BlissScape
BlissScape
Updates
Update Notes 2/1/24 - D&D Rebalancing, Slayer Rework, & Suggestions!
Owner Tim posted on Feb 1st, 2024

D&D Changes and Rebalancing

  • All D&Ds will now scale based on the number of players actively interacting with them.

    • The formula is 6 / (players + 2)

    • This means a solo player will count as 2 players or twice the speed, 4 players will count as 4 players or the same as it is now, but 6 players will only count as 4.5 players, 8 players will count as 4.8 players, 10 players will count as 5 players, and so on, after 10 players the difference in speed each player adds is very small

    • The goal with this scaling is so during non-peak hours one or two people can still crack that star open, or kill an evil tree (even an elder) but at peak times like double XP where there could be 20+ people on a sphere, it won’t be siphoned to nothing in a matter of minutes, and nearly everyone will have a chance to get their full reward

    • This system is dynamic, meaning if you stop mining, the other players will start doing more damage again, and if more players start mining, the damage per player will go back down

    • To be clear, the amount of damage dealt has nothing to do with the amount of stardust/logs/impure ess you receive, nor does it affect the amount of XP you gain; it only changes how long the D&D will survive for

  • Evil Trees

    • Normal and Oak Evil trees now require at least 30 woodcutting to start, rather than 1 and 15, respectively

    • The speed of chopping/burning all Evil trees is now based on level 30, and all trees have the same base speed, regardless of the level required to chop/burn it

      • Higher-level trees still have more health than lower-level trees, but the difference is smaller than it used to be

      • The base speed still changes based on the number of fires lit, but equally for all trees

    • Higher-level trees still give more XP per burn/chop, but the difference is smaller than it used to be

  • Shooting Stars

    • Size 1-4 stars have had their XP boosted slightly

    • The XP from being the first to find the star has been slightly reduced

    • There is now a 1/8000 dust chance to receive a Dragon pickaxe when exchanging stardust

      • Since Skiller Ironmen can now receive a Dragon pickaxe, it is now required to complete the “Gilded” elite achievement

      • If the achievement was already completed before the update with a Rune pickaxe, it does not need to be completed again

  • You can now ask the Records keeper at Home to tell you your D&D information

    • He will tell you your total, and daily exchanges for each D&D

Slayer Rework

  • Don’t let the word rework scare you; the way you train Slayer won’t be changing a ton.

  • On the backend, Slayer has been completely rewritten, when I wrote Slayer over 10 years ago (before I even thought I would even release the server) I was only just learning to program, thus the methods I used to save and load data, and how you interact with it was… less than optimal.

    • On the front end it should feel almost the same to you, except it’s much more efficient for the server to do Slayer now! Plus the code is nice and clean in case I need to interact with it in the future

  • Now that the code is clean, I can work on it and I have! Many Slayer tasks now have more than one teleport location, especially popular ones where you may run in to other players

    • When you get a Slayer task, depending on the Slayer master you got it from, it will default to a specific location if you teleport to your task directly (such as Kuradal defaulting to her dungeon); however, you can change this by typing ::slayer task (index) to teleport to a different location of your choosing

      • After you do this once, ::slayer task will take you to your last-used location until you complete your task

    • When not on a task you can use the ::slayer (monster) command like usual, it will default to the first location, but you can type a number to teleport to the other locations

      • A ton more locations have already been added, but if your favorite location from 2012 Runescape isn’t in there, let me know and I can add it

      • You can see how many locations a slayer monster has in ::slayer list

    • Keep in mind that every location isn’t meant to be 100% peak efficiency, the different locations are more to add variation and space if more than a couple of people want to do the same task at the same time

    • Several previous locations have had their spawns moved around to improve this as well

  • Many monsters that didn’t count towards Slayer tasks now do - mainly NPCs you’d never try and kill for the task, but the data was ripped from the main game

    • The Noxious Demon now counts as a Black Demon, and the Noxious Dragon now counts as a black dragon as well

 

Other Additions

  • You can now store pets inside your Player Owned House Pet house and they will appear whenever you enter your house.

