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15-Mar-2011 - Ring of Wealth, Shanties, Trolls and Dungeoneering

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15-Mar-2011 - Ring of Wealth' date=' Shanties, Trolls and Dungeoneering

 

Weve got a bumper pack of updates this week including making the ring of wealth more useful, shanties recounting your previous piratical adventures, new-look trolls roaming around their renovated home of Trollheim, and a raft of gameplay improvements for Dungeoneering.

 

 

Ring of Wealth

 

The ring of wealth has been a kind of lucky charm for RuneScape players for many years now even though its effects were limited, and the wealth it brought was of dubious value, many still chose to wear it for good luck. We have now improved it so that it will better increase your chances of receiving rare items from drops or clue scrolls, occasionally improve some common drops, and give you bonus items in a few specific pieces of content. Whats more, the ring will now also let you know when it has made a difference to your drops, so you can better judge how useful wearing one is for how you play.

 

More specifically, wearing a ring of wealth will slightly increase the drop chances of many rare items obtained from Slayer monsters and various bosses, as well as all clue scrolls. The ring will also increase your chances of getting better rewards and more items from various activities, including looting the Barrows chest, Pyramid Plunder (including sceptres and new 'jewelled statuette' loot), taking out Bork (guaranteed improvement to his drops), catching kingly implings, and further improving your chances of receiving gems while mining (if also wearing a charged amulet of glory).

 

Additionally, we have added two teleport destinations to the ring: the Grand Exchange and, if you have finished the Throne of Miscellania quest, to Miscellania too. Rings of wealth can be recharged in the same ways as amulets of glory.

 

Mod Piesche

RuneScape QA

 

 

Dungeoneering Tweaks

 

For a while now, weve been collating a list of things that we wanted to do to Dungeoneering to make it a smoother and more enjoyable experience for all. Today, were releasing a big batch of those improvements!

 

The most noticeable change is to how the prestige system works. When an already 'checked off' floor is completed again, you no longer suffer a direct penalty. Instead, a different floor in the same theme will be ticked off, giving you an appropriate amount of Dungeoneering XP for your time invested. Theres no advantage to be gained from repeating ticked off floors, but this will make it much easier to find common floors to play when raiding Daemonheim with a group of other players. For specifics on this change, read the Dungeoneering FAQ about prestige.

 

Among the other improvements, we have added a timer to the end interface, cut charge times on the monolith, increased colour convergence within the overgrown garden and much, much more. For a full list, please read this update's patch notes.

 

Mod Trick

RuneScape Content Developer

 

 

Shanties

 

Your various pirate-based misadventures in RuneScape have involved a fair bit of head trauma, so what better way to both remember and reminisce upon your briny achievements than with some 'rum'-sozzled, poorly rhymed sea shanties? If that peaks your interest, then you should head to either Port Sarim docks or the larger of the two pubs on Mos LeHarmless and have a chat with Bard Roberts (and his critical chum, the cranky Stanky Morgan).

 

Hell happily belt out a tune or five regaling you with the events of the Pirates Treasure, Rum Deal, Cabin Fever, Great Brain Robbery and Rocking Out quests (assuming youve completed them, of course). Its the perfect way to remember the story so far while you wait for the next pirate quest A Clockwork Syringe which is due later this month.

 

Mod Liono

RuneScape Content Developer

 

 

Graphical Updates

 

We have all sorts of graphical updates for you this week, the main one of which is a rework of all trolls (in the style of those seen in the recent King of the Dwarves quest). It wouldnt have been right to not also update their mountainous home, so youll see that Trollheim and the surrounding areas have been spruced up too. As well as trolls, RuneScapes yaks have had their animations and sounds improved, plus Lumbridge Swamp has been made to look more gloomy and, indeed, swamp-like.

 

RuneScape Graphics

 

 

In other news...

 

Snow effects have been updated throughout the game to use effects similar to the Christmas 2010 event.

 

Summoning familiars can now run look at them go! They should now do a better job of keeping up with you, which means you shouldnt have to use the 'Call' button as much.

 

Those who have read or are interested in the first official RuneScape novel, Betrayal at Falador by T.S. Church, might like to take the time to have a quick chat with Doric, Reldo, King Roald and Sir Amik Varze. They have some stories of their own to tell, which may well reference parts of T.S. Churchs second book, Return to Canifis, which is due out later this month. To read an excerpt from the second book, visit the Titan Books website.

