Get ready for Deadman: Annihilation dropping this Friday! Plus, we've got some feedback changes and tweaks.
Deadman: Annihilation - Known Issues & FAQsLast updated: Saturday, January 31st - 16:05 UTC
| Issue or Question | Our Response |
|---|---|
| Players report not gaining points from damage dealt to Breach NPCs | For technical reasons, we've historically only been able to attribute points to the top 16 damage dealers for an NPC on death. Next week, we'll deploy a coldfix that makes use of new engine functionality to allow the top 100 damage dealers to obtain points from damage to Breach NPCs |
| Sometimes, the 'next Breach' time provided by the Deadman's Skull adds an extra day, despite there being no Breaches that are a full day apart. | We're working on a fix for this for next week's Game Update |
| The new variants of Ancient Warrior armour cannot be bought or sold on the Grand Exchange. | The Ancient Warrior armours will all be added to the Grand Exchange with next week's Game Update. |
| Players expressed frustration around having limited starter kit reclaims following PvM deaths. | With next week's update - and in all future Deadman iterations - we'll give players an unlimited number of reclaims so that they can get back on track even without incurring a PvP death. |
| Some players ask whether or not the Sigil of the Treasure Hunter applies to Clue Scrolls obtained from pickpocketing. | The Sigil's buff does not apply to pickpocketing, only to Clue Scrolls that are dropped by NPCs. |
| Some players ask whether or not the Sigils of Nature and Enhanced Harvest are supposed to work at Tithe Farm. | They aren't, but their descriptions could be clearer, so we'll update them to reflect this next week. |
| Very rarely, players can find themselves pushed into walls or inaccessible areas when a Deadman's Chest spawns. | We're taking another pass over these to try and prevent anybody winding up stuck in a location that they can't teleport away from, such as the Rogue's Castle. |
| Some players are confused as to how they can sell back duplicate sigils. | We mentioned this in an earlier blog, but as a reminder: use the Sigil on your Deadman's Skull to refund your points. We're aware that the Sigil UI could use some work, and will see what improvements we can make for future Deadman mode events. |
| Guardians of the Rift is not currently a safezone inside the minigame itself. | We'd initially planned to make Guardians of the Rift (GOTR) a safezone, but would have to also make every Runecraft altar in the game a safezone too, opening up a lot of escapes all over the map, for this reason we're opting to keep GOTR dangerous. |
After yesterday's game update, you shared your feedback with us on two main topics: First one was on the Facility Bottles to move your built-in facilities within and between your boats, and the other was about the Bank UI changes. We're back today to share our thoughts and planned actions with you regarding your feedback, so let's get straight into it.
Facility Bottles Moveable FacilitiesMany of you have expressed a strong interest in shuffling facilities around on your boat. It can be extremely frustrating to feel you may need to destroy facilities and all the hard work you've put into them when you want to make a change to your layout. With the introduction of moveable boat facilities, our goal was to address that pain point within Sailing, in good time, as we know many of you were highly anticipating this change following our Opinion Poll!
The idea of having 'Ships in a bottle' has been something we've loved ever since we saw it as a community suggestion during refinement! With the introduction of these as a new way to move facilities on your boat, our intention was to:
- Make facilities moveable, not only on your boat (like a Player Owned House room), but between your boats, too.
- Maintain that ship layouts remain an important decision in your Sailing journey. Boat facilities should still feel like important milestones and something you actively plan around, rather than something you can freely shuffle with no real investment.
However, we missed the mark on how our design played out. By locking moveable facilities behind shipwreck salvaging at lower rates, we unintentionally created the feeling that players felt 'forced' into training Shipwreck Salvaging to move facilities. On top of that, the rarity of Facility Bottles, and the choice to make them only available from certain lower-levelled salvaging spots, meant that the vast majority of you who enjoy salvaging felt your time wasnt being respected. Instead of encouraging meaningful planning and player choice, this was restrictive and frustrating.
What's ChangingFacility Bottles will be purchasable from Shipwright Seb for 75,000 GP each. We'll also be making them more common across all salvaging spots so that they're likely to drop more frequently. Additionally, we'll be adding facility bottles to the loot tables of Merchant Salvaging spots, so that you don't need to engage in lower-levelled salvaging in order to obtain them. We're aiming for these changes to be implemented next week, pending testing.
Facilities should still be something you think carefully about when designing your boat, and moving them should carry a real cost. However, this change removes the need to engage in just one single activity and should give you more control in how you'd like to move your facilities.
We don't want to encourage 'buyable' collection log items, so any purchase of them via Shipwright Seb will not count towards your collection log progression. However, we hope that by making the bottles more common from salvage, they won't be too difficult to obtain.
We'd like to thank you for your feedback, and we'll continue keeping an eye on how this feels!
Bank UI ChangesUnderstandably, UI changes are always a little contentious! You've all got strong muscle memory built up over the course of thousands of hours meaning sudden changes can throw you for a loop, which is why we're often cautious to roll out changes like these. In this particular instance, we made changes to the Bank UI to incorporate a feature that players have requested for ages: the 'Empty Containers' button. While it's true that we shared this intent last year and shared mockup/concept images on three separate occasions (iterating on your feedback each time), it's also true that it's been some time since we last shared anything on this and that we didn't do a great job of properly spotlighting these changes since they were often included in Game Update newsposts.
While we were looking at the Bank UI, we felt that we had an opportunity to improve the experience for new players (particularly with respect to helping them understand where bank notes come from) and mobile users at the same time, since both of these groups experience friction with what is arguably the most-used interface in Old School. UI changes - particularly to old or frequently-used interfaces - always illicit a reaction, but we want to take the time to avoid making kneejerk changes and are already starting to see sentiment among players shift, so we'll be waiting a little while before making any drastic changes. Naturally if there are considerable pain points and problems then we'll make as many improvements as we can to make sure that the finished product is meeting your expectations.