    • You can store pets that are items, but you can also select pets from the ::pets interface you’d like to display in your house; you and others will be able to examine them to get their information like when they’re following you

    • You are still able to spawn your pet through the pets interface, even if you have them displayed in your PoH, but a second will not be shown while you have the pet out

  • Gelatinous Abominations now have their combat animations

  • Harpie bug swarms now have their combat animations

  • Waterfiends can now attack with Magic and Ranged

  • Several other minor NPCs now have combat animations

  • The XP boost from the possessed pickaxe in the Lava Flow Mine will now show in the status effect timers under “Other buffs”

  • You can now ask Advisor Ghrim to deposit your Miscellania rewards into your House bank instead of your standard bank

  • You can now enter the tunnels under Lumbridge

    • You can follow Kazgar through to the mines, where Nardok now sells a bone crossbow and bone bolts, as well as the other bone weapons

  • You can now exchange D&D items with their respective D&D pet, so you don’t need to wait for a completed D&D to turn in your rewards

    • You are able to do this on others’ D&D pets as well

  • The Peek-in option now works on the entrance to the Corporeal beast

  • There’s now a settings option to disable the warning when entering the Corporeal beast’s lair

  • White and Black flowers have been added to the mystery box drop table

  • The House command now has “poh” as an alias

  • You can now mine the obsidian wall in the south-east mine of the Tzhaar area to get Stone slabs, only used to build the Volcanic habitat inside your PoH

  • The Holy wrench now boosts Super Restore’s prayer restore percentage

  • The Holy wrench now boosts Prayer renewal by giving it a 10% chance to restore 2 prayer points each tick, restoring 550 points on average over 5 minutes instead of 500

 

Adjustments

  • D&D pets will now give the respective skill’s skillcape perk when you have it out, but only if you have also unlocked the respective skill’s skilling pet as well

  • Turning in more D&D items with the boost already active will now add to your boost time rather than overwriting it

  • Removed the options to shift-tab and collapse tab from the first tab in the bank since they aren’t usable for that tab

  • Equipping anything but a weapon will no longer reset your Autocast spell if you’re not currently wearing a magic weapon

  • Making coconut milk is now an action, meaning you don’t have to use each broken coconut on an empty vial

  • Ava’s devices (and range/comp cape) now have a 50% chance to save chinchompas when thrown

  • Strykewyrms can now be investigated at a distance if you’re using range or magic attacks

    • Note that you will consume ammo/runes to awaken it without dealing damage

    • This does not apply to the Noxious Wyrm

 

Bug Fixes

  • Fixed a bug where in certain circumstances, when collapsing a bank tab it could mess up empty bank placeholders

  • The Slippery fingers, Random freeze, and Random daze handicaps will no longer take effect if they send the warning before the fight is completed, but the boss is defeated before the effect is actually applied

  • The Lava Titan death animation has been corrected

  • Spirit Minotaur familiars’ primary attack is no longer glitchy

  • Fixed an issue where your Private chat mode and Friends chat mode could overwrite each other; they now work independently as they should.

  • The Antique Ring from the Crying Ghost room inside Dungeoneering dungeons is now tradeable and will no longer disappear if you log out while holding it

  • Fixed a bug where joining the Pest Control lander as it leaves would cause you to be left behind

  • The examine option when browsing another player’s Player Owned Shop now works again and there is now an examine option when browsing your own shop

 

Update Notes 12/05/23 - Fairy Rings, Status Effect Timers, and More QoL!
Owner Tim posted on Dec 5th, 2023

Additions

  • Fairy Rings have been fully added

    • You do not need a Dramen staff or Lunar staff to use the Fairy rings

    • All locations are unlocked by default

    • You can use the interface, or you can type in a code via the dialogue box

    • You can also just search for an area’s name

    • Fairy rings have been added to the donator zone, super donator zone, and chill zone with their own codes.

  • Status effect timers have been added under the Minimap area

    • They are toggled off by default, but can be enabled in their own Settings category in ::settings

    • You can also toggle off messages like “Your antifire is about to expire” and “Your antifire has expired”

    • Rewrote how status effects work on the server, making it much more consistent

    • Statuses that will show up include buffs like Overload, Prayer renewal, Bonfire boost, skilling boosts from D&Ds, anti-poison/fire etc.

    • Some debuffs will also show up, such as teleblock, prayer block, as well as usage cooldowns for things like Vecna’s skull and Vengeance.

    • This, unfortunately, does not show up in Fixed mode as there’s not enough space.

  • Bank Preset Changes

    • You can now save Familiar Beast of Burdens in your bank presets

    • You must have the same familiar summoned when you load the preset for the items to be added to its inventory, you cannot mix-match different types of Beast of Burden familiars

    • Updated the create preset dialogue to be more streamlined

      • You can toggle on/off saving inventory, equipment, beast of burden, or bags/pouches individually

    • Bronze rank or higher players can now use the preset command without having to open the bank first

      • The command is still limited just as the bank command is, meaning you cannot use it in combat, or certain areas, and is time-limited depending on rank

      • It shared the same cooldown as the ::bank command, so loading a preset will mean you can’t ::bank for a limited time just as if you used the ::bank command

