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03-March-2014 - Tweaks Week + patch notes


Kimberly

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Things are quiet on the update front this week, as we prepare for a bumper month of RuneScape lore. That starts with next week's quest - One of a Kind - but while it's been undergoing a final polish, we've been focusing on fixes and tweaks to the game.

 

First up are two extra slots in the Dungeoneering binds interface, specifically for shields or off-hand items, so you can come packing a full range of gear as you delve into Daemonheim.

 

In response to your feedback, we've also adjusted the new colour grading introduced with the previous update. We hope this is more in keeping with what you wanted to see, and we'd love to get your feedback. Let us know what you think.

 

We've also fixed a batch of bugs. This includes an important fix to the new Heist minigame: guards can now lock chests that are outside the bank, and robbers must pick the locks of those chests to get to the loot inside.

 

The rest of today's tweaks and fixes can be found in the patch notes.

 

We can't wait to let you loose on March's lore-tastic content. If you haven't already, be sure to take a look at Mod Mark's Behind the Scenes news post for details of One of a Kind, the Mahjarrat Memories and the quest that marks the return of Zaros himself: Fate of the Gods.

 

Until then, enjoy the game, and keep sending us your feedback!

 

The RuneScape Team

 

 

In Other News

 

 

Four new sets of wings are in stock today, at Solomon's General Store!

 

 

 

Patch Notes

Graphical:

  • A selection of emotes will no longer continue to play when the Surge ability is used.
  • Varrock's standard has been updated to match the Varrock lodestone symbol.
  • A few minor graphical issues with the GameBlast tunic have been fixed.
  • The Arcane and Strongarm teleports now loop correctly when previewing them in the Gear interface.

 

Skills, D&Ds & Minigames:

  • Guards in Heist now have the ability to lock chests that are outside of the bank and Robbers will now have to pick the locks before they're able to take the loot.
  • Guards no longer appear in swimming pose when jailed whilst swimming in a game of Heist.
  • The ability to use emotes within Heist has now been disabled.
  • Players can no longer cut the cacti in the Heist minigame.
  • Robbers in Heist can no longer be caught whilst performing certain animations such as diving or climbing.
  • Players can no longer drop clue scrolls on free worlds to prevent players from picking up duplicates.
  • The Fleet Admiral title has been changed to Admiral of the Fleet to conform to the British Navy standard set out in previous Ports titles.
  • Casting and cancelling a home teleport in the ice room of the Three's Company Fremennik Saga will no longer prevent players from switching characters.
  • Obtaining a sceptre of the gods will now broadcast the achievement to a player's friends list.

 

Quests, Challenges and Achievements:

  • The Make-X interface now states that you need to have a slashed book for making an elemental shield.

 

Other:

  • A selection of non-combat spells can no longer activate the ability queuing system.
  • The Burthorpe bank area now restores life points.
  • The Surge and Escape abilities no longer share a cool down with stun abilities.
  • An issue has been resolved in which Ahrim or Karil could get stuck on the ledge while the brothers enrage in Rise of the Six.
  • The click radius of the bank in Burthorpe beside Fara has been reduced.
  • The Zaros Stirs music now plays correctly.
  • The music played in the Dominion Tower has been updated and corrected.
  • The examine text for iron arrow heads has been corrected.
  • Messaging back friends via right-clicking a player with a VIP badge enabled now recognises the player as a friend.
  • Players will no longer remain in the combat stance after using a combat ability and then constructing flat packs.
  • Jogre bones now correctly restore prayer points when wearing a demon horn necklace and using a bonecrusher.
  • Players can once again switch between scotch eggs and marshmallows when firing the Eggsterminator by using the different Ranged XP options.
  • Players will now be able to walk on a few grid squares southwest of the Tree Gnome Stronghold's border without being teleported a few grid square spaces to the south.
  • The interface for selecting the colour of notes has been updated to the new style.
  • The Clan noticeboard has been updated with several new event places and sub types.
  • A selection of pets have been given some new audio effects that players will be able to hear when feeding them.
  • An issue with Borrowed Power displaying an Armadyl rune requirement has been corrected.
  • Purchasing an animation or pet from Solomon's General Store now highlights the correct tab instead of the Wardrobe.
  • A selection of Solomon's Store pets have had their previews moved further down on the preview interface.
  • An issue with the scrollbar in the Wardrobe interface has been corrected.
  • Armadyl helmet drops will now be broadcasted to a player's friends list.
  • Razorback gauntlets now appear on the Adventurer’s Log.
  • The abyssal wand and orb now appear in the Adventurer's Log when awarded as loot.
  • The Clan primary resource target now works correctly.
  • The herbicide, end of dungeon, and ring of kinship customisation interfaces have been updated.
  • Several issues with basic Challenges whilst using the Path system have been fixed.

