Latest News
** I move away from the mic to post the news
Posted by Data
Posted at 13th August 2007, 10:43PM GMT
Taken from www.runescape.com:
More player appearance options & themed worlds!
The player kit update brings you a whole new selection of outfits and customisations for your character that you can choose from. If you have ever felt the need for a new set of clothes or a funky new hairstyle then you will be pleased to know that you can now visit Thessalia in Varrock and the Hairdresser in Falador to add that special touch to your appearance. Members can also visit Reinald in Keldagrim for a new selection of armguards!
At Thessalia's clothes shop, you will find a new range of styles for both men's and women's clothes, ranging from the highly tailored princely outfits down to the ragged clothing of the local peasantry. Visiting the Hairdresser in Falador, you will be able to sculpt your hair into fascinating new styles including braids, ponytails and more. If you are of the male persuasion, give yourself a fancy new beard or moustache style such as the 'Vizier' or even the 'Dali'! Reinald offers a range of designs for your wrists, in both silver and gold, so you can accessorise to go with your favourite clothes.
Most importantly, it can be a hard task to find the right clothing fashion and hairstyles to suit you, so for the first week Thessalia, Reinald and the Hairdresser will allow you to change your kit for free!
Themed Worlds
We've just added a new column to the World Select screen to help you find a world for your favourite activities. We know that it's often more fun to do things as part of a group, so we've added this list to help like-minded people find each other.
To make the list we quite simply looked at the worlds that you already use! If you regularly go air running or play Trouble Brewing, you'll already know which worlds you go to, but now anyone else who wants to do the same will be able to join in the fun. Of course, we'll be checking frequently to see if any worlds get full regularly and updating the list when necessary.
Having said all this, you don't have to do the named activity on these worlds - no one should have to do anything just because of the world they're on. The list is simply a guideline for people looking for a specific activity. You can also still do any of these on any world, but if you want the largest games or more company you might want to check out one of the suggested worlds.
We haven't assigned an activity for Worlds 1 and 2 because they already get enough traffic from being at the top of the list. Anyone looking for a busy world won't have any difficulty spotting them.
In Other News
We've updated the "Trade" tab at the bottom of the screen. While you're trading with someone, that tab will now display chat messages from your trade partner. This ought to make trading a little easier in crowded places!
Multi-target Ancient Magicks will now work against multiple players when fighting in a player-owned house combat ring.
Our Graphics team has been working hard on fixing a whole range of graphical glitches. They've fixed a huge number of trees that had recently started hovering above the ground, although we're aware that there are plenty more trees awaiting their attention. They've also fixed some buggy models, such as the slightly transparent Guthan chainskirt and the gnome goggles' strap that was changing its colour depending on the owner's hair colour!
Finally, although it was not meant to be possible to kill oneself by eating the Recipe for Disaster rockcake, determined players had still achieved it by spam-clicking. Since we don't really need any more accidental deaths-by-rockcake, we've updated that rockcake to ignore spam-clicking.
RW Animations & Clan Chat
Posted by Data
Posted at 6th August 2007, 10:39PM GMT
In recent times Catatifish has outdone himself in odd bouts of coding when he appears a few times a month. This chain of events repeated when he turned up and gave us some awe inspiring animated NPC's.
We have a whole host of these dandy little things, and along with various revisions to all guides, you can see some of these in our guides. Hopefully one day this will be released to the public...
Also see the inspiring Sorceresses' Garden Guide!
Oh and yes there was a Runescape update today.
Taken from www.runescape.com:
This week we are pleased to announce the long-awaited release of Clan Chat for RuneScape. Now, both Members and Free Players can have their very own channel for chatting to friends and talking as a group, and can even assign each other ranks. Players can setup and name their channel and, once up and running, other players can join in the fun. Joining someone's channel is as simple as typing their username in!
Like private chat, Clan Chat works whether you and your friends are on the same game world or all spread across many different worlds. The new Clan Chat interface can be accessed by clicking on the two smiley faces at the bottom-left of your in-game controls.