      • The command essentially does ::bank first for you

  • You can now ask your POH servant to collect their fee automatically if you have the money in your pouch or inventory

    • You can also toggle this in ::settings -> Gameplay Settings

  • You can now craft tiaras by having an unenchanted tiara in your inventory and using a talisman on its specific Runecrafting altar

    • You can also create an Omni-tiara by using an Omni-Talisman on the Air altar

  • XP Lamp interactions have been updated

    • The XP lamp interface will no longer reset the selection when re-opening it, meaning you can quickly click Confirm again without having to re-select the skill

      • This won’t persist through login sessions however

    • Added a “Rub-previous” option to all XP lamps; this will use the lamp on your last-used skill

      • This will persist through login sessions, but you must use it normally at least once after this update for it to apply

    • The skill selection will now display how much XP you’ll get taking into account prestiges

    • After using an XP lamp, there will now be a chat message with what skill you used it on, and how much experience you gained.

  • Ivy, which can be chopped, is now growing on the South wall of the Edgeville bank

  • When chopping Evil tree roots with the Inferno adze, there is now a ⅓ chance the adze will instantly create a fire on the tree where the root was

    • This consumes 3 kindling from your inventory

    • If you do not have 3 kindling the effect will not occur

    • You will still gain Firemaking experience for lighting the fire

  • There is now a 1/40 chance (at full exchange, 1/8000 logs) to receive a Dragon hatchet when collecting rewards from an Evil Tree

    • This chance is mainly for Ironman skillers to have a source of a Dragon hatchet

 

Adjustments

  • Altars inside Dungeoneering Dungeons will now restore your Run energy as well as your Prayer

  • Nomad, Pest Queen, and Eruni, Ayuni and Leeuni fights in the Dominion Tower now count for 3 kills in regards to refilling Dominion Tower gloves and Dreadnips

  • Decaying Avatar, Zenevivia, and Dagannoth Mother (Version 2) now count for 2 kills in regards to refilling Dominion Tower gloves and Dreadnips

  • The Dominion Tower Minigame spotlight weekend will now give both double dominion factor and double kill count for gloves, and dreadnips

  • Your Special Attack percentage will still be shown in the Combat Styles tab, even if you’re not holding a special weapon, the bar itself will not as to not confuse non-spec with spec weapons

    • Also added a setting in Gameplay Settings to enable messages in chat when your special attack restores to 50, and 100%

  • The “Your dreadnip has left” messages will now be shown after the Dreadnip’s death animation, rather than before, so you can summon a new one immediately when seeing the message

  • The Fires under the Noxious Demon, while he’s summoning a Flame portal, will now damage the player if they’re standing too close.

  • The Vecna skull now boosts magic higher to account for the combat rework changing how magic damage is calculated

  • Nomad’s defense has been reduced

  • The ::thieve and ::train commands will no longer give the Skills tab tip after your account has over 5 hours of gametime

  • Mining speed on Gem rocks has been reduced slightly

  • Forgotten Warrior’s armor defense has been reduced slightly

  • Gilded third-age armor’s color has been updated to better match standard gilded armor

    • The kite shield is now properly gilded when worn

 

Bug Fixes

  • Using the Dragon Scimitar special attack and other prayer-disabling sources will no longer disable non-protection prayers.

  • Skillers can now claim the Skiller’s scroll of solicitation from The BlissScape Guide again

  • Fixed some pathing issues with Hunter NPCs

  • Fixed an issue where Nex could potentially teleport out of her arena

  • Fixed an issue where a Summoning Familiar wouldn’t despawn after its time ran out

  • Fixed an issue that would sometimes cause manually cast magic attacks to not be cast on players

  • Updated some old links on the client to the correct location on the new website

  • Fixed a bug where double, or triple-clicking a single item in the bank would try and withdraw the item in the next slot as well

 

Update Notes 9/22/23 - New Tutorial System
Owner Tim posted on Sep 22nd, 2023

New Tutorial System

  • This system may be redundant for most of you, but as we get closer to the end of the year, we’re hitting peak RSPS season! We’ve already had an influx of new players lately, thanks to, in part, by a few players spending more in the shop, allowing me to get various new ads!

  • I’ve been paying attention to new players and what would help them get started quicker and hopefully stick around longer!

  • Rather than having one information dump on Tutorial Island, which most people don’t bother reading, I’ve created a bit of a questing system to treat it more like a tutorial quest.

  • Most importantly, the “quest” is separated into many mini-quests, called Newcomer quests, which you can do in any order.

  • New players will also have the option to skip them entirely if they prefer to explore on their own.

