Latest News
Shop Improvements and Edgeville Revamped
Posted by Makoto
Posted at 3rd October 2007, 8:12PM GMT
Sorry about the lateness of this news post. It was partially my fault! Expect some content updates before the end of this month.
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Taken From Runescape.com
Cutting Edge(ville)
As part of our continuing effort to improve the looks of the 'older' places of RuneScape, our Graphics team have been busy enriching and enhancing above-ground Edgeville. Townsfolk, buildings, bridges and even Oziach's hut have all been revisited and spruced, including the entire surrounding area. From Edgeville Dungeon entrance and eerie graveyard to the Wilderness Ditch; from the bridge over the river to Oziach's hut; the whole area has been given an exciting, and some might say 'edgy', new look!
Whether you need a place to meet before a Wilderness campaign or you've just come back to recover from your adventures in far-off places, stop by and take a look - you might find yourself on the 'edge' of your seat when examining the effort put in to improving this eccentric town!
In other news...
When fighting multiple NPCs in a player-owned house dungeon, the multiway combat wasn't always applying itself correctly. As a result, these areas were single-way combat. This issue has now been fixed, so only enter if you dare!
After requests from players, a bank pin has been added to the Miscellania coffers. Advisor Ghrim has been given appropriate training and will now ask for it before letting you access your riches.
The Home Teleport spell, initially designed to help players who were stuck, has been slightly changed. If you have the Ancient or Lunar spellbook and cast the spell - when on a free world - you will now be teleported to Lumbridge. When you return to a members' world, these will teleport you to Edgeville or Lunar Isle.
The amount of Magic experience for casting the Energy Transfer spell from Lunar Magics has been increased and is now consistent with the Knowledge Base.
Many flat-pack furniture items have had their descriptions changed to better reflect exactly what they contain. You will now be able to tell what you're buying, whether it be a wooden chair or a gilded four-poster bed.
The waiting room time between Barbarian Assault waves has been reduced from one minute to 30 seconds; we feel this is more than enough time to check out your round breakdown and make any changes to your team. It will also mean that you don't have to wait as long before going once more unto the breach!
Shop Improvements:
You'll find that the shops of RuneScape have received a significant makeover this week. Most notably, turning away empty-handed from a shop will be a thing of the past, with infinite stock available from almost every store.
Each shop's stock is now split into two tabbed sections - 'Main Stock' and 'Player Stock'. 'Main Stock' houses an infinite number of items available for you to buy, while the 'Player Stock' tab displays all of the items that have been sold to the shop by players.
Price differs between these two sections. The 'Main Stock' is more expensive, but generally guarantees a constant value and an infinite supply that you can rely on. 'Player Stock' offers items at a lower price than the shop stock, but stock levels are variable. It's always worth checking this tab for bargains!
These changes will mean that autoshoppers and bots can no longer make a profit from abusing the shop system. We are sure you'll find this to be a very good thing - after all, we want RuneScape to be fun and not frustrating.
On that note, we've made additional changes to shopping, in an attempt to make it more fun and less frustrating. A 'buy-x' option has been added so that you do not have to spam-click when buying large quantities of stock. Also, the 'Main Stock' cost of certain skill-based items has increased. This is so that you still have an incentive for making your items or buying them from players who have the levels to produce them, rather than just buying from a shop.
There is a page on the knowledge base explaining how to use the new shops and all the improvements in greater detail. We have also added information to some pages, explaining how to get those few items that are no longer obtainable from shops; to find out how to get battlestaves go here, and to find out how to get seaweed, go here.
Alternatively, go into game now to get some immediate retail therapy!
ZMI Altar
Posted by Data
Posted at 20th September 2007, 3:32PM GMT
Sorry about the lack of content lately; we've done a lot but we're trying to finish a bunch of stuff at once. We should have some stuff out by early October hopefully.
Taken from www.runescape.com:
A forgotten and weakened altar has been unearthed north of the Observatory. With the ability to produce any type of rune, the altar holds undeniable power, but its discovery would be so much sweeter if the Zamorakian Magical Institute (ZMI) hadn't got there first.
The ZMI unearthed the Ourania Rune Altar near Scorpius's grave, but their attempts to repair it have gone a wee bit awry. Regardless of the altar's weakened state, the ZMI are guarding it fiercely to prevent any rival mages from stealing their source of runes.
This mysterious altar also seems to raise Runecrafting levels at exceptional rates - but at what cost? There seems to be something a mite unreliable about the runes the altar produces. They are all so very... random.