To get a proper understanding of the Clan Chat system, we advise you to read the Knowledge Base article here.
You may well notice, in addition to the Clan Chat, that the interfaces have had a tidy up. The dwarves of Keldagrim have produced a fine new tablet in place of the chat scroll, there are more chat filters at the bottom of the screen, and the general controls have been improved, making your day-to-day RuneScaping that much smoother and easier to look at.
In other news...
The King's Ransom music was playing correctly but not turning green when it was unlocked. This has been rectified.
Various items and objects which were previously causing graphical glitches or looking a little bit funny have been adjusted. This includes gems, food and several bits of armour and clothing that were being affected by each other.
The Items Kept on Death interface has been adjusted and should now be clearer as to what you'll keep and lose at that particular moment.
The price of cloth from the sawmill in Varrock has been adjusted so the price doesn't vary. For the last couple of weeks, when buying several pieces, the price was fluctuating more than intended.
Players can no longer get stuck at the end of the Fishing Trawler minigame. Abandon ship!
Ransom, Lore and Signature Feed
Posted by Makoto
Posted at 24th July 2007, 14 hours, 26 minutes after sunrise
As we all know, signatures are a very popular feature here at RuneWeb. I guess to compensate for the high bandwidth that all cumulative signature providers have been pulling in, Jagex has provided us with a nifty little feature to directly feed our signatures with. I can assure you that we are actually on that system as of now.
AND DOTH YONDER GUIDE
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Taken from RuneScape.com:
24 July 2007 - King's Ransom
Intrigue, murder and devious plots! Things are afoot once again at the Sinclair Mansion. The family has vanished without a trace. None of their neighbours are very sorry to see them go, but suspicions are aroused when King Arthur and his knights disappear as well...
Your help is needed once again to unravel the Sinclair family's plots. Those of you who have solved the Murder Mystery will be called upon to put your Defence skill to the test: as you act as the defence attorney and disprove the case you built up against them in the first place. All is not as it seems, though, and more people are involved in the kidnapping of King Arthur than is at first apparent.
If you're successful, you'll be invited to train with the Knights of the Round Table. If you can keep up with them, you'll be well rewarded...
Will you be able to deliver a King's Ransom?
Summary
Requirements to start King's Ransom
Black Knights' Fortress
Merlin's Crystal
Holy Grail
Murder Mystery
One Small Favour
Level 45 Magic
Level 65 Defence
In other news...
Seers' Village has undergone a graphical rework and now looks more impressive than ever. If you're in the area, have a look to see the improvements to this thriving little village.
The Party Room previously in Seers' Village has moved to the north-east of Falador, which means all of our free players can now attend other players' parties or host their own! Stop by to celebrate with Party Pete and arrange a balloon drop, or perhaps dance the night away with our expert dancer Megan and dancing knight cabaret.
We've added a feature to the hiscores that you can read about here. This will let you extract your character's stats to use as a signature on other sites with much less effort than trying to link the "full" version of your stats.
If you're lucky enough to catch one, ninja implings can now drop certed dragonhides instead of filling your inventory with the uncerted version. Happy hunting!
Did he say certs? Rise of RSC!1!111one
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24 July 2007 - Lores and Histories - Barrows
This month, Reldo has been sent a tattered manuscript by some Strange Old Man who lives in Morytania. This manuscript sheds new light on the area known as the Barrows, and the legend that surrounds its existence.
Reldo has transcribed this tale, entitled The Fall of Six, into the Lores and Histories section of the website for you all to have a read.
No One Saw It Coming
Posted by Makoto
Posted at 17th July 2007, 7:02PM GMT
Clearly this is a major topic in every community of RuneScape, since someone at some point in time, whether it be once or religiously has played Pest Control. So we'll start this news quota with that tidbit. As always you can discuss it on this topic.
Taken from RuneScape.com:
Pest Control Update
We've made some adjustments to the Pest Control minigame. The biggest change is to include the very heavily requested feature to have three different boats with three different level requirements. Boat 1 requires a combat level of 40+, boat 2 requires a combat level of 70+ and boat 3 requires a combat level of 100+.
