Latest News
The Shape of Things To Come
Posted by Data
Posted at 3rd June 2008, 2 hours, 30 minutes before sunrise
I suggest all who know and/or love RuneWeb or are in the process and/or considering loving RuneWeb (it's like trying to eat one potato chip, or something along those lines) read THIS TOPIC and post there.
For all you dundering scallywags who are too easily brought to tears by the mere notion of thinking the word goodbye and all of its subordinates, here's the gist of the topic in a nutshell: The last day the RuneWeb forums will accept new posts will be June 8th 2008.
The fate of the main site is as uncertain as a bloated Twilight at a limited buffet table after a breakup, but it will remain open at least for some amount of time after the forums are closed. There will not be any new content added (not anything serious anyway) and 'lol' if you thought there would be.
We planned to have a couple of RW History pages, but we're missing a few important points to that; but we'll see what the staff can put together (post all RW pics you have in the topic). Lastly, I plan to write one more final RuneScape guide to honor what is more or less the closing of RuneWeb.
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An Image of the Future
Posted by Data
Posted at 12th May 2008, 11:12PM GMT
Hi there! Yeah, it's been a while since a news post regarding RS or RW. There probably won't been any RW updates for a little, but they are actually very good reasons for that; however, rest assured we DO have something planned. In other news I saw this RS News Post as a good bit interesting; I guess it's the big suprise for '08 we heard about a little while ago?
Taken from www.runescape.com:
Over the past year, we've been keeping a rather large secret. We have been working on a complete graphical rework of RuneScape, which is looking truly spectacular. There's no need to take our word for it: look at the images below and see for yourself. As you know, we currently offer 'High Detail' and 'Low Detail' modes. We plan on adding a new and optional detail mode, bringing you accelerated higher quality graphics. This will be in addition to the existing detail modes, as they will remain unchanged.
As if the improvements below weren't enough, an optional fullscreen version of RuneScape is due at the same time. This will let you play at a resolution of your choice, and it also supports widescreen monitors. We think you'll agree, the future of RuneScape is looking very good indeed.... NOTE - When producing games and updates, we aim to make them accessible to the maximum number of people. These graphical improvements are no different. We are continuing to gather specs from your computers (please see the 'Send Us Your Specs' newspost if you have not already), and we can already say that the majority of you will be able to play RuneScape with these improvements!
Check out these pictures (they wouldn't fit as pictures):
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After
Fist of Guthix
Posted by Data
Posted at 15th April 2008, 3:28AM GMT
And no, don't worry, it isn't some weird RuneScape porno. As far as I can tell, anyway.
Taken from www.runescape.com:
A number of Guthix druids have discovered an unexplored cave under the lower Wilderness, just north of Varrock. Inside is a new, one-on-one, tactical PvP combat minigame, available to both members and free players! The cave appears to have been left undisturbed since the time of the god wars, guarded over the years by Fiara, a giant earwig and protector of something called the Fist of Guthix. Great powers emanate from this 'Fist' and the druids have managed to convince Fiara to allow them to gather charges from it. Being light on numbers, they need others to help them, which is where you come in!
In the spirit of Guthix, Fiara has introduced a 'balance' to this minigame. For each adventurer looking to absorb the power of the fist, there is another trying to chop, range or cast spells at them! You and another adventurer must each take a turn being the hunted or the hunter. The hunted's task is to survive as long as possible, storing charges in a stone of power as the time counts down, while the hunter simply has to defeat the hunted in as quick a time as possible! The energy of this mysterious area has quite an impact on those who attempt to absorb the power from the Fist of Guthix. Even the mightiest of warriors will find themselves severely weakened as they avoid the hunter, making it incredibly difficult to survive for long. The cave does offer some help in the form of places to hide, but will this be enough?