  • The hope is by only showing the player information about what they actually want to do in the moment, they’re more likely to pay attention, plus, with a few options of what to do, they’ll hopefully stick around to find something they like.

  • The system is very expandable, so I plan on adding more of these tutorial quests in the future, but for now, I’ve just added some basics:

    • Main Tutorial Quest (Select game/mode)

    • Basic Combat Training

    • Money Making (Slayer)

    • Money Making (Thieving)

    • The Server’s Settings Options

  • The quests will be Completionist cape requirements, so if you already have a comp cape, have fun learning how to play the game for the first time! (They’re not long)

    • Talk to the BlissScape guide to get a Newcomer scroll to start the quests

 

Other Additions

  • Added a toggle in Warnings Received Settings for whether you want to see the “Don’t ask again” options on warning dialogues

    • You can always toggle the warnings on/off in the settings panel, this just removes the “Don’t ask again” third option when a warning does appear for those warnings that you do want to keep on

  • Turael can now override any Slayer task from another master.

    • This does not reset your streak or cost any points.

  • When running more than one client, setting a Menu Entry Swapper swap will now reload the data from other clients before overwriting them, meaning you don’t have to worry about erasing data from one client with another

 

Adjustments

  • Adjusted some Home NPCs

    • The BlissScape guide will now only function as a way of getting the Newcomer scroll.

    • The Wise Old Man will now change your game mode and reset your account

    • A new NPC at home, The Records keeper, can now tell you your game-time/creation date, sell you a Veterans cape, or sell you a Collection log

      • Removed the ::creationdate command as it is redundant with the Records keeper at home, which is a more elegant solution.

  • Removed the Home altar, Crystal chest, and POS clerks from the Dz, SDZ, and CZ

    • The goal with this is to spread out the player base less. The goal is for the Server Home to be the home-base for all players, not just the F2P ones.

    • To avoid players having to wait to open the chest, the already-open chest now has an open option, meaning multiple players can open the chest simultaneously without issue.

    • The delay when opening the chest has also been reduced, allowing you to use all your keys faster.

    • These changes also apply to the Muddy chest.

  • Removed the bench at home and shifted things around a bit to feel less cramped

  • Crystal Keys and Clue Scrolls from Skilling have been made a bit rarer but last on the floor for quite a bit longer.

    • The goal with this is to keep the number of Crystal keys and clues you actually pick up to be about the same but not require you to pick them up right away and not see as many messages with nothing on the ground.

  • Clue scrolls have been made slightly rarer across the board

  • You will now get a warning message when Collapsing bank tabs

  • There are now options to move bank tabs to the left or right for easier organization

  • Mystery box and chest messages will now display the number of times you’ve received an item to just you if the drop wasn’t rare.

  • Semi-rare drops will now only be announced every 50 after the first 50 drops and only every 100 after the first 500 drops.

  • Extra pets, including Boss, Skill, and D&D will now be announced with the number you’ve received. Boss and D&D pets are considered rare and will always announce, while Skill pets are considered Semi-rare (because they increase in probability with prestiges)

  • Star sprites and Balls of Pure Energy now have right-click Claim-reward options.

  • Your ::back tile will no longer be set when being teleported to a Random event, since you’ll be sent back there anyway after completing the random.

  • The method to get on to the Island east of the Ogre City has been changed to the cave-entrance south-west of the city, like it is in real Runescape

  • Cleaned up some data loading code, which should remove a few lag spikes.

 

Bug Fixes

  • Fixed Make-X and Make-All options being switched in the Summoning Interface

  • The Make-X option on the Dungeoneering Smithing interface now works again

  • Swapped the models of the Astral and Chaos Runesphere so they appear in the correct order.

  • Fixed Barrows not being properly reset when teleporting directly from the crypt to the surface or using the ropes.

  • Fixed a Typo in one of the Achievements description

  • Crafting Granite Lobster pouches will no longer try to consume the granite chunks twice

  • Ganodermic beasts, as well as any other monster that attacks at range but also chooses to walk toward the player will now properly attack when not in melee range

  • You can now properly Pull puzzle objects in Dungeoneering

  • Login messages will no longer be shown to just you if you have the setting toggled off

  • Blocked messages that do still get sent to you will now properly remove the title before “You have” from the message

  • You can no longer deplete the Vile Fish resource inside the Fishing Ferret puzzle room inside Dungeons

  • Some melee NPCs that could attack over fences that shouldn’t, now can’t

    • Also improved some projectile clipping code, when ranging larger NPCs you should be able to hit them even if some of them is partially blocked by an object

 

Update Notes 8/11/23 - Biggest QoL Update Yet!
Owner Tim posted on Aug 11th, 2023

Menu Entry Swapper

  • If you’ve ever played OSRS on Runelite, this will probably be familiar to you. It wasn’t easy, but I got it working on our client (and it’s even better)

  • Holding Shift, Ctrl, Alt, Ctrl+Shift, and Ctrl+Alt will allow you to customize the order of right-click menus in most scenarios.