Now, this change makes a big impact on the game, so we've had to put a lot of thought into rebalancing other areas accordingly. We needed to make sure each boat provides a game which is correctly balanced for its level requirements. This means that in each boat we needed to determine such things as monster levels, Pest Control points given per game, experience given per Pest Control point, and make a change to the way killing portals works.
If you are interested in what these changes are and our decision process in coming to them, then this is detailed in the bottom section of this news story.
We have added an intermediate points-for-experience deal. Before, you could only trade in points for experience in batches of 1 or 100. You can now also trade 10 points for experience which will give you a 1% experience bonus.
We've slightly increased the stats of the Void Knight armour.
We've made some new things to buy with your Pest Control points, too. We've released 3 new helmets. One is for rangers, one is for mages and one is for meleers. When a helmet is worn with the top, robe and gloves you will receive a set bonus appropriate for the corresponding character class. You don't need to wield the mace to receive the set bonus. The player owned house costume room will store the new helmets.
Another new item to spend points on is the Void Knight seal, an item specifically for helping you in the Pest Control game. The seal has 8 charges and will deal 8-12 damage to all adjacent monsters. This can only be used within Pest Control, and it does not contribute towards the minimum 50 damage needed to earn points.
The squire now has a right-click "quick leave" option so you can now leave the island even when under attack.
As outlined earlier, once we split the game into three boats, there were a lot of knock on effects we needed to address, which are explained in this section.
Firstly, we've had to adjust the strength of the monsters according to the boat you are on. A boat containing only level 40-70 players couldn't beat the game before. Now if the game is harder on a high level boat then it needs to give more points or it wouldn't be fair. Now, winning a game on boat 3 will give you 4 Pest Control points, winning on boat 2 will give you 3 Pest Control points and winning on boat 1 will give you 2 Pest Control points.
That's a lot more points per game! We obviously can't give as much experience per point if points are that easy to get, so the amount of experience you get per point is now 35% of what it used to be. You may be wondering what will happen to the Pest Control points you have collected already - we thought of that, and you will still get to cash in your old points at the old rate. (Phew!)
To do the maths for you, that means that on boat 2 you'll be getting just slightly more experience per game than previously and on boat 3 you will getting a lot more experience per game. This isn't as extreme as it sounds because games can take longer to complete now (more on that below). You'll be getting less experience per game on boat 1, but that's okay because low levels will probably be able to win more games than they could before. The experience you will receive per point if you choose Ranged and Magic has been reduced by a further ten percent as we felt receiving experience in those skills without using runes or arrows is rather generous anyway. Herbs, seeds and minerals have also had their point cost tripled to stay in line with the new point rewards. The Void Knight equipment has retained its old point value, effectively making it cheaper.
Pest Control has always given very generous combat experience. In a strange way, the main thing which kept the experience rate from reaching ludicrous levels was that the presence of enough people with low combat levels made the game hard to win quickly and consistently. Not the best balancing mechanism, I'm sure you'll agree! It was rather unreliable and could unfortunately even lead to verbal abuse of low level players who were doing no harm beyond wanting to play a minigame - not really the community building we'd hoped for from this minigame.
So, since that effect is now greatly reduced (low levels have their own boat), and since the high level boats now give more experience per game, we've had to compensate for that in some way too! The rate of experience is now kept in check by the fact that the portals will start the game being shielded and invulnerable. One portal will become unshielded 15 seconds after the game starts, then another every 30 seconds, until after 1 minute and 45 seconds every portal is unshielded. This actually brings about the strategy in game play that we had always intended as you actually have to put up a proper defence up for the Void Knight rather than simply relying on people killing the portals very quickly. Our general aims with rates of experience are to make features worthwhile training on while not being so good that they render other training methods obsolete and it is this balance that we have worked hard to achieve.
To further fine tune gameplay, the behaviour of a number of the npcs has changed. Most of the npcs now do not block players except for the brawlers and the portals, so it's much easier to move around the island now. Spinners will poison nearby players when a nearby portal is killed, portals can no longer be poisoned and shifters teleport around a lot more.