[/quote']

 

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

 

Graphical

 

 

* The ready animation when wielding Verac's flail has been fixed.

* The Miscellanian castle no longer has a broken rug.

* Two floating lamps in the water room in the Elemental Workshop have been removed.

* Items dropped in the Brimhaven pub will no longer clip with the rug.

* The mime random event no longer has flickering issues.

* A torch in Catherby no longer clips with the roof.

* Water around the Fremennik Province has had flickering issues fixed.

* Teleporting using a mounted amulet of glory will now use the correct animation.

 

 

 

Miscellaneous

 

 

* Player-owned house servants will no longer display a blank chatbox when not typing a number when collecting from bank.

* A typo in the Werewolf Agility course has been fixed.

* Placing an object on a table will now consistently give a despawn time of 7.5 minutes, instead of relying on which corner you placed it on.

* You will now continue to autocast combat spells if your Magic stat drops below the required level for a spell. This is consistent with how Ranged and melee work.

* Levelling up multiple times in one skill will now tell you how many levels you gained, and the skill advance guide will display new actions available for each level gained since you last clicked on the advance guide in that session.

* The steel titans special attack will work more consistently in PvP combat situations.

* A warning message has been added to the lava titan familiars ability to teleport players to the Wilderness.

 

 

 

Dungeoneering General

 

 

* As mentioned in the news, Dungeoneering prestige has been rewritten, so that when completing an already completed floor, a different floor from the same theme will be crossed off instead.

* The Kal'Ger cutscene will no longer be skipped in certain circumstances.

* Trying to quick-switch a non-customised ring of kinship will no longer complain about teleporting.

* Entering a dungeon will now give information about the dungeon floor entered in the chat window.

* The lower-levelled Dungeoneering floors have had their XP rates increased.

* Resources in Dungeoneering will appear more frequently on lower complexity settings.

* Access to Daemonheim has been made easier from Lumbridge. (As this effectively makes the nearby crossbow shortcut obsolete, anyone who had built a hidey-hole here before todays update should check the hidey-hole to have some teak planks reimbursed. Anyone who chooses to build a hidey-hole here from now on, say for the Construction XP, does so knowing about this bridge, so will not receive such compensation.)

* The end of dungeon interface (the Winterface) will now display the time that was taken to complete the floor.

* Low-levelled enemies in the frozen theme have had their stats lowered.

* Dungeoneering coins are now easier to pick up.

* Several objects, such as the toolkit, have been made tradable, to allow them to appear to all players when dropped.

 

 

Dungeoneering Skills

 

 

* Dungeoneering altars will now bury all bones.

* Dungeoneering Runecrafting now uses Make-10/50/100 (instead of Make-1/5/10).

* Several Dungeoneering skills, such as cooking in a dungeon, have had their speeds increased.

* It is now possible to downgrade Summoning charms to lower-levelled versions by using them on a Summoning obelisk.

* Lit cooking ranges will now last three times as long.

 

 

 

Dungeoneering Bosses

 

 

* The smuggler will now explain boss tactics better.

* The divine skinweaver in the skeletal horde boss room has been updated to also display what she is saying in the chat window.

* Astea Frostwebs magic attack has been lowered on low-tiered versions.

* Plane-freezer Lakhrahnazs shove attack now has a cooldown to prevent him using it too often.

* Lexicus Runewright will spawn fewer books on low-levelled versions of the boss.

* Night-gazer Khighorahks torches will stay alight for longer in solo dungeons.

* Sagittare will now teleport closer to the player to prevent excessive running.

* Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.

* The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.

 

 

 

Dungeoneering Challenge Rooms

 

 

* Dungeoneering challenge room failure rates have been lowered for low-levelled players.

* Failing in challenge rooms will no longer drain stats.

* Mercenary Leader has been rewritten to more accurately reflect the level of the Dungeoneering party, as the calculation was setting it to be a bit too harsh.

* The Sliding Statues challenge room has been rewritten to fix occurrences of the room being impossible to complete. It is also possible to pull statues now.

* The Monolith challenge room has been changed to stop the shades from taking too much energy from the monolith, and the monolith will reach fully charged faster.

* The Flower Roots challenge room will now not fail if you have the correct skill requirements, if you pull the plant at the right time.