Whispers from the Zamorakians imply that more experienced runecrafters will receive better rewards from this chaotic altar, but there can be no predicting what it will produce next. Will you dare risk the Zamorakian's wrath by runecrafting at the ZMI altar?
In other news...
Players entering the TzHaar city will no longer receive minor injuries when holding Karamja rum.
It is now impossible to set-up deadfall traps if a player doesn't have the required level. Previously, a player could set up a deadfall trap without the required levels, but were unable to bait it to attract kebbits.
We've fixed several NPC chat-heads that weren't working. These NPCs should now appear a bit more social and lively when you're chatting to them!
Players can no longer resume where they left off in the knight waves event, after the King's Ransom quest. If a player had teleported away part-way through a fight, the player could then come back and continue the challenge instead of restarting this fun event.
Clean/Grimy Herbs and an Achievement Diary
Posted by Makoto
Posted at 10th September 2007, 9:53PM GMT
Taken from RuneScape.com:
This week's update brings the latest Achievement Diary - as chosen by you in the Guaranteed Content poll!
Discover a wide range of activities and tasks to perform throughout Varrock, taking you from the Barbarian Village right through to the limestone mine near the Rag and Bone Man; from the depths of the city's murky sewers to the highest point in the city!
Get ready to investigate dungeons and spiders' lairs; listen to stories from the elderly; discover Varrock's various shops and experience the very best that Varrock has to offer.
With a wide range of achievements for you to complete, you will have your work cut out if you wish to complete every last one of them. Those willing to put in the effort, however, will find themselves well rewarded with a series of useful items for completing the easy, medium and hard tasks.
Your skills will be pushed to their very limit if you wish to become a true master explorer of Varrock!
Summary
Where to start The Achievement Diary - Varrock
Speak to Rat Burgiss in the south of Varrock, Reldo in Varrock Library or Vannaka in Edgeville Dungeon
Also this week, we find an unlikely pairing of graphical improvements...
From Pirates' Cove in the north-west to Mos Le'Harmless in the south-east, pirates everywhere are rejoicing as they unpack shipments of stunning new clothes and fashion accessories. Decked out in their new jackets, tricorns hats, hooks, peg-legs and caps, the pirates of RuneScape have never looked more... um... piratey. So, the next time you're fighting for your life against one of these fearsome swashbuckling seafarers, take a moment to admire their outfits.
The children of RuneScape have also been given a bit of a makeover. Check out the slouch of Wilough and Shilop in Varrock, the shifty eyes of the Urchin in Pollnivneach, or maybe the anaemic pallor of Smiddi Ryak as she fights for her life on her Trek to Paterdomus. No matter whether they have been naughty or nice, the little scamps have all received a fresh new look.
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Ever get confused about the identity of those herbs nestling in the far corners of your bank? Ever wondered exactly what your unfinished potion contains? Well, never fear! We've spoken to the Herbalist of Nardah and put him to work, updating the Herblore skill.
The first changes are to unfinished potions. With this update you will no longer have to wonder what potion is within your vial. The Herbalist has examined them all carefully and labelled them up for you. He's also added a new naming convention to these potions - (unf) - which stands for 'unfinished', so you can tell their status at a glance.
The Herbalist also felt 'identifying' herbs was not the difficult part of Herblore - it's cleaning! So, your unidentified herbs have been replaced with 'grimy' herbs. You will now see grimy ranarrs, grimy marrentills and other mucky herbs. These require cleaning and a certain Herblore level to do so; the same Herblore level that was required to originally identify them. With no more identifying to be done, you will know exactly what herbs you are receiving from the very start.
Your efforts in herb Farming will also produce grimy herbs - giving you a small increase in Herblore experience as you clean them!
The Herbalist in Nardah is more than willing to clean up any grimy herbs for you - for a price of course. He has also, for no extra price, trawled through your herbs, identifying and sorting them into 'clean' and 'grimy' batches. Clean herbs are ready for use, whether in potions, in salamanders or anything else you could do with a herb.
We hope you'll now find that it's impossible to get scammed when you're buying herbs. We know that, in the past, some scammers have tried to trick honest players by playing on the fact that many people could not distinguish between unidentified herbs, so we've done this to make RuneScape more enjoyable for the honest majority of players.
