Update Notes 9/22/23 - New Tutorial System | |
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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! | |
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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! | |
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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
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.
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
Update Notes 5/11/23 Post-Website Cleanup/Qol | |
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Now that the update is for the most part fully functioning I'm able to focus on in-game changes! I'll be working on the new Forums in the background over the next couple of months, but I want to get some content out on the server! Before the next major update, I wanted to get some bug fixes and QoL changes that have been piling up while I was working on the website, so enjoy!
I've started a poll in the polls section of the Discord vote on what you think the next major update should be!
Adjustments
Adjusted how inactive names work
Accounts will be considered inactive depending on their total level where 1 year is equivalent to 1,000 total level
This means if you have 2,500 total level your account will be considered inactive after 2 years and 6 months
If you have a total level of 250, you’d be considered inactive after 3 months.
It counts for prestiges, so up to 5000 total level would be 5 years
After 5 years all accounts are considered inactive
No account will be considered inactive before 2 months
Just like before, if your account is inactive and you sign into it, nothing happens; your account is no longer inactive
If someone takes your name during the inactive period, you’ll be given a placeholder name but can still log in with your original name (or email)
You’ll be able to select a new name easily with the ::getnewname command
This command is only for changing names if you have a placeholder name; normal name changes are handled on the website
If you accidentally steal your own name when trying to log in to your inactive account, you can have an admin remove that account so you can change your name back
The Noxious Scythe will now hit 3 times on NPCs size 3 and larger, 2 times on NPCs size 2, and once on NPCs size 1
However if one of the hits misses, it won’t do a check for the next one, meaning if the first hit misses, it won’t check the next two; if the second one misses it won’t check the third, etc.
I believe this is a much better balance
The first option on Gatestones and Group Gatestones has been changed to Drop.
Shift-clicking will switch it to Use
Combat Familiars will now be much faster to attack a target while you’re in combat.
Telling your Familiar to attack a target or telling your familiar to use a special attack on a target will no longer interrupt your current action such as combat
The Herbicide, Bonecrusher, and Ash Sanctifier now have the option (disabled by default) to destroy the noted versions of their respective items for no experience
This is just to help clear the area of junk drops
Sergeant Grimspike’s shark drop is now unnoted and ranges from 2-3 sharks
Made it so Cyrisus’s protection shield will wait until he’s finished his last action before activating so it doesn’t get interrupted. There’s still plenty of time before the flame comes
Also gave him an animation when creating it
Dying while in the Noxious Demon instance with a full Death storage will now place any extra items outside the cave, rather than being lost inside the instance
Dying with a Beast of Burden in any instance or unreachable location will now drop the Beast of Burden items outside the instance/area the same as any of your items that Death couldn’t hold
After saving items with the Summoning Skillcape perk, any pouches that couldn’t fit in your inventory will now be dropped to the ground rather than being lost.
Added some spiders to the island east of Yanille
The Mercenary's gloves from the Dungeoneering Reward shop now have 15 range attack.
Teleporting out of Pyramid Plunder will no longer force you outside
Bunny ears will no longer shrink your hairstyle
The low-level trolls at the Mountain camp now have animations
D&D Notifications will no longer show up on server restart
This is intended to remove any confusion of D&Ds respawning on server restart such as the LRP if it was still alive
“Lrp” and “rok” have been added to the aliases for the Teleport to Living Rock Caverns command
The “quit” command will now bring up the Leave-party dialogue inside of Dungeons
The pickaxe inside the rock in the Bulwark beast boss room is now grabbable
(h1) - (h5) skirts can now be stored alongside the rest of the armor inside the POH costume room
High-level Pest Portals now properly have 2500 life points and have been given a bit of defence
The god staves can now be stored in the weapons rack in the POH costume room
The god croziers have been moved to the weapon rack in the POH costume room since they’re technically weapons
Bug Fixes
Disconnecting in a Dungeon no longer removes your multi-combat state for the remainder of the Dungeon.
Fixed an issue where sometimes teleporting your house would return an error and not allow you to teleport
The new-look style ZGS and BGS now properly only require 50% special attack to use like their counterparts.
Fixed a typo with Dagannoth Sentinels
The Gilded 3rd Age kite shield is now tradable
Spam Clicking Fire spirits will no longer sometimes give double rewards
Logging in and rejoining your last used Guest clan will no longer bypass any of the clan settings, such as bans or no longer allowing guests to visit
Potentially fixed a rare bug that would cause items to disappear if your inventory was full when claiming items from your POS collection box
Priest gowns are now properly tradable
Barrows helms that were showing chins, that shouldn’t, now don’t.
Fixed an issue with Slayer Dialogue where the Wilderness Warning would get canceled so you couldn’t teleport via the dialogue.
The banker on Jatizso is now accessible.
Fixed an issue where jumping out of the way of an obstacle in The Brimhaven Arena didn’t properly cancel other actions, which could cause strange results
The middle ladders in The Grand Tree in the Tree Gnome Stronghold now work
Fixed several issues with the highscores after all the website changes, mainly a few errors if you click on certain players/bosses in certain situations
Opening a Player Owned Shop right after a trade will no longer leave the “Trade Modified” warning on the interface
Teclyn, the elf near the Farming patch in Lletya now properly shows up on the map
Teleporting out of the Barrows crypt while the screen is shaking into another area with a controller will no longer leave your screen shaking
Fixed a clue step hint for Rantz’s cave. It now properly says the cave is East of Feldip hills
Some Avianses that were using incorrect animations have been fixed
All Aviansee’s projectiles now come from the correct height
The Pirate hat and Camel mask can now properly be stored in the Costume box in the POH Costume room
New Website! | |
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Welcome to the New Website!
I've been working on this website transition for over a year now. It's taken massive infrastructure changes to how the server works to accomplish, but now website accounts and in-game accounts are one and the same. We are no longer using Enjin in any capacity.
All you have to do to "register" on the new site is connect an email to your account, you'll then be able to take advantage of the website's new features. Once you register you'll use your email to log in in-game as well. For security reasons and for future features I'm requiring this - that's why I wanted to make sure I added username saving by default in the Client beforehand!
Things like name changes and password changes are now handled on the website under your account settings.
Voting and the Web shop will now use your account automatically, rather than having to type in a username, and they've also been completely redesigned!
On the site and in-game I've removed most references to "Donations" as they're more like purchases and I want to be consistent. So Donator Ranks are now just Ranks, Donation Points are now Bliss Points, etc. A notable exception is Donator Zones, since naming them anything else wouldn't be the same!
Some data from Enjin will be transferred over, mainly your total donated amount so if you want that to transfer automatically there's still time to ::linkenjin with your old Enjin account, but that will only be around until the end of the month. I'll be saving as much data from Enjin as I can, so it won't be lost if you don't link in time.
I've still got lots of features planned for the new site - so keep an eye out for new features!