Welcome to our next Minor Update - this one focusses a lot on implementing changes based on the feedback we've received over the last week (plus a whole lot of bug fixes).
It's been absolutely amazing seeing everyone jumping in to Combat and providing updates on their experience. It's really cool to see everyone enjoying their time, while also providing the necessary feedback to help make everything a lot more smooth and enjoyable.
Thanks to everyone who opted to restart their characters. Your feedback has been important in allowing us to see how new players progress, and what bottlenecks currently exist that requires attention.
Of course, we can't touch every single piece of feedback that comes through in this short of a time frame. Just know we'll always continue to monitor feedback and implement the necessary changes. The below patch notes resemble the discussions we've seen over the last 7 days, and target areas that can be adjusted within a timeframe like that.
How to Download the Update
This update is now available on Steam. Restart Steam to receive the update immediately.
Standalone client downloads are available here: https://drive.google.com/drive/folders/1bFwm2l7SPpLxUu6XsyYWb0Z02Z_4wT10?usp=sharing
Changelog
Base Bank Space
Just noting this first as this change doesn't really fit anywhere below lol:
Increased base Bank Space to 100, up from 50.
Accuracy Adjustments
Thanks for all your feedback so far on accuracy and how it feels in the earlier levels of the game. We've got an initial batch of changes here to help buff your accuracy, mostly targeting the first 50 levels.
One thing to note is we still have many power-boosting Skills on the way such as Summoning, Astrology, Archaeology and Construction. These will all provide further boosts to your character when released.
Weapon Attack Bonuses
We've buffed the flat attack bonuses on pretty much all weapons, providing on average an extra +10% chance to hit in the earlier stages of the game from the weapon changes alone.
Prayers Attack Bonuses
We've added attack bonuses to many Prayers:
Strength, now also provides +5 Attack Bonus to Melee stances
Ward, now also provides +15 Attack Bonus to Melee stances
Barrier, now also provides +25 Attack Bonus to Melee stances
Piety, now also provides +35 Attack Bonus to Melee stances
Power, now also provides +5 Attack Bonus to Ranged stances
Broad Precision, now also provides +15 Attack Bonus to Ranged stances
Deadeye now also provides +25 Attack Bonus to Ranged stances
Rigour now also provides +35 Attack Bonus to Ranged stances
Will, now also provides +5 Attack Bonus to Magic stances
Elemental Lore, now also provides +15 Attack Bonus to Magic stances
Empowerment, now also provides +25 Attack Bonus to Magic stances
Augury, now also provides +35 Attack Bonus to Magic stances
Prayer cost changes:
Ward: 4 -> 3
Piercing Light: 5 -> 3
Stoic: 8 -> 7
Rally: 8 -> 6
Combat Item Buffs:
Amulet of Melee/Ranged/Magic: 4 -> 8 Attack Bonuses, 1 -> 3 Strength Bonuses.
Elite Amulet of Melee/Ranged/Magic: 12 -> 14 Attack Bonuses, 3 -> 5 Strength/Damage Bonuses.
Hobgolbin Chief Cape: 6 -> 12 Attack Bonuses, 1 -> 3 Strength/Damage bonuses.
Murkwood Cape: 12 -> 18 Attack Bonuses, 2 -> 4 Strength/Damage bonuses.
Sand Nomad Cape: Added +3 Strength/Damage bonuses.
Dire Wolf Cloak: 14 -> 20 Attack Bonuses.
Dracolith Ravager Amulet: 18 -> 22 Melee Attack Bonuses, 5 -> 7 Melee Strength Bonus
Dracolith Spitfire Amulet: 18 -> 22 Ranged Attack Bonuses, 5 -> 7 Ranged Strength Bonus
Dracolith Tyrant Amulet: 18 -> 22 Magic Attack Bonuses, 5% -> 7% Magic Damage Bonus
Spectre Amulet: 25 -> 30 Attack Bonuses
Combat UI Adjustments
Some changes have been made to Combat to help with making important information more clear and concise:
Evasion Ratings for both you and the Enemy now clearly highlight the Evasion rating stat that is being used to calculate chance to hits.
Eg. If you are using Crush Stance, the Enemy's Evasion Ratings will clearly highlight the Crush Evasion Rating, tell you that is what the game is looking at to determine your chance to hit.
Resistances now have a question mark hint tooltip showing you how the final value is calculated.
Added Power and Protection values to the Combat UI.
Weapons now show their Stances in their Item tooltip.