After both you and your opponent have had a chance to be the hunted, victory is assigned to those who stored the most charges in their stone of power. Fist of Guthix tokens will then be given out, based on how well you did, with which you can purchase a wide variety of rewards, including magical gloves to help you boost your XP, spiked shields and many more. Fist of Guthix is available to play on ALL free and members worlds. There is a list of recommended worlds on the Themed Worlds Knowledge Base page. We have also put a cap on the number of players who can play Fist of Guthix on any world at any time, which is set at 250 players. This will maximise your enjoyment of Fist of Guthix and minimise any conflict from other ongoing matches!
In Other News
- Hunter pet variations have been added to many places in RuneScape. Monkeys, squirrels, raccoons and geckos can now be found in several different shapes, colours and sizes, so get hunting!
- The Party Room chest has been changed to better reflect the value of the items that are in it. It now checks the items against the Grand Exchange market price, so you should find a more accurate drop party value in banks or the Party Room.
- Having looked at feedback on the Forums, we have changed the ibis, granite crab and granite lobster so that they give a small amount of Fishing experience when catching fish - a nice little bonus, we think you'll find!
- A few graphical issues popped up last week: a pier in Neitiznot disappeared and a small hole opened up on Karamja! Guthix has restored the balance and these have been repaired.
- Finally, a change has been made to the Culinaromancer's chest and the gnome ingredients shop at the Grand Tree. Item prices in these shops should be more attractive.
Summoning v2
Posted by Data
Posted at 31st March 2008, 10:00PM GMT
So everyone knows that Summoning sucked and as such changes have been made. I'll probably update the guide soon because it looks cool. In other news there's something about gnomes.
Taken from www.runescape.com:
You can break Summoning 2 into two halves. The first is a rebalancing of the skill using your feedback. We have chosen to do this because we wanted Summoning to be one of the most well-loved and appreciated skills, so your help was needed to get it back on track. What did we find out from the Forums? You told us that familiars did not stick around for long enough before they disappeared, and that renewing them was often a pain. With this update, each familiar stays out for a set period of time, regardless of the summoner's skill level, so there is no need to renew your familiar. The period that each familiar stays summoned has, in general, been increased - the spirit dagannoth, for example, stays out for a whopping 57 minutes! Secondly, you told us that summoning familiars just wasn't rewarding enough. With the rebalancing, we have given each familiar a stand-out ability that makes them well worth summoning - a feature that budding Pikkupstixes have been eager for. You will now find that Summoning a creature is far more preferable to either selling the pouch or high-alching it.
Many of you felt that combat familiars should give combat XP. We definitely agree, so each combat familiar now gives XP when they cause damage. The amount is equal to how much you would have received, had you done the damage yourself. The experience will be in one of the combat skills, which depends on your choice of familiar - the spirit jelly, for example, gives XP in the Strength stat. Taking your combat familiar into battle will reveal our next improvement: each creature is significantly tougher. They can soak up damage like never before and many will hit harder, making them more than useful for challenges like the God Wars. We can only encourage you to try them out and see just how improved their combat abilities are.
Acquiring charms has been made easier this week, with charm drops added to nearly 20 of our Slayer creatures. For those who prefer sleight of hand over the crossing of swords, we have also added charms to the Dorgesh-Kaan chests, so thieves can access them, too. Recharging Summoning points has been made easier, with miniature obelisks scattered across the world to keep you topped up; you can now summon familiars almost anywhere and take them with you without worrying too much about having to dismiss them; buttons have been added to help you 'dump' items from your familiar to your inventory and your familiar to your bank; headgear and headdresses can hold more scrolls per item; many existing helmets can be enchanted to hold scrolls; and some of the familiars' inventories have been expanded to a jaw-dropping 30 slots, so your pak yak can now hold more than you can. Phew! For more details of what has changed with the Summoning rebalancing, visit the Knowledge Base page.