* The Ten Statue Weapon challenge room (five with weapons, five without) will now have fewer statues in smaller parties.

* It is no longer possible to fail to repair the walls in the Collapsing Room challenge room.

* The Toxin Maze challenge room will now remove the obstacles on completing the room.

[/quote']

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DUNG TWEAKS FOR THE WIN

REPEATING FLOORS?! YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES


6Ij0n.jpg

In real life MMO you don't get 99 smithing by making endless bronze daggers.

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THEY DIDNT RUIN DUNGEONEERING OH LAWDY PRAISE THE LAWD

 

HALLELUJAH


C1Geq.png

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So they can make familiars run but they can't make them show on the top ... (try to guess which one is your Graahk)

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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOT the update that I've been waiting for since the first ROW I ever had, in 2004.

I don't care what people say/said but I always wore it. (Except @ bosses duh)

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WOOT, good update imo. Just hope whips don't go down more than they already have >_>


[hide]

99 Strength 99 Fletching 99 Range 99 Hitpoints 99 Attack

99 Dungeoneering <3 99 Magic 99 Smithing 99 Herblore

99 Theving

Slayer Drops: 14 whips, 22 D boots, 27 Granite Mauls, 42 Effigies, 5 Dark Bows.

What would be cool is if Drakan and his minions kill all the sig heroes in the quest except Raptor who is wrecking. You and him team up and cave in some vampyre heads. He becomes a total bro in future quests and in a GM quest he receives a fatal injury and his last dying words to you are "Brofist, mang"

[/hide]

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The most noticeable change is to how the prestige system works. When an already 'checked off' floor is completed again, you no longer suffer a direct penalty. Instead, a different floor in the same theme will be ticked off, giving you an appropriate amount of Dungeoneering XP for your time invested. Theres no advantage to be gained from repeating ticked off floors, but this will make it much easier to find common floors to play when raiding Daemonheim with a group of other players. For specifics on this change, read this Dungeoneering FAQ about prestige.

 

@@@@@@@@@@@@@@@I ALWAYS SAID THEY SHOULD HAVE DONE THIS OMG THIS IS AMAZING


Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |

Jelly.pngOccultEpicKeyer21.pngBladewing.png

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So they can make familiars run but they can't make them show on the top ... (try to guess which one is your Graahk)

 

select interact for left click button action...

 

instead of closing bank on 'x' just close on summon button near mini-map


AbandonnedEpicDpser25.pngAbandonnedHeroDpser22.pngWarpedEpicDpser25.png

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So they can make familiars run but they can't make them show on the top ... (try to guess which one is your Graahk)

 

select interact for left click button action...

 

instead of closing bank on 'x' just close on summon button near mini-map

Could have used that bit of knowledge 4 days ago. -.-

 

Why don't I think of these things! Haha.


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giving you an appropriate amount of Dungeoneering XP for your time invested.

 

wait...

i hope they aren't giving exp based on time spent

fffffffffffff

also wheres patch notes


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Refreshing "Recent updates" every 30 seconds for patch notes :P


chat.png

"Happines only real when shared."

 

[hide=Stats]Gago.png

----------------------------------------------------------------------------

Gag0.png[/hide]

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wait I don't get the dung tweak

lets say you do f60 and it ticks off 48 and you get f60 exp

then you do f60 and it ticks off 49 and you get f60 exp

is this right?


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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

 

The ready animation when wielding Verac's flail has been fixed.

The Miscellanian castle no longer has a broken rug.

Two floating lamps in the water room in the Elemental Workshop have been removed.

Items dropped in the Brimhaven pub will no longer clip with the rug.

The mime random event no longer has flickering issues.

A torch in Catherby no longer clips with the roof.

Water around the Fremennik Province has had flickering issues fixed.

Teleporting using a mounted amulet of glory will now use the correct animation.

 

 

Miscellaneous

 

Player-owned house servants will no longer display a blank chatbox when not typing a number when collecting from bank.

A typo in the Werewolf Agility course has been fixed.

Placing an object on a table will now consistently give a despawn time of 7.5 minutes, instead of relying on which corner you placed it on.

You will now continue to autocast combat spells if your Magic stat drops below the required level for a spell. This is consistent with how Ranged and melee work.

Levelling up multiple times in one skill will now tell you how many levels you gained, and the skill advance guide will display new actions available for each level gained since you last clicked on the advance guide in that session.