  • Holding Alt will allow you to customize the default Left-click option for Items, NPCs, Objects, and ALL Interfaces.

  • The other key combinations will allow you to edit the left-click option while you hold down the specific key combination.

  • This data is saved in the client folder and will work on all characters.

  • The data is saved in a plain-text .ini file, so you can edit the file directly or share your combinations with others!

    • Note that if you clear your cache, it will delete this file, so back it up before you clear your cache if you want to save it!

  • In a lot of cases, customization isn’t even necessary, as the menu swapper has default values.

    • Like before the update, Shift will drop items and Withdraw/Deposit All items.

    • Control-clicking will Withdraw/Deposit X items

    • Shift+Control will set Placeholders in your bank

      • Setting a placeholder also now shows up as its own option, so you do not need the key combination. 

    • These actually re-order the menu rather than just overriding the action, so it’s more intuitive.

    • In addition to those

      • Shift will give the default 2nd option for NPCs, objects, and interfaces

      • Ctrl will give you the 3rd option for NPCs, objects, and interfaces

      • Ctrl+Shift will give the 4th option

      • Ctrl+Alt will give the 5th option

      • Note that if you have shift-drop enabled for items in your inventory, Shift will give drop, and ctrl will give the 2nd option (and so on)

    • All these defaults are individually toggleable and are able to be overridden by custom options.

  • You can toggle the hot-swap options on and off, but keep your settings if you don’t want the options getting in your way.

  • You can also disable the entire thing without deleting the data

  • All this is customizable in the new Settings panel (read below)

 

New Drop Announcement System

  • Rare drops are now sorted into Rare and Semi-rare.

    • Semi-rare drops include items like Dragon boots, Abyssal whips, Onyxes from the gem Stall, etc.

    • These items are cool the first few times, but after that get repetitive.

    • By default, these semi-rare drops will only be announced on the first three drops; after that, they will only announce every 10th drop.

      • You can toggle whether you want to see all these drops, or none of these drops in the new Settings panel (read below)

    • All drops will now have the number of times the player has received that drop before, so you can properly congratulate people who receive their first drop!

 

New Settings Panel!

  • The long overdue Settings rework has been completed!

  • Typing ::settings will now open up categories instead of a single panel

  • I won’t go over all the new settings here, but for some examples, you can:

    • Customize the previously mentioned Menu Entry Swapper

    • Customize the new Loot beam (Read below)

    • Individually toggle most world messages such as Living Rock Patriarch or Shooting stars.

    • Toggle most warning dialogues, like high-alch warnings or Wilderness teleport warnings.

      • There will also be an option to disable these when you get the option

    • Trinket settings have moved off of the “Configure” option on trinkets and are now in the Settings panel (Right-clicking to configure will take you there)

  • The new system is extremely modular, so expect new Settings to be added as they become necessary!

 

New Loot Beam Options

  • The Loot beam is now highly customizable.

  • By default, only rare and semi-rare items will receive loot beams which can be toggled individually.

  • There are also a bunch of preset options that you can toggle, such as Crystal keys, Slayer caskets, Muddy keys, and clues.

  • You can also toggle if you’d like to receive a Red chat message whenever a loot beam appears.

  • You can also add up to 7 (depending on your rank) custom items which can be just about anything!

    • No rank is 3 slots, then every other rank upgrade gets +1, with God (t) having 7 slots.

    • Once you add them to the list, they can be toggled on and off without having to remove them from the list.

    • Loot beams will not appear if the drop is more common than 1 in 5, and you cannot have more than 3 loot beams running at once, so don’t put anything too common on your list!

 

Other Additions

  • Added Veteran Titles up to 10

  • Bogrog’s shard exchange is now open again! It’s on the new interface, and he will now also swap scrolls for shards.

  • When attempting to claim more votes than allowed in a day, you will now receive a message letting you know how many votes couldn’t be claimed.

  • Added the Open Equipment Screen to the bank, which will allow you to quickly equip items

    • Right-clicking on it will also allow you to load/create presets

  • Added “F” when loading a preset “::pre (name/number) f” will now keep your bank open after the preset is loaded

  • You can now ask Suak to stop you if his instruction changes while you’re Smithing the correct item (after you finish the one you’re on) so you always get the most experience for your resources.