 

Ninja Fixes:

  • The shortcut south of the Lumbridge basement to the Swamp's cave can now be unblocked with tools in the Toolbelt.
  • Dungeoneering spells will now be remembered between floors.
  • It is now possible to click through the combat target interface.
  • Players can now select which tool to use on an item using keybinds.
  • Players can now use the space bar instead of having to click 'Confirm' on the make-x interface.
  • The cut gem animation has been updated.
  • The run energy drained from going across the snow towards the entrance to the God Wars Dungeon has been reduced.
  • Clicking on the H.A.M. Dungeon entrance now automatically tries to unlock the door.
  • The default option on jangerberries is now 'Use' rather than 'Eat'.
  • Torva, Virtus and Pernix armours can now be boxed up and sold as a set.

 

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I'm interested to see how dual wield plays out in dg.

 

I know a fair few metagamer-types have said it was only worse due to extra bind usage (eg you cant take 2 combat classes) but the abilities being better dps should make it better.

But then others insist DW in dg isn't better.

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I'm interested to see how dual wield plays out in dg.

 

I know a fair few metagamer-types have said it was only worse due to extra bind usage (eg you cant take 2 combat classes) but the abilities being better dps should make it better.

But then others insist DW in dg isn't better.

It basically has no effect. Atleast until a level 99 magic weapon is released in the real game.

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I can actually tribrid in DG now? Yay.

 

Also Nex item sets is awesome, though going to be hell for the first few days, because merchants.

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  • The Fleet Admiral title has been changed to Admiral of the Fleet to conform to the British Navy standard set out in previous Ports titles.

...

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  • Players can now use the space bar instead of having to click 'Confirm' on the make-x interface.
  • The run energy drained from going across the snow towards the entrance to the God Wars Dungeon has been reduced.
  • Clicking on the H.A.M. Dungeon entrance now automatically tries to unlock the door.
  • The default option on jangerberries is now 'Use' rather than 'Eat'.

 

The best updates are some times the most insignificant things.

10/10

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  • The run energy drained from going across the snow towards the entrance to the God Wars Dungeon has been reduced.
  •  

Could someone tell me why we have run energy in runescape?

 

To make Agility somehow seem relevant in RS.

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  • The run energy drained from going across the snow towards the entrance to the God Wars Dungeon has been reduced.
  •  

Could someone tell me why we have run energy in runescape?

 

 

They mentioned in one of the Q&A sessions that they're looking at removing run energy at some point.

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^I don't recall them saying they'd outright remove it but they certainly wanted to minimise its roll, and they have done semi-recently with the jacked up recovery rates and jacked down weight drain.

 

I think the main condition they had for further alterations was the agility rework so that they could give agility some other point (aside from a handful shortcuts) and of course at that point the logical step would be to outright remove it.

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From what I remember you're right, Sy. They never actually said they'd remove run energy. They said they didn't want run energy to be effected by agility anymore, which could mean they'd remove it or it could mean everyone would have a set amount. It is dependent upon them figuring out some other use fo and reworking agility first though. I really can't see them removing it everywhere now though at least, since heist now relies on run energy as one of its mechanics. 

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Best duel weapons in dung (melee)? for fast kills.

best dual weapons for melee are none(2h weapons have higher dps).

 

Ranged is the best style because of 2 DPS increasing ring styles.

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First to 3766 Port Score on 20. March, 2014.

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Best duel weapons in dung (melee)? for fast kills.

best dual weapons for melee are none(2h weapons have higher dps).

 

Ranged is the best style because of 2 DPS increasing ring styles.

 

 

 

mind to tell best range weapon to bind/use for dung? i started playing dung again ;P

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Shortbow and knives should have very similar DPS(bow has advantage on auto-attacks while knives have slightly higher ability DPS).

 

Bow is best because of sniper ring.

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First to 99 Farming on 27. September, 2005.

First to 3766 Port Score on 20. March, 2014.

First to 4664 Port Score on 2. March, 2015.

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WTF do they mean with this:

 

The Clan primary resource target now works correctly

 

???

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