Latest News
Burgh De Rott Ramble and Dragon Drawings
Posted by Makoto
Posted at 13th March 2007, 11 hours, 42 minutes after sunrise
Quotes, as always, taken from RuneScape.com:
Those brave adventurers who have recently helped out the Myreque in the Darkness of Hallowvale quest will find loot-minded mercenaries are waiting at Paterdomus looking for guides down to Burgh de Rott.
The ability of these so-called 'mercenaries' ranges from experienced down to vampyre-fodder, but they can all lend their support to the cause of the Myreque. As an experienced member of the Myreque, you know Mort Myre like the back of your hand, so who better to guide them to Burgh de Rott?
Any of these mercenaries would be well-disposed to reward those that successfully guide them to their destination, no doubt with useful skill-related items. This new journey means that players can now lead villagers to safety from Burgh de Rott and bring back a fresh recruit on the return, meaning every trek can have purpose and reward.
With the recently repaired bank in Burgh de Rott being so handy, it couldn't be easier to prepare for plying those Morytanian swamp routes for some useful experience rewards.
With the growing number of visitors to Mort Myre recently, it's hardly surprising to find that more predatory creatures are carving themselves a niche in this forbidding swamp, so even those of you already familiar with the swamp-dwelling residents from Temple Trekking will be in for more surprises. Strange stories of dark nail beasts, humans turning into ghasts and zombie lumberjacks have all been reported to the authorities at Paterdomus - let's just hope you don't run into them when doing the Burgh de Rott Ramble.
Barrelchest Anchor
Players who've completed The Great Brain Robbery will find that we've made some changes to the Anchor weapon. In particular, we've increased its strength bonus to 87, but its attack speed has been reduced very slightly, as befits such a heavy item.
We have also increased the price, as we felt it was too cheap for such a powerful weapon. To make things fair, everyone will be able to get the anchor repaired one more time at the old price of 50k, but after that it will cost 700k to replace.
Finally, we have changed the way the anchor behaves when you die with it. If the anchor is one of the items you would normally expect to drop when you die, it will disappear and you will instead drop 230k coins. We made this change because the anchor is an item which people use for player-killing; we felt it was worth rewarding the big risks involved in killing a player-killer who was armed with this weapon.
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Another month, another batch of your lovingly-crafted artwork on display in the Players' Gallery. This time there are four dragons and a funeral, and a very stupid rock... (We'll leave you work out which is which.)
QuestHelp gets bolstered once more, with another batch of quests now having hints to aid you through: A Soul's Bane, Between a Rock..., Horror From the Deep, Regicide and Throne of Miscellania.
Sigs
Posted by Catatifish
Posted at 12th March 2007, 4 hours, 39 minutes after sunset
As some of you have or have not noticed, the sigs are now back in working order. The only difference now is that you must manually update your sig using the existing signature page. You must now use the field marked 'Username' to update your character's signature data. This is to greatly reduce the load on Jagex's servers since it is now cached on ours.
-Catatifish
I PONDER LIFE (Brains and Music as well)
Posted by Data
Posted at 6th March 2007, 5 hours, 50 minutes after sunset
Before I do the usual bit of relaying of RuneScape news to you, RuneWeb, I must ask myself why it is that everytime news is posted we always have some sort of note that it is "taken from www.runescape.com".
Well, duh. Isn't that a bit obvious? Well, maybe not. I suppose an idiot could take it wrong.
Guide probably won't be around today, but tomorrow it should be, along with perhaps some other stuff.
Taken from www.runescape.com:
The Great Brain Robbery
Better dig out some protective headgear: the zombie pirates are back, and hungrier than ever for grey matter! Robbing innocent monks of their piece(s) of mind, crashing ships into their harmonious island monastery and generally raining on their pious parade - these scurvy dogs have set up a literal 'chop shop' in the once hallowed halls. Are there no depths to which they will not stoop?
If you want to help out the cranially-challenged clergy and claim the reward for shifting the sort of headaches that even a willow bark infusion cannot remove, then speak to Brother Tranquility on Mos le'Harmless for details. New rewards - from craftable felines to the most nautical weapon in the game - await those players with the skill and know-how to foil the Great Brain Robbery!
The Feldip Hills Are Alive With Music
We've just finished an enormous update to our music system to make the harps and bells of RuneScape's music all the sweeter.
Firstly, we've changed the underlying technology used to play the music. We've completely rewritten the music player from scratch, so it now uses a bank of instruments built into the game itself rather than using whatever your soundcard happens to have. This has the advantage that the music sounds the same regardless of your computer, rather than varying from machine to machine. This in turn allows us to fine-tune the music exactly, instead of having to try to get something which generally works. Our new music technology should also be more compatible, meaning the music works correctly on more operating systems and soundcards than before!