  • The Dominion Tower has been added to the “What Drops” command

    • This is merely to let players know they can get certain items from the Dominion Tower

  • Added Tool leprechauns to the SDZ farming patches

  • The “Powder” option on Chocolate bars now works

  • The Curtains at the Bandit Camp can now be opened

  • New items can now be stored in the Poh Costume box

    • Rainbow afros

    • Zamorak, Saradomin, and Guthix halos

    • Pirate outfit from Pirate implings

    • The Queen’s guard outfit

    • The Dragon ceremonial outfit

    • Fish mask

    • Gnome scarves

    • The Flying goblin hat

    • The Assasin’s outfit

    • Craftsman's Monocle

    • Turkey hat

    • Peahat

    • All 3 monkey hats

  • New items can now be stored in the Poh Weapon’s rack

    • All colors of Flowers

    • Monkey mace

    • Normal and Golden Scythes

  • Several plateskirts that couldn’t be stored in the PoH armor case are now storable, including (t), (g), and god rune.

  • The Diamond sceptre and Diamond crown can now be stored in the PoH Treasure box.

  • The Log Balance south of the Fremennik Province now works

  • Aquanites now have their attack graphics and projectiles

  • Grifolaroos now have attack projectiles

  • The Camel mask can now be noted

 

Adjustments

  • Your attack style, accurate, aggressive, defensive, or controller, is now saved based on your combat style, ranged, melee, or magic

    • This means if your attack style is Accurate with a Chaotic rapier and Rapid with a Zaryte bow, you can swap back and forth between them without changing the respective attack styles.

    • For melee weapons with only 3 attack styles, the third attack style is considered defensive, meaning switching back and forth between a weapon with 4 attack styles to a weapon with only 3 and back again, you’ll stay on defensive.

    • If you’re wielding a staff and turn on auto-cast, swapping between melee/ranged weapons and a staff will re-enable auto-cast while the staff is worn.

      • If you lack the runes for the auto-cast spell, it will not be re-enabled

    • If you turn on auto-cast while not wearing a staff, it will stay enabled until you swap weapons, in which case it will be disabled unless you enable it again manually.

    • If you have auto-cast enabled while wielding a staff, switch to a melee weapon, start auto-casting a different spell, and then switch back to the staff, it will restore your original auto-casted spell.

    • Having a spell auto-casted and switching between staves will not change the auto-cast, and you cannot have multiple auto-casts saved for different staves.

    • Note that the Polypore staff will overwrite any auto-cast with its own spell, but switching back to another staff will re-enable it

  • Updating pathfinding when two Entities are running at each other.

    • Rather than both running to the same spot and ending up on top of one another, causing them to have to back up in random directions, the pathfinding system will now consider their movement so they both end up within combat distance immediately without having to do a little dance.

  • Withdraw as note will default to off when opening your bank

  • You can now toggle on and off Bank search without closing the bank interface.

  • The Barrows controller will now persist above ground, meaning you can see the brothers you’ve killed without having to enter a crypt

    • There’s also a subtle graphics effect over the spades to show brothers you’ve yet to kill

  • If a Glacor loses aggro on you and you attack one of its Glacytes, it will start attacking you again.

  • Kuradal will now send you to Mutated Bloodvelds on a Slayer task rather than the ones in the Slayer Tower.

  • Your character will now stop attacking a Target if your next hit will kill it, keeping you from launching an extra arrow.

    • If your target heals before your hit lands and it survives, you will start attacking again without delay.

    • This does not apply when attacking players for those fast-paced PVP battles.

  • You can now re-attack the Noxious Wyrm slightly faster after he pops back up.

  • While in the Fight Caves and Fight Kiln, you will now be able to see enemies from much further away

  • You will no longer get “The effects of your overload have worn off” and similar messages on Death, as it’s implied.

  • You can now access Dominion markers from all sides

  • When buying Dungeoneering experience for tokens, the interface will now take into account your prestige when showing how much XP you will get

  • The “Some items were not able to be loaded because you didn’t have them in your bank.” message when loading presets for stackable items will not show up unless the item stack is less than 10% of your original preset, rather than having even just one fewer of the item.

  • Your auto-cast spell will no longer be reset when leaving things like Pest Control.

  • Increased the stun time when failing to dodge the rocks at the Living Rock Patriarch

  • The Living Rock Patriarch’s projectile no longer starts too far away from him.

  • Commander Zilyana now talks less often.

  • Your stats/hp being reset after completing a Dominion Tower floor will no longer interrupt you from opening the Exit door.

  • Zenevivia has had her HP and Defence slightly increased, so she isn’t teleporting after almost every hit.

