 all combat stats cept str, cmon! theyre 220k aswell.. it'll be like new zerker.

 

 

 

You know it says you have to use a MA enchantment it is going to take forever for 100 rings. :l

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