The steel titan’s special attack will work more consistently in PvP combat situations.

 

 

Dungeoneering – General

 

As mentioned in the news, Dungeoneering prestige has been rewritten, so that when completing an already completed floor, a different floor from the same theme will be crossed off instead.

The Kal'Ger cutscene will no longer be skipped in certain circumstances.

Trying to quick-switch a non-customised ring of kinship will no longer complain about teleporting.

Entering a dungeon will now give information about the dungeon floor entered in the chat window.

The lower-levelled Dungeoneering floors have had their XP rates increased.

Resources in Dungeoneering will appear more frequently on lower complexity settings.

Access to Daemonheim has been made easier from Lumbridge. (As this effectively makes the nearby crossbow shortcut obsolete, anyone who had built a hidey-hole here before today’s update should check the hidey-hole to have some teak planks reimbursed. Anyone who chooses to build a hidey-hole here from now on, say for the Construction XP, does so knowing about this bridge, so will not receive such compensation.)

The end of dungeon interface (the ‘Winterface’) will now display the time that was taken to complete the floor.

Low-levelled enemies in the frozen theme have had their stats lowered.

Dungeoneering coins are now easier to pick up.

Several objects, such as the toolkit, have been made tradable, to allow them to appear to all players when dropped.

 

Dungeoneering – Skills

 

Dungeoneering altars will now bury all bones.

Dungeoneering Runecrafting now uses Make-10/50/100 (instead of Make-1/5/10).

Several Dungeoneering skills, such as cooking in a dungeon, have had their speeds increased.

It is now possible to downgrade Summoning charms to lower-levelled versions by using them on a Summoning obelisk.

Lit cooking ranges will now last three times as long.

 

 

Dungeoneering – Bosses

 

The smuggler will now explain boss tactics better.

The divine skinweaver in the skeletal horde boss room has been updated to also display what she is saying in the chat window.

Astea Frostweb’s magic attack has been lowered on low-tiered versions.

Plane-freezer Lakhrahnaz’s shove attack now has a cooldown to prevent him using it too often.

Lexicus Runewright will spawn fewer books on low-levelled versions of the boss.

Night-gazer Khighorahk’s torches will stay alight for longer in solo dungeons.

Sagittare will now teleport closer to the player to prevent excessive running.

Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.

The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.

 

 

Dungeoneering – Challenge Rooms

 

Dungeoneering challenge room failure rates have been lowered for low-levelled players.

Failing in challenge rooms will no longer drain stats.

’Mercenary Leader’ has been rewritten to more accurately reflect the level of the Dungeoneering party, as the calculation was setting it to be a bit too harsh.

The ‘Sliding Statues’ challenge room has been rewritten to fix occurrences of the room being impossible to complete. It is also possible to pull statues now.

The ‘Monolith’ challenge room has been changed to stop the shades from taking too much energy from the monolith, and the monolith will reach fully charged faster.

The ‘Flower Roots’ challenge room will now not fail if you have the correct skill requirements, if you pull the plant at the right time.

The ‘Ten Statue Weapon’ challenge room (five with weapons, five without) will now have fewer statues in smaller parties.

It is no longer possible to fail to repair the walls in the ‘Collapsing Room’ challenge room.

The ‘Toxin Maze’ challenge room will now remove the obstacles on completing the room.

 

There?


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Summoning familiars can now run – look at them go! They should now do a better job of keeping up with you, which means you shouldn’t have to use the 'Call' button as much.
:thumbsup:

TERA.pngtera2.gif

tera.pngsig_corner.png

Thanks Gradeskip93 for my awesome sig!

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giving you an appropriate amount of Dungeoneering XP for your time invested.

 

wait...

i hope they aren't giving exp based on time spent

fffffffffffff

also wheres patch notes

I think the DG XP gets modified based on what floor you did and what floor gets ticked off.

EG Repeating floor 47 but ticking off floor 36 converts your xp to pretend you just did 36. Who knows?


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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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You probably get exp for the floor that has been ticked. Would be the only logical thing.


chat.png

"Happines only real when shared."

 

[hide=Stats]Gago.png

----------------------------------------------------------------------------

Gag0.png[/hide]

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So now instead of something like 36-38 row we can just do an "occult" row? If so, teams will be so easy to make now :thumbup:


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Patch notes:

[hide]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

 

The ready animation when wielding Verac's flail has been fixed.

