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Jon Arcane

Jon Arcane

Member Since 05 Oct 2009
Offline Last Active Apr 02 2016 09:55 AM

Behind The Scenes - December

01 December 2010 - 02:18 PM

Join us as we kick start the festive season with the latest Behind the Scenes, packed full of gift-wrapped updates for members and free-players alike. Feast your eye on a cyclossus, dragon defenders, brand new hit splats, damage soaking and a huge new piece of seasonal Christmas content set in Daemonheim!

Warriors' Guild Improvements/Dragon Defender

On the top floor of the Warriors' Guild, Kamfreena awaits the latest batch of adventurers strong enough to join the guild's elite ranks. Of course, tales of the rare defender weapons that her 'pet' cyclopes hold are legendary, but new stories are beginning to emerge surrounding the cyclossus, the toughest, meanest and most dangerous one-eyed hombre east of White Wolf Mountain.

More than just a ferocious temper lies in wait for those brave warriors, for a new 'eyeball-orientated' costume mask and, of course, the dragon defender itself should soon be available to those who step into the ring. Eager to let bloodthirsty combatants into the fray, the guild's other custodians are planning to adjust many of the challenges found within the guild and offer an additional reward to anyone who attempts them all.

Damage Soaking and New Hit Splats

We have recognised an imbalance between the potential damage per minute (DPM) and damage capacity (DC) of higher-level players. The rate of damage that you can deal at high levels is far greater than the rate of damage you can withstand, especially when in a multiplayer environment. NPCs and boss monsters can deal with this issue because their life points can reach far beyond 990, but players' life points cannot. Dealing with this imbalance will be done in several ways, with the first of those ways being introduced this month in the form of damage soaking.

In what will be a huge addition to the Defence skill and defensive equipment, we're aiming to add damage soaking stats (currently only applied to the chaotic, eagle-eye and farseer kiteshields) to the majority of head, body, leg and shield slot equipment. Damage soaking will help reduce all incoming damage values over 200 life points, with higher grades of equipment offering a greater percentage of 'soak', and with members' equipment offering the greatest percentage of all.

We'll also looking forward to releasing a brand new set of hit splats to give you better information about any combat you're in. We’ve had some great conversations in the forums after the dev blog about hit splats a few months ago and have changed our approach thanks to your excellent feedback. Here’s a screenshot of what they will look like:

Posted Image

Once launched, you’ll be able to:

* Identify your character's damage in multiplayer situations, so you'll know which splats are yours when fighting boss monsters with your clan or group.
* See visually how much damage your armour is soaking.
* Identify the type of damage being dealt to you, allowing you to adjust armour and prayers more accurately.
* Identify reflected damage.
* Use the 'max hit splat' to easily spot when you’re dealing huge swathes of damage.

O Little Town of Daemonheim (Christmas 2010)

For this year's yuletide celebrations, we're hoping it will be a very merry Fremmy Christmas, as we get invited to Daemonheim for a traditionally non-traditional RuneScape holiday event. Join us for seal sliding, icicle lighting, snow angels and much, much more as the Fremennik try to bring Christmas cheer to the dungeons of Daemonheim.

If you're successful, you’ll be invited to attend the Heimland Games for snowball fighting, snowman decorations, ice skating and even more seal sliding! Arp, arp! A multitude of costume rewards and a shiny new emote are just waiting to be yours, but remember: a heim crab is for life, not just for Christmas!

In other news...

We will be making some adjustments to the skill targets update we added last month, adding the 'percentage complete' number to the mouse-over information. We are also releasing the new-look dragon scimitar, as voted for by you in the Guaranteed Content Poll.

Finally, a Merry Christmas from Jagex and the RuneScape team! Have fun!

Mod Mark
RuneScape Lead Designer

What is a 'Behind the Scenes' article?

Behind the scenes is a sneak peek at the planned game updates which we hope to launch in the coming month.