Extra Summmoning Creatures
The second half of Summoning 2 is what we originally planned when Summoning was first released: an injection of high-level, dauntingly huge beasts. So, this week, the big guns arrive, largely in the form of the titans. These humanoid creatures don't only have a killer punch; significantly increase your chance of success when Mining and Firemaking, boil adventurers in their own armour or even recharge amulets of glory! You can expect them to range all the way up to level 99, too. A few inches shorter, but no less daunting, are the big cats from the Hunter skill.
As an example of just how many things each familiar can offer you, the graahk, kyatt and larupia are capable of teleporting you to Hunter areas, boosting your chances of trapping a creature, and lending a powerful paw when you need them in battle. We can guarantee that the other familiars do more than make up the numbers. Fans of Pest Control will know the void pests, with their ability to teleport you to the landers, while other recognisable familiars include the talon beast, spirit mosquito, pyrelord and the fearsome giant chinchompa. These familiars are spread over the Summoning skill levels, inviting you to train it that little bit higher. So, go grab your charms and get stuck in!
Gnomecopters
In a quiet field east of Draynor Manor, two enterprising gnomes have founded Gnomecopter Tours, featuring the latest development in gnomic flight technology. They're open for business now, offering free-players (and curious members) the chance to take a look at distant lands, including the beautiful elf village of Lletya, the frantic battlefield of Pest Control and the Trollweiss and Rellekka Hunter area.
In Other News
Abyssal bracelets have been changed to 'Forinthry bracelets'. These still protect you, as before, but will now allow you to escape when teleblocked by the Wilderness revenant ghosts. The bracelet's charges essentially counter a Teleblock spell that has been cast on you.
Fact: John Locke is serious business
Posted by Data
Posted at 18th March 2008, 10:01PM GMT
Easter update, woo. Something about the Easter Bunny, who of course was the pet that Jesus received as a gift for his eight birthday. I hope everyone has a happy Spring Break/Easter season while jamming to JCS. Also here's a Vinesweeper Guide but it doesn't have pictures yet because Teh Evil is a failure.
Taken from www.runescape.com:
It seems that the problem-prone Easter Bunny is once again experiencing difficulties. He's spent so much time redecorating his warren that he hasn't noticed critters burrowing in and devouring his entire chocolate stockpile. Now, devoid of cocoa stocks, the chocolate egg production has ground to a halt and the forecast for Easter celebrations looks bleak. No need to worry, though - the Easter Bunny is an inventive sort, and has come up with an eggs-emplary new idea: use a chocatrice! These fearsome creatures, incubated from a chocolate-coated cockatrice egg, can turn their targets into chocolate with one lethal, chocifying gaze.
It falls to you, then, to create this curious creature. You'll need to track down some of the lost chocolate to make a chocatrice egg and then carefully incubate it. The critters who ate the chocolate supply are sealed in the Easter Bunny's tunnels and will prove a suitable target for your chocatrice. So, this Easter, you will come to the aid of chocolate lovers everywhere, incubating your own chocatrice, guiding it around the Easter Bunny's tunnels and turning the greedy rats into something altogether more delicious...
Easter Event 2008
To Start: Investigate the rabbit hole, between Falador's southern gate and the Rimmington mine
Requirements: None; open to both P2P and F2P
Access To: A new emote and Easter item!
In Other News
- The music system now has a counter which keeps 'track' of how many songs you've unlocked. You'll have the Air Guitar emote in no time!
- Players will now always receive a TzHaar fire cape and 8,000 TokKul after defeating TzTok-Jad. You can keep any extra fire capes you win as spares in case you lose them, or speak to TzHaar-Mej-Jal, master of the Fight Cave, who will purchase spare fire capes from you for 8,000 TokKul a piece.
- We're constantly looking at item prices on the Grand Exchange and how they match up with similar items and those that are unfinished versions of other items. Prices for some of these sorts of items have been adjusted following this pattern. For example, an unstrung necklace will more closely follow the price of the strung version.
- You might have found in the recently refurbished Edgeville Dungeon that fighting chaos druids was a slow process. The death animation has been reduced so you don't have to spend as much time waiting before picking up your loot!