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Game Improvements
We've just added a bunch of extra features to the game to make your lives a bit easier and much safer. These range from improving existing interfaces to changing the way magic logs look.
We've introduced a couple of changes that should make the trade system easier and safer to use. Firstly, the trade interface now shows you how many free inventory spaces your trade partner has. Secondly, the interface provides a visual warning when your partner removes an item from their offer. If you're worried about your trade partner suddenly changing their offer, this is certain to make it much more obvious.
Throughout various areas of the game we've added the ability to 'make-x' on some more items. This includes a lot of the areas of Cooking such as pie making, pizza making and potato making. It also includes making arrows, potion making, glassmaking, amulet stringing and a number of other areas. You might have noticed that 'make-x' for smithing is missing - do not fear! It is still being worked on and will be brought to you soon.
A new warning system has been unveiled, which will allow veteran players to mute those pesky warning messages that they see on a daily basis. Areas like the Shantay Pass and the Wilderness will no longer force you too see a long message explaining the dangers of the area, unless you want it to. Newer players, and those that have not been to the area enough times, will still see the messages and be safer for it, but those that are more familiar with the dangers will be able to toggle them on and off as they see fit, speeding up journeys through the desert and other dangerous areas. If you want to check out the new warning interface, head to Lumbridge and find the Doomsayer, who wanders around near the Lumbridge Guide.
We have added Town Criers to Varrock, Falador, Draynor, East Ardougne and Seers' Village. These knowledgeable men know all about the Rules of RuneScape as well as providing some handy information regarding Player Moderators and what they can and can't do. So, if you have a question regarding a Rule and don't want to look on the website, just talk to a Town Crier!
We've also updated the Duel Arena so that you'll get a warning if you try to take a double-handed weapon into a single-handed duel, kebabs can no longer reduce your Hitpoints and will affect a different skill instead, and magic logs now look properly magical and very different from other logs.
New Random Event
Just when you thought school was out...SURPRISE! It's an exam for you! Mr. Mordaut is going to put you on the spot and test your abilities at spotting patterns. Will you prove your worth or be sent to the back of the class?
Aside from the terrifying Mr. Mordaut, the class is full of delinquents and dunces: from the bored goblin and the zombies who want (to be) brains to the giant trying to better himself and the imp serving time in the corner. It's just like being back at school - well, it would be if your teacher was a dragon and you had a mummy for a classmate. To prove that you've learnt something in his class, Mr. Mordaut will grant you a tome of experience when you leave.
We like to keep a bit of variation in Random Events but without just adding new ones, so in order to keep the balance right, we've removed the Broken Axe event (the one that made your axehead fall off - not the ent, who damages your axe). We've also magically repaired any broken axes you have, and any handles missing a head have been whisked away to wherever it is that lonely axe handles go.
AND DOTH YONDER SPAKE
Posted by Data
Posted at 15th July 2007, 2 hours, 50 minutes before sunrise
Yes, I know content has been lax lately. In our defence our best looking top player (yours truly) has been gone two weeks, and many other people have been on vacation as well. I was briefly back and before I leave again for the sea in roughly thirty seconds the staff squeezed a good bit of guides.
First off - we now have a Barbarian Training page, containing all you need to know about those clever barbarians. See this page if you want real barbarian stuff.
Mini-Game wise, the following guides are out:
- The Blast Furnace
- Gnome Restauraunt (this guide has been ready for a while and it was recently published - this mini-game is surprisingly rewarding in my opinion)
- Pyramid Plunder (look at this guide cause I made a map for it)
- Shades of Mort'ton
- Tai Bwo Wannai Cleanup (though its a nice guide and all, I highly recommend you never play this mini-game)
Besides all that, many a Skill Guide has been reformatted and updated. That's all guide wise.
Perhaps most importantly, however, is the resurrection of the RW IRC page. The applet is working again. Hooray, minimal thinking is required again to connect to #runeweb and have a fun time. Join today!