The Path Of Glouphrie
Posted by Data
Posted at 3rd September 2007, 8:28PM GMT
[Makoto] Image errors in the Path of Glouphrie Quest Guide have now been resolved, along with a few structural changes to it. It should be easier to read and it should be a much straighter shot; if you do run into any errors, please report them on the forums.
The Path Of Glouphrie Quest Guide
Taken from www.runescape.com:
In The Eyes of Glouphrie quest, you helped clear the Gnome Stronghold of some nasty 'watcher' creatures; cuddly spies sent by Glouphrie to keep an eye on gnome doings. While managing these menaces, you dealt with a lot of gnome history and probably received your reward thinking "Where did Glouphrie go?" and "What did he do?"
In The Path of Glouphrie quest, the story passes from the Gnome Stronghold to the second main gnomish settlement - the Tree Gnome Village. While investigating the strange goings-on you will reacquaint yourself with some old friends, solve some dastardly puzzles, seek the end of the world (which is far from gnome), slay strange creatures, stray far into gnome-man's land, talk to spirit trees, and find out even more about gnome society, customs and history.
Questions need answering: How do gnomes choose their kings? Why is the gnomish empire split in half? Will you continue your quest to find the lost city of Arposandra and delve deeper into the dark deeds of Glouphrie the Untrusted? Are there going to be more of those creepy, furry watchers? The answers could well be found along the Path of Glouphrie: only those brave and inquisitive enough should travel it...
In Other News
The higher level monsters of the god wars dungeon will now drop hard treasure trail clues rather than medium-level clues.
Rings of life will no longer have any effect inside player-owned houses. It's safe to die inside a POH, so people didn't really appreciate having their rings of life teleport them out of the house when their Hitpoints were low!
The Agility shortcut under the wall behind Varrock Palace had become invisible in low detail mode. It's been put back now.
A small change has been made to single-way combat in the Wilderness. Player-vs-player combat now takes precedence over monster fighting, meaning that anyone in battle with a creature can still be attacked by another player. Before, a player could fight another player, run away, enter combat with a creature, and stop the other player from attacking them. All other single-way combat rules still apply, with only one player able to attack you at a time, and only one creature able to attack at any time.
God Wars Dungeon
Posted by Data
Posted at 28th August 2007, 9 hours, 32 minutes after sunrise
It has arrived. OH BOY -
Taken from www.runescape.com:
During the great god wars, many smaller battles were fought between the followers of different deities. Sometimes these battles were fought for strategic advantage, many for items of power and others due to age-old enmities. One battle was fought over the possession of an extremely powerful weapon: the godsword.
History has it that the aviantese were protectors of the godsword and, when attacked by followers of Zamorak, several other gods came to their aid; fighting to stop the sword falling into the hands of the one they call the Usurper. The followers of Armadyl, Bandos and Saradomin struggled against an army of Zamorakians and, during this battle, the sword became shattered. Both sides cast powerful spells, attempting to destroy their enemies and freeze them into solid statues of ice. Now, after aeons have passed, the path is clear to explore these caves, but beware: the denizens of the caves are thawing out!
Any adventurer brave, strong or foolish enough can explore the caves, finding rich rewards for their efforts. Aside from the godsword - a two-handed weapon that allows you to change the hilt once it has been reforged, using a variety of special attacks - there is a new set of melee armour, a level 70 Ranged and a combination battlestaff for mages. It is also rumoured that one of the new Slayer creatures in the dungeon may be in possession of a pair of dragon boots!
The dungeon complex itself covers four mapsquares and contains a new race, four boss-monsters, new Slayer creatures and a host of old enemies for you to fight. Keep in mind that these creatures hark back to a different, harsher time when only the fittest survived. Expect, then, to find that your adversaries are slightly more powerful than their modern-day counterparts!
In other news...
The introductory offer that Thessalia, Reinald and the Hairdresser were giving to players for changing their clothing and hairstyles has ended. While they love doing what they do and are happy to assist in your fashion needs, they still need to earn some money!
We've removed the obstruction from Guthix's eye, so any tears shed in the Tears of Guthix minigame will be vivid colours once more, instead of the grey they've been for the last few weeks.
Trouble has been averted in the Trouble Brewing minigame. Players can no longer trade torches with each other in this game. This was making the sabotage of the bamboo pipes, water pump and boiler easier than intended. Rest assured, you can still set fire to all of these to slow the progress of the other team.
We've also fixed a minor issue with the various chat icons at the bottom of the screen. They should update correctly when you have read the messages in your 'All' channel.