  • Updated Nomad’s stats to be a bit more like they were in 2012

    • He has higher defense but less accuracy than he did before

  • Cleaned up a lot of the timings on the Nomad fight; the fight is overall a lot cleaner

 

Bug Fixes

  • Fixed a bug where interacting with the last two tabs in the bank would reset to your previously used tab

  • Fixed an error when trying to pick up hunter traps that no longer exist or don’t belong to you, causing traps to get duplicated

  • Being kicked from the server while climbing down the vine at the Ape Atoll agility course and the pipe in the Wilderness agility course will no longer cause you to be stuck in the obstacle as you log back in.

  • The door to the Clothing shop in Rellekka now works correctly

  • Fixed a ladder at Bandit Camp from putting you in the incorrect spot

  • Using the ::house command from certain areas will no longer cause your house to fail to load

  • You can no longer be refunded for Artisans’ Workshop ingots if your ore storage is too full

  • Fixed an incorrect dialogue when attempting to teleport to a Group Slayer task when you don’t have one

  • The “You party found a key” and “You party used a key” messages will no longer show up twice if two players grab/use the key at the same time

  • The ZMI will no longer attempt to use Normal rune essence if you’re crafting lower-level runes

  • Desert bandits will no longer attack you while holding Zaros items

  • Attempting to create a waypoint with a name when you don’t have any more waypoint slots will no longer return an error

  • Fixed an error preventing you from renewing your familiar when it should be allowed

  • Karamel in the Dominion Tower can no longer reduce your special attack past 0%

  • Fixed several Dominion Tower bosses that lost their animations a couple of updates ago

  • Eruni now properly has their stats again

  • The Inadequacy now properly uses range again

  • Zenevivia can no longer be attacked before her teleport ends completely

  • Fixed a bug where Nomad would start to think you were safe-spotting him while he was charging up his attack

  • Fixed a bug where your Familiar could aggro Nomad while he is charging up an attack

  • The number of handicap options in the Handicap interface in Dominion Tower display amount will now properly update with the number of actions you have left

  • Trader Stan will now properly Charter like his crewmembers

  • You can no longer start a Dungeon if any player does not have a Ring of Kinship

  • The Dungeoneering tutor will no longer return an extra Ring of Kinship to you after holding your items

  • The Entgallow shortbow and Magic potion can now be properly bound inside Dungeons

  • An NPC that is bound will no longer walk to try and not attack diagonally

    • They can still attack diagonally

 

Update Notes 6/29/23 - Massive Dungeoneering Update!
Owner Tim posted on Jun 29th, 2023

Some very exciting stuff for Dungeoeering in this update! I did not get to everything I wanted to yet. I could probably do another full update and not be finished with Dungeoneering, but I wanted to get these changes out now! I have a good system for adding more puzzle rooms, so expect to see more added soon. I also didn’t have time to rewrite all the bosses; some still have their normal glitches. I’ll be getting them done soon. Enough about what I didn’t too; read on to what I did!

 

Dungeoneering Additions

  • Full Ring of Kinship customization support

    • You may now right-click to customize your ring of kinship

    • All classes can be upgraded from levels 1-10

    • The token cost to upgrade is 10x the normal RS amount

    • Class upgrades are non-refundable

    • All the classes work exactly like they did in normal RS in 2012

      • You can read the descriptions of what each one does in the interface

    • You may only have one class selected at a time and one “quick-switch” class that you can swap back and forth from without having to open the interface

    • You can use the quick-switch option while in combat, but you cannot customize the rings while in combat

    • You can customize the ring outside of a Dungeon

    • Maxing out one class has an achievement, thus required for Comp cape

    • Maxing out all classes is required for The Trimmed Comp cape

  • The way Doors are handled inside Dungeons now uses a new system; rather than opening a door, then having to click on the door again to move through it every time, clicking on the door to load the next room will now replace the door with a magical barrier, removing the door completely.

    • This magical barrier does not need to be clicked on to move through; you can simply walk through it like it wasn’t there.

    • NPCs cannot attack or move through the barriers so for them it’s effectively the same as a door.

    • You of course also cannot attack through the barrier

    • This saves a lot of unnecessary clicking when moving through multiple rooms at once, and now your character will automatically pathfind to any room you can click on, rather than having to plan the route yourself via the map

    • The only exception is Boss Doors, which still act like they did before

  • When in resizable mode, the Dungeon map will now be open in the upper left-hand corner under the key interface

    • This interface will now stay open through combat, opening doors, etc.

    • It will automatically update as necessary.

    • You can close it with the X button and re-open it with the Map button by the minimap.

    • When in fixed mode, the map works like it did before; however, it will automatically update if you have it open.