Secondly, we've gone through every single song in the game, (a huge undertaking: there are nearly 500 songs), and hand-tuned each one to sound optimal with our new instrument set! As a result, many of the songs are sounding better than ever before, and you can finally hear them as we intended them to sound.
You may also notice the shiny new button on the log-in page. This lets you turn off the log-in music to preserve your speakers while you pop off to get a snack or take a break, all without interfering with your music settings in-game.
So, if you've been put off listening to the music for one reason or another, now's the time to turn it on and enjoy the ambient delights!
We're still planning some more tweaks to the system to improve your auditory experience, so keep checking the front page for news.
In other news...
In addition to the big soundbank update today, we've added 'equip sounds' to armour and weapons.
In the basement of the Tower of Life, players were finding they could steal other people's frogeels from combat. This has now been fixed.
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And on a final note, Jagex did something to Rule 7 or whatever; all I know is that third-party clients are illegal again. LOL
A Flesh-Eating Virus That May Be In Your Dinner! Tonight at 11.
Posted by Data
Posted at 19th February 2007, 11:25PM GMT
But really, a new quest, and the usual random stuff. Quest Guide!
Taken from www.runescape.com:
Over near the Necromancer's Tower, south of Ardougne, a new tower of ambitious design is under construction.
You see, over the ages, alchemists around Ardougne have worked on many bizarre experiments, encouraged by the kings of the region. Now their experimenting has brought them to their ultimate goal... only to be stopped short by a builders' strike. The builders claim the project was not what they first expected and so it seems the tower's future is up to you!
With a mix of illogical magic and logical construction, you can expect to be working those builders' hands to the bone just to understand the tower - let alone get it into working order.
This is a one-of-a-kind quest involving: the culmination of magic and logic, the most fashionable construction outfit you ever did see, learning the all-important rituals of the builder and having somewhere to store sarnies from the sandwich lady...
Then, as if that wasn't enough, you'll earn the opportunity to create strange creatures to battle. Using alchemy and the Tower's marvellous properties, there are a wealth of strange opportunities! Oh, and when we say 'strange', we honestly mean strange - ever wondered what happens if you cross a jubbly with a lobster? Probably not, but like we said, alchemists have worked on some very bizarre experiments! The items dropped from these monsters should prove useful for all those resource-gathering-addicts!
So what are you waiting for? Grab that hammer and saw, and practice your best builder slang because, as the title suggests, this is no standard building, but the legendary Tower of Life!
In other news...
Pets may no longer be taken into Pest Control or Castle Wars.
On non-members' worlds, the Magic spellbook interfaces now ignore members' items, such as blood runes or battlestaves, when deciding which spell icons should be lit up. This should make it easier to see which spells you can cast if you're on a non-members' world.
A level 25 Defence requirement has been added to the new Fremennik shield.
When you fletch a yew shortbow, you used to get ~66 experience for carving the bow and ~68 experience for stringing it. However, for all other shortbows, the carving and stringing give the same amount of experience. We have adjusted the yew shortbow to give ~67 experience for carving and the same amount for stringing it. The total experience you get for making the completed bow has not changed.
Mini-Game + Stuff
Posted by Data
Posted at 12th February 2007, 9:37PM GMT
Taken from www.runescape.com:
Osman, known for his peaceful, innocent life relaxing in Al Kharid, has of late been miserably staring into an empty glass of sq’irk juice. For years he was able to deal directly with the sorceress to provide his favourite tipple, before their disagreement over prices. Since then, Osman has tried desperately to find out how she grows them, but the secret is so well kept that not even he can find it.
Osman has thus been forced into adopting a more devious (though some might say lazy) approach, and for that he will need your help. Once you work out how to get into the sorceress's concealed garden, it will be up to you to watch the routes of the patrolling guards and sneak past for the fruity rewards. Different seasons are rumoured to affect each of the gardens, and it can be assumed that more experienced thieves will have access to more bountiful sq’irk trees. Even if helping Osman is not to your taste, the gardens are also home to herb-beds, which could be plundered by those wary enough to avoid any guardians. So head to Al Kharid to help this thirsty gentleman of leisure or to stock up on ingredients - either way, there are profits to be had in this new minigame.
In other news...
Following requests from players, we've taken a look at the way the combat system handles your attack style when you're autocasting spells. People were finding that the system would put them into the defensive mode if they ran out of runes or switched to a different kind of weapon. This isn't necessarily useful, since some fighters prefer not to get Defence XP.
Instead, the system will now try to remember the last combat mode you were in before you started autocasting spells. If you're autocasting spells in the mode that doesn't give Defence XP and you switch weapons or run out of runes, you should find yourself in that combat mode. If you're autocasting spells in the mode that does give Defence XP, you should instead find yourself in a defensive combat mode.
As with all changes to the combat system, we advise you to take extra care, to make sure things are behaving how you expect them to.