Made Player and Enemy Stats UI in Combat a bit more readable
Other UI Adjustments
We've removed the Combat Skills from the Sidebar, and shifted their Level breakdown in to a Tooltip when mousing over the Combat Button in the header. This was to declutter the current UI until we work towards a better solution.
Craftable Jewellery Changes
We've added level requirements, reduced existing ones, and buffed some bonuses to craftable jewellery:
Silver Sapphire Ring: Now requires 10 Strength.
Silver Ruby Ring: Now provides +10 flat defence bonuses and requires Level 20 Defence.
Silver Emerald Ring: Now requires Level 40 Ranged.
Silver Diamond Ring: Reduced Defence requirement to 40, from 50.
Silver Jadestone Ring: Now requires Level 75 Ranged.
Gold Sapphire Ring: Now requires Level 30 Magic.
Gold Ruby Ring: +5% -> +8% Slayer Coins. Now requires Level 35 Hitpoints
Gold Emerald Ring: Reduced Ranged requirement to 35, from 45.
Gold Diamond Ring: Now gives Now requires Level 70 Prayer.
Note: this Ring is meant to have +10% Prayer Point preservation. This will be added in the next update.
Gold Jadestone Ring: Now requires Level 70 Hitpoints.
Silver Sapphire Amulet: Requires Level 15 Magic.
Silver Ruby Amulet: Requires Level 20 Defence.
Silver Emerald Amulet: Requires Level 25 Ranged.
Silver Diamond Amulet: Reduced Defence requirement to 65, from 75.
Silver Jadestone Amulet: Now requires Level 75 Strength
Gold Topaz Amulet: Now requires Level 15 Hitpoints.
Gold Sapphire Amulet: Now requires Level 25 Magic.
Gold Ruby Amulet: Now provides +5% Auto Eat Efficiency (Makes food heal more when auto eating), now requires Level 40 Hitpoints.
Gold Emerald Amulet: Now requires Level 50 Ranged.
Gold Diamond Amulet: Now requires Level 70 Prayer.
Gold Jadestone Amulet: Now requires Level 75 Magic.
Magic & Ranged Gear Level Requirements
We've added Defence level requirements to Magic and Ranged gear. The level required is 1 tier below the respective Combat Level (Eg if the Ranged requirement is 60, the defence requirement is 50).
Magic Gear's lack of Attack Penalties
Magic gear not having any attack penalties for other combat styles was an unfortunate oversight, so we've now rectified this to keep gear consistent with penalising off-styles.
Magic Gear now contains attack penalties for Melee and Ranged.
Other Item Changes:
Flat Max Hitpoints modifiers on Items and Food has been changed to provide Flat Protection instead.
Phantasm Wand is now classed as a Water Weapon and not a Fire Weapon.
Topaz Bolts now require Level 20 Ranged to match the first XBow unlock. Also increased its Ranged Strength bonus to accommodate.
Sapphire Bolts now require level 30 Ranged, and their Ranged Strength Bonus was increased to accommodate.
Monster Element Changes
There is a lack of variety of Monster elements, specifically around mid game Slayer Zones, where you only see Fire or Earth Monsters for a whole 50 levels (40-89).
We've updated the Elements on various Monsters to increase variety, and also provide more Neutral options:
Mangrove Strider: Neutral -> Water
Mangrove Caterpillar: Neutral -> Air
Mangrove Mantis: Neutral -> Earth
Wyvern: Fire -> Neutral
Toxic Razorfish: Neutral -> Water
Blackstone Roller: Fire -> Neutral
Sand Nomad: Earth -> Air
Sand Nomad Warrior: Earth -> Fire
Blood Imp: Neutral -> Air
Blood Reaper: Neutral -> Water
Phantasm Orb: Fire -> Water
Phantasm Wraith: Fire -> Water
Phantasm Knight: Fire -> Water
Phantasm Guardian: Fire -> Water
Sand Mummy: Earth -> Neutral
Elder Wyvern: Fire -> Neutral
Storm Beast: Air -> Neutral
Kelsarin Wastelander: Earth -> Fire
Herblore Potions & Recipes
Adjusted Prayer Potion recipes, removing Blessed Logs and high level bones in favour of more low level prayer items to make potions worth it.
Slayer Potions now provide their bonus while on Task, instead of only when inside a Slayer Zone.
Rune Packs
We've seen feedback regarding Rune Packs in Runecrafting and how they simply are not worth it. The idea behind Rune Packs was to provide a higher XP and more QoL-focussed recipe for elemental runes at the cost of efficiency. However, its clear that we were too harsh on the recipe output and have made the following adjustments:
Runes now roll individually in the recipe, meaning its possible to create more than 1 type of elemental rune in a single recipe creation.
