Update log
Full RuneScape ® update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Events
- Store
- Balance
- Compatibility
- Gameplay
- UI and audio
Index
- CosmeticGame Update: Visual UpdateWorld Declutter
Community Topics
We'll be kicking off a discussion about shaping aspects of the mid-game balance in the middle of this week. Rather than sharing any design direction, however, we want to use this first step to understand what issues you've encountered around mid-game balance. Keep an eye out for our kick-off topics on Reddit and Discord!
Mod Anvil and Mod Ryan will be sharing a lookback at April and what May has in store for you this Thursday, April 30th.
In Case You Missed It + Our Reactions to Last Week:
Last week we released a few Game Jam quality of life projects, including (but not limited to!) Boss Enrage Mechanics Update and Quiet World smarthopping.
We also ran a rollback on April 20th, which affected a couple hours of player playtime. Find out more about that here.
We shared some insights from the recent quarterly check-in Survey as well as some Double XP Event details. Read the blog post here!
Finally, we shared progress on how our Player Avatar is coming along as well as some details about the upcoming Player Avatar Beta. Find out more here!
Patch Notes:
Improved Necromancy Conjure's so that players are unable to target them anymore making it easier to traverse and use movement skills.
Additionally they are now lower in the visibility order so NPCs will appear on top of them if they are on the same square.
Reduced the length of the Conjured Zombies particle trail and updated SFX when the zombie is summoned and walking around.
Residual Soul stacks are now only visible to yourself, no longer do you need to see how many souls your fellow Necromancers are working with.
Similarly, they also now hide when unequipping a lantern and reappear when equipping one. This should help cut down on UI elements in combat with friends!
The HP and Prayer boosted buffs have been removed from the buff bar, these very common buffs were taking up valuable real estate while being something players could easily see elsewhere in their UI.
We have kept the negative version of these effects though as it's useful for specific bits of content (Magister / Zuk).
Transformed the Tile Indicator visual to be a square instead of a circle, this should help clearly show which tile you're moving towards along with showing an enemies size.
The blinding pillar of light from the Scripture of Wen has been revamped into a more subtle visual and sound effect.
Updated the size of the Aftershock VFX to be less obtrusive and visually cluttering. The SFX have also been updated to match.
The size of the Incite Fear VFX has been reduced to be less obtrusive and the SFX has been updated to match.
The Sapphire and Opal Aurora spells have been tweaked to reduce the amount of VFX, additionally the visual effects when used with the Prism Spells have been revamped to be less intrusive.
Improved readability of where Yakamaru's Poison attack will land.
AOD Minions are shown in the order they are killed below the
Source