  • Added many more puzzle rooms

    • The Charging Monolith room

    • The Rocky Debris room

    • The moving Ghost Spirit room

    • Three Statue room

    • Ten Statue room

    • Lodestone power room

    • Fishing Ferret room

    • Flower roots room

    • Return the flow room

    • Suspicious grooves room

    • Keystone bridge room

    • Unfinished bridge room

  • Herblore is now fully functioning inside Dungeons

    • Potions will never be required to complete a dungeon, but they may still help.

    • You may bind one potion to you in a separate potion-bound slot

    • You will be given this potion at the start of dungeons and may use it whenever you want

  • Summoning is now fully functioning inside Dungeons

    • All familiars are summonable and have their special abilities

  • The titles assigned to each player at the end of Dungeons now work like Real RS

    • I added all the missing ones too!
  • All the arrow types in Dungeoneering now have their graphics and projectiles set correctly

  • Marking NPCs now works.

  • Forgotten Warriors will now have the correct bonuses based on the equipment they’re wearing; they will also only drop equipment that they have on them.

    • Any of them that had incorrect animations now have correct animations

    • You’ll notice the higher-level ones have higher defense than they did before; this is intentional. They’re meant to be tanky enemies

    • Rangers and Magers did not change

 

Dungeoneering Adjustments

  • Though more puzzle rooms already reduced the frequency of this, I added code to prevent two of the same puzzle rooms from being generated next to each other.

  • Clicking on a locked door instead of the glowing key object will now attempt to unlock the door rather than just saying it’s locked, forcing you to click again on the key object.

  • Reworked the Drops algorithm for standard NPCs

    • Drops are less cluttered and more geared toward the party’s levels

  • Resources that spawn in the Dungeon will now be based on the party’s levels

  • Dragons spawn less frequently in rooms

  • Players with the God Rank will now have fast home teleports inside Dungeons.

    • You still cannot use it while in combat

  • You can no longer call out pets while inside Dungeons

  • The Dungeoneering master cape and skill cape will now recall arrows for you while inside a Dungeon

  • Rewrote how resource collecting is handled inside Dungeons; you will now get more resources depending on your level, the level of the resource, and the tool you’re using

  • Resource nodes are capped at 5

  • It was added in the last update, but in case you missed it Gatestones now have “Drop” as the first option.

  • Readjusted the bonuses of NPCs inside Dungeons

  • All the barriers will now be removed from the Toxin Maze puzzle room after the room is completed.

  • The Censers in the Poltergeist room’s first option is now “Add-herb” instead of “Inspect”

  • The Complexity will no longer automatically increase during a player's first time Dungeoneering.

  • You can now view your completed floors even if you’re not the leader of a party or inside dungeons.

  • Bosses in Dungeoneering will no longer get stuck behind players or other NPCs

    • The Skeletal Trio will still not walk on top of each other.

    • The Skeletons in the Skeletal Horde will also still not stack

 

Dungeoneering Bug fixes

  • Rewrote many aspects of Object spawning and made it more efficient so Dungeoneering should be less laggy

    • This will also affect things outside Dungeoneering

  • Fixed many minor glitches with animations and graphics; everything should feel quite a bit smoother and less clunky

    • Several of these animation fixes can be noticed outside of Dungeons too

  • Fixed a bug where the Magic max hit wasn’t being set properly

  • Resource nodes will no longer spawn in completely blocked off

 

Other Bug Fixes/Adjustments

  • Summoning has been completely rewritten (Mainly to accept Dungeoneering Familiars)

    • You won’t notice a huge amount from your normal familiars; it’s just a cleaner more efficient system.

    • All Summoning familiars are now summonable

    • All familiars have their invisible skill boosts

    • However, not all familiars have their special abilities or animations just yet.

  • Entities are now given random indexes when spawned rather than iteratively.

    • This is to solve the rare issue when one NPC despawns at the same tick as a new one spawns; the client may try and apply the settings of the old NPC to the new NPC, such as trying to continue the death animation on the new NPC

    • This caused some silly visual glitches that should now be solved

    • Entities are already processed in a random order, so this does not change that

  • Larger aggressive NPCs will now see you from a larger distance

  • The Minimap Flag will now be properly set to the location your character’s running to, even if the clipping data has changed

  • Your saved username/password will now properly be entered on a server disconnect, not just when you safely logout

  • The Star Sprite no longer calls Runite ore Rune stone spirits

  • Added a new easy achievement “Welcome” for registering your account on the website

    • It will be completed automatically if you’ve already done so

  • Fixed a rare bug that could cause the Corporeal Beast's Dark core to null the server

 

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