Combination Rune Packs now provide 75% chance for their Runes, up from 50%.
Elemental Rune Pack now provides 50% chance for their Runes, up from 25%.
Early Farming Seed Acquisition
Adjustments have been made to Bird Nests from Woodcutting to provide easier access to begin Farming:
Bird Nest drop tables have been reworked, making Potato Seeds far more common (~25% chance now)
Also increased the quantity of seeds to 6-9, up from 3-6.
Lanterns
Buffed base Empty Lantern quantity in Crafting from 1 -> 8.
Agility
Reduced Arena 1 & 2 Entry cost by 5 Entry Tickets.
New Settings & Accessibility
Added Arachnophobia Mode toggle to Interface Settings
Added Accessibility setting to globally disable Press & Hold buttons. This setting overrides any individual settings the game made provide to toggle these Buttons (like in the Shop).
Artwork
Added 50ish Beastcrafting assets.
Added more Combat item assets.
Added more Monster assets.
Bug Fixes:
Fix Player Combat level not updating dynamically during Combat and level ups
Fix Mining & Artisan intervals not updating dynamically with stat changes.
Fix Completion log showing all Monsters as completed after killing a new Monster.
Fix incorrect level requirement to buy Agility Light Set.
Fix Javelins and Boomerangs not occupying the Ammo Slot when equipped.
Fix Combat statistics window is too tall and not allowing to scroll.
Actually Arrow Shafts having no artwork
Fix Hunting Modifiers having a transparent background
Fix Herblore level up causing audio to bug out
Fix Intermediate Woodcutting Hat currently goes utility slot and not head slot
Fix the Mill not showing the production quantity quantity
Fix Geode description saying it will be openable soon.
Fix Automatic Item Placeholder gets automatically re-enabled
Fix Attack interval bonus comparison colors reversed
Fix Offline progress stops at 0 ticks per second in some rare cases due to a memory leak
Fix Agility & Thieving Selecting Locations not allowing you to reselect the location you are currently in.
Fix Disabling Animations in settings not affecting the Combat Monster shifting animation.
Fix Smoke Wizard Set Tooltip Shows twice due to a duplicate set bonus entry.
Fix Herblore Potion P2-A consuming when Farming gains experience, and not when Herblore does lol
Fix Super Ranching Potion P2-B missing an extra modifier
Fix incorrect Dragon Lair enclosure unlock level requirement in Ranching.
Fix equipping Fire Wizard (u) gear causing combat screen to crash and stopping saves from loading.
Fix Food healing for less than intended when consuming via Auto Eat
Fix Spider Silk Trapping Satchel having no Hunting Level Requirement
Fix Items not providing GP when sold in some scenarios.
Fix incorrect purchase level requirement for Padded Headwear
Fix Herbalist provides the same potions twice in loot table
Fix Barrentoe & Orchard tree seeds still being purchasable from the Shop now that they have actual in-game sources.
Fix Chest Keys in Thieving are equipped to the same slot as lockpicks, making it impossible to steal from a chest
Fix Various modifiers still have missing descriptions
Fix Tracker for Agility and Thieving not showing food consumption rates
Fix all non-Combat skills not tracking their equipment/toolbelt consumption rates
Fix absolute Auto Eat Threshold not correctly displayed in Thieving/Agility (Shows as eating at 0 HP)
Fix Ashen Log in FM having 0.02s interval
Fix Rabbit Oven Mitts only consume on successful cooks
Fix % Output Quantity Modifier in Herblore not working (both visual and mechanically)
Fix Ctrl + A to select all items in tab doesn't deselect other items
Fix Combat Area requirements can be bypassed by the "Jump to Enemy" button for Slayer Tasks
Fix Fire Wizard Boots (U) requires Fire Wizard Hat to upgrade
Fix Steppes Rabbit in Hunting has weight in Grams instead of Kilograms
Fix Crafting Station III Shop Upgrade provides Fletching bonuses instead of Crafting ones
Fix Item Upgrade Menu shows previous item in "Upgrading into Y" text
Fix Performance degradation as combat effects are applied during offline progress
Fix Auto eat does not eat at the threshold, only below it.
Fix item upgrade menu not working when an item has multiple upgrades
Fix Grain Mill Recipe Select not showing product quantities
Fix automatic item placeholder bank setting not toggling properly
Fix Equipment not showing if they are consumable or not
Fix Beastcrafting Potion category uses Runecrafting icon
Fix notification icon in sidebar clipping