This is, however, only a plan, not a promise that a particular update will be released in a particular way or at a particular time. To get you the highest quality updates as quickly as possible, we usually keep on tweaking and testing right up until the moment before release, so, sometimes, things change or take a bit longer than expected. We aren’t afraid to change our plan if necessary, as we will never launch an update before it is ready.


Developer's Blog - Into the Void

22 April 2010 - 11:57 AM

It’s always pleasing to have a big idea, and even more pleasing to have others accept it as a good one. For a relative newcomer to the games development business, like me, it’s also a proud moment.

RuneScape’s biggest draw for me as both an avid MMO gamer and a developer is the depth and flexibility of its quests (that and the puns; never forget the puns). We have everything from quarter-hour side trips to world-spanning epics; from quests as classic as slaying a dragon in single combat to quests as bizarre as gathering a smorgasbord of unique foodstuffs to break a magical binding; quests in caves, at sea, in dreams, and on planes beyond the ken of mortal man.

Posted Image

My first offering to the ongoing tales of RuneScape will be with you shortly - I hope you like it. Even while that was in its last stages of development, however, I and two of my fellow devs have been hard at work on a new project for you, and it’s one I have particular investment in.

Playing RuneScape in the days before I joined Jagex as a developer, see, I had felt rather sorry for the Void Knights. Poor fellows - an entire order of holy warriors, strong in their dedication to Guthix and to the protection of the world, who had nothing to do but hang around on their tiny little island waiting for the next incursion by hideous void spawn intent on laying waste the world of Gielinor with fang and claw. There was, I thought, potential there for more.

I mentioned this to Mod Mark, who told me that if I had a concept brief for him he’d be more than happy to look it over. As ‘luck’ would have it, I just so happened to have one handy, and so he had a shufti.

I thought in a best case scenario, Mod Mark would come back to me and say, "Yes, I quite like it; you can do it as a small quest in a year or so." Instead he said, "Great, let’s do this right now. We’ll put three developers on it and make it a complete project."

My jaw hit the floor. What I had imagined to be a little side-project quest to be done ‘at some point’ had become an entire chain of three quests and an activity. Turns out I’d timed things right, since many players enjoyed the two Summer quests in 2008 (Spirit of Summer and Summer’s End) and last year’s Mysteries of the Mahjarrat series, and so the powers that be were receptive to the idea of another group of themed quests. My little pet project fit the bill, as a self-contained arc to be carried out and completed in a timely fashion.

Now I’m working with Mod Nancy and Mod Rathe to bring you a tale of the knightly orders, of the void pest threat, and of the return of a villain from your adventurers’ dark pasts. You’ll encounter old allies and old enemies, discover more of the nature of the pests, and train with the Void Knights in the art of military command.

So, as stated at the beginning of this blog, it’s always pleasing to have a big idea accepted. I trust we can do it justice, and I hope you will all enjoy following the story, challenges and the activity we’re preparing for you. As always, it’ll be released ‘when it’s done’ (Summer Knights is more a pun than an indication of the release date!), but I hope to be able to bring you more information about it all as development moves along. Watch this space!


Makes me think back to all good mysteries come in three's (think that was the clue). So three quests that look like they'll be released fairly soon and in quick(ish) succession with an activity to come, not bad I reckon :)

19-Feb-2010 - RS Content Q&A Part 2

19 February 2010 - 06:54 PM

These can all be found at QFC: 13-14-763-60415349

There's quite a lot to go through! I've posted a summary at the bottom!

-edit-

Think it's best to hide them, it's HUGE!




And there we go! Quite a few things are in production and it's a pretty interesting read, even though it takes ages to get through :o

Looks like this really should be the year of awesomeness!

And apologies if this has been posted, but I've tried to see if it was and couldn't find it!