The Miscellanian castle no longer has a broken rug.

Two floating lamps in the water room in the Elemental Workshop have been removed.

Items dropped in the Brimhaven pub will no longer clip with the rug.

The mime random event no longer has flickering issues.

A torch in Catherby no longer clips with the roof.

Water around the Fremennik Province has had flickering issues fixed.

Teleporting using a mounted amulet of glory will now use the correct animation.

 

 

Miscellaneous

 

Player-owned house servants will no longer display a blank chatbox when not typing a number when collecting from bank.

A typo in the Werewolf Agility course has been fixed.

Placing an object on a table will now consistently give a despawn time of 7.5 minutes, instead of relying on which corner you placed it on.

You will now continue to autocast combat spells if your Magic stat drops below the required level for a spell. This is consistent with how Ranged and melee work.

Levelling up multiple times in one skill will now tell you how many levels you gained, and the skill advance guide will display new actions available for each level gained since you last clicked on the advance guide in that session.

The steel titans special attack will work more consistently in PvP combat situations.

 

 

Dungeoneering General

 

As mentioned in the news, Dungeoneering prestige has been rewritten, so that when completing an already completed floor, a different floor from the same theme will be crossed off instead.

The Kal'Ger cutscene will no longer be skipped in certain circumstances.

Trying to quick-switch a non-customised ring of kinship will no longer complain about teleporting.

Entering a dungeon will now give information about the dungeon floor entered in the chat window.

The lower-levelled Dungeoneering floors have had their XP rates increased.

Resources in Dungeoneering will appear more frequently on lower complexity settings.

Access to Daemonheim has been made easier from Lumbridge. (As this effectively makes the nearby crossbow shortcut obsolete, anyone who had built a hidey-hole here before todays update should check the hidey-hole to have some teak planks reimbursed. Anyone who chooses to build a hidey-hole here from now on, say for the Construction XP, does so knowing about this bridge, so will not receive such compensation.)

The end of dungeon interface (the Winterface) will now display the time that was taken to complete the floor.

Low-levelled enemies in the frozen theme have had their stats lowered.

Dungeoneering coins are now easier to pick up.

Several objects, such as the toolkit, have been made tradable, to allow them to appear to all players when dropped.

 

Dungeoneering Skills

 

Dungeoneering altars will now bury all bones.

Dungeoneering Runecrafting now uses Make-10/50/100 (instead of Make-1/5/10).

Several Dungeoneering skills, such as cooking in a dungeon, have had their speeds increased.

It is now possible to downgrade Summoning charms to lower-levelled versions by using them on a Summoning obelisk.

Lit cooking ranges will now last three times as long.

 

 

Dungeoneering Bosses

 

The smuggler will now explain boss tactics better.

The divine skinweaver in the skeletal horde boss room has been updated to also display what she is saying in the chat window.

Astea Frostwebs magic attack has been lowered on low-tiered versions.

Plane-freezer Lakhrahnazs shove attack now has a cooldown to prevent him using it too often.

Lexicus Runewright will spawn fewer books on low-levelled versions of the boss.

Night-gazer Khighorahks torches will stay alight for longer in solo dungeons.

Sagittare will now teleport closer to the player to prevent excessive running.

Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.

The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.

 

 

Dungeoneering Challenge Rooms

 

Dungeoneering challenge room failure rates have been lowered for low-levelled players.

Failing in challenge rooms will no longer drain stats.

Mercenary Leader has been rewritten to more accurately reflect the level of the Dungeoneering party, as the calculation was setting it to be a bit too harsh.

The Sliding Statues challenge room has been rewritten to fix occurrences of the room being impossible to complete. It is also possible to pull statues now.

The Monolith challenge room has been changed to stop the shades from taking too much energy from the monolith, and the monolith will reach fully charged faster.

The Flower Roots challenge room will now not fail if you have the correct skill requirements, if you pull the plant at the right time.

The Ten Statue Weapon challenge room (five with weapons, five without) will now have fewer statues in smaller parties.

It is no longer possible to fail to repair the walls in the Collapsing Room challenge room.

The Toxin Maze challenge room will now remove the obstacles on completing the room.

[/hide]


Me and the wise old man go way back.... he was a foolish boy back then.

 

 

My crystal armour idea.

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