Summary


- There's space for another continent, and more space can be added in the future.
- More Elite level and improvements to various skills, primarily smithing and construction it would seem.
- Possible hint that we'll be able to use 'fairy magic' for teleporting around without an item from Fairy Tale Part III
- 1500+ worlds to replace the 1000+ worlds
- New Summoning emote eventually, I wonder if this could be a slight hint at a retweak of all the skill emotes, perhaps even the capes?
- There is currently no hidden content, us players are great at finding it quickly!
- Combat changes will have an effect on F2P
- Merchant Clans are ok, but the constant advertising of them is not.
- There are currently no melee weapons that hit Kree...I like the way that's worded.
- More equipment that is God related (Zaros Rune Armour maybe? - I can dream!)
- The underwater room at the GWD was going to be a dungeon you navigated to get to the Zammy area but they realised it was pointless.
- Castle Wars will be updated.
- Trouble Brewing will be updated.
- 'May' look into joint skills.
- New Slayer updates - more monsters and perhaps items...eventually.
- King Vallance Quest? - albeit not this year.
- Content involving the Knights. - known through the C.E though, but sort of reinforced again here.
- Combat updates after the New Skill - makes you wonder just how much this skill is going to affect things.
- A quest series will be finished this year.
- More minigames - but more focused on skills rather than PvP
- No level 60 armour/weapons planned anytime soon, including Dragon
- Barrows armour and other types won't be getting graphical updates due to possible negative community feedback.
- New Hold Spells?
- New Clue Rewards/Concepts - may be changes to puzzles and stuff.

Think that's everything. :lol:

17th November 2009 - Potions, Spells and Runes

17 November 2009 - 01:26 PM

Potions, Spells and Runes

We’ve taken a careful look at the extreme Herblore potions we released a few weeks ago and have now reintroduced them to safe PvP minigames – that includes Castle Wars, Soul Wars, safe Clan Wars, TzHaar Fight Pit, and the Duel Arena (but not ‘no-potion’ fights or Tournaments).

As part of this, we’ve slightly changed the way in which the extreme magic potion works – it now provides a visible Magic stat boost of 7, which decreases over time as with other stat-boosting potions. The normal magic potion’s level boost has been increased to +5. We have, however, also made a change to the Magic skill itself, so that if your Magic level is boosted by any means, you will inflict +3% magic damage per boosted level. This is on top of the +10% magic damage you inflict when wielding certain staves.

Part of the reason for these changes is that we’ve added four new high-level elemental battle spells to the standard spellbook. The Wind Surge (level 81), Water Surge (level 85), Earth Surge (level 90) and Fire Surge (level 95) spells each require one blood and one death rune, and some air runes (and some water, earth or fire runes for those respective elemental spells).

The max hit of Fire Surge is:
28 without boosts
30 with a magic damage-boosting staff
33 with extreme magic/overload
37 with both extreme magic/overload and a magic damage-boosting staff

With those updates, you’re going to need some more runes, so, to top it all off, Runecrafting also gets a tweak. As of today, crafting multiple runes out of one essence has changed for the better. Before, you would only gain the ability to craft an extra rune at specific Runecrafting levels (e.g. 2 air runes at level 11, 3 air runes at level 22, 4 at level 33, and so on). Now, there is a ‘chance’ of getting an extra rune on ‘some’ of your essences if you are between those set levels, with that chance increasing as your level increases (e.g. at Runecrafting levels 12-21, you will gain 2 or 3 air runes per essence). If you want to imagine it visually, what used to be a step graph has been smoothed out into a curve. This is explained in a little more detail in the Game Guide, but the bottom line is that you’ll receive more runes for your hard work.

Mod Chris L (potions/Magic), Mod Rathe (new spells) and Mod Nancy (Runecrafting)
RuneScape Content Developers

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In other news...

Your run mode setting is now stored between logins.

You can now take Ava's Attractor and Accumulator to Lanthus and you will be able to retrieve dropped ammo while in Castle Wars. There's also a toggle option on both items to allow you to stop receiving junk.

The pharaoh's sceptre now displays its remaining charges in the name of the item.

The Summoning skillcape now has a boost option to match other skillcapes.

Cannons will no longer waste cannonballs on NPCs in the process of dying. You can now also top up the ammo when it's already firing and there’s an auto-setup feature.

Bones to Peaches and Bones to Bananas can now be used to convert any bones up to and including big bones.


Patch Notes