In the meantime, as we wait for the dust to settle, we do have a small number of tweaks in progress for the Bank & Empty Containers button changes from yesterday:
- In case you missed it, we deployed a hotfix that allows the 'Empty Containers' button to empty the contents of containers that are in locked Inventory slots. We said yesterday that we'd planned to develop a toggle for this, but it seems as though the behaviour that we've got now is what's best for most players. If you've got strong feelings on use-cases for those locked slots not being emptied and would like to see a toggle in the future, then let us know.
- We're working on updating the 'Empty Containers' button so that you're able to empty worn containers too, meaning equipped items like the Log Basket or the Fish Sack Barrel should be able to be emptied straight into the bank. This is also aimed to be implemented next week, pending testing.
We'll be keeping an eye on feedback for now and understand which changes might prove absolutely necessary, and will let you know ahead of making any further changes.
| Feedback | Status |
The new 'Empty Containers' button doesn't work to deposit items held in locked slots. |
Weve deployed a hotfix that allows the Empty Containers button to deposit items held in containers in locked slots. In next week's update, well add a toggle to allow you to choose how you want the locked slots to work with this new feature. |
Deadman: Annihilation drops this Friday!
- Deadman: Annihilation will drop this Friday, January the 30th, at 17:00 UTC!
- Reminder: if you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge Graveyard to use that same character for Deadman: Annihilation.
- Here's a quick breakdown of what you can expect:
- Earn Deadman Points through just about any activity you can think of: PvM, Skilling, completing Achievement Diaries/Combat Achievements, completing Clue scrolls... Then trade those points for exclusive (tradeable) cosmetics in the main game including the Wilderness POH Kit, a new Home teleport animation, and recolours for the Toxic Staff of the Dead, Bow of Faerdhinen and Crystal Armour!
- Bank keys are no more! You'll only risk what you've got on you, but there's no use hiding expensive gear in your inventory because your risked wealth will be symbolised by coloured skulls above your character, similar to Bounty Hunter.
- While killing NPCs, you might stumble across a Deadman's Chest as a rare drop. This chest takes 60 seconds (30 seconds in multi-combat) to open, so you'll need to stand your ground to claim your treasure, but stand to be handsomely rewarded with powerful items - including tweaked versions of the Dogsword and the Thunder Khopesh.
- Sigils are no longer RNG drops to be bought and sold on the Grand Exchange. Instead, use the Deadman's Skull to pull up a shop UI where you can spend your hard-earned Deadman points to buy whichever Sigils you'd like.
- Non-combat Sigils no longer require attuning, meaning you can unlock them with points and enjoy their benefits forever, regardless of your setup.
- The Ruinous Powers are back! Take the forbidden knowledge of the Fallen Empire for a test drive as you put this all-out offense Prayer book to use against other players in fast-paced PvP combat.
- Combat bracket worlds are making a return with revamped level ranges to keep worlds active while letting you play any build you'd like and always find a fair fight!
- Breaches are sticking around, with new bosses, adjustments to existing bosses, readjusted loot rarity and more. Find consistent action at set times while you try to earn powerful items, rack up Deadman points, or perhaps just pick off the lucky players getting all of the cool breach drops...
- Breaches will start at: 2am UTC, 10am UTC, 7pm UTC
- Remember: if you still have PvP Protection, you can do damage to Breach NPCs at single-combat breaches, but you can't do damage to Breach NPCs at multi-combat breaches.
- Experience full-on carnage in a revamped multi-combat Finale, which sees competitors split into two factions for a time before the remaining players are left to fight amongst themselves in a free for all.
Move Your Built-in Facilities Around in Your Boat
- Introducing: Facility Bottles!
- By using Facility Bottles, you can now store your facilities as an object that goes to your inventory.
- You can then use the bottled-up facility to build its contents at any other suitable hotspot on board!
- Facility Bottles can be found in various types of salvage such as Large, Pirate, Mercenary and Fremennik shipwreck salvages.
Bank UI Changes & 'Empty Containers' Button
- After consulting the community for feedback on the bank interface, we've now tweaked the Bank UI, featuring a new 'Empty Containers' button!
- Clicking this button will empty any containers from your inventory. Essence pouches, Coal bags, Herb sacks, Meat pouches, Log baskets, Reagent pouches, Fish barrels, Plank sacks, Fur pouches and even Looting bags - all of them emptied in an instant!
- Opted for diagrams instead of text, unifying the UI by reducing the blend of 'old' text (e.g. Swap/Insert, Note) and 'modern' images (e.g. Search, Placeholders, Deposit Inventory).
- The 'quantity' buttons have been sized up a little, which should be a nice helping hand for mobile players.
- To make space, the 'View worn items' button has been shifted to the top right, and we've moved some features to the left-hand side. If toggled on, the Incinerator will appear on the left-hand side, which is also where Potion Storage and the Group Storage (for Group Iron players) are housed. Players who have both Group Storage and Potion Storage available can collapse them using the drop-down arrow shown in the screenshot above, which should help them see a handful of extra Bank Tag Tabs if they have any set up via third-party clients like RuneLite!
- The unfortunate piece of news here is that we're not yet at a point where we can configure what you deposit via custom toggles, as we mentioned in the poll question, but will revisit this feature if we feel able to confidently deliver this in the future.
- All of the above UI elements are plugged into the bank tutorial too, which sits at the top left to prevent you from misclicking it quite as much while you're trying to close the bank. If you run into any problems or have any feedback for us then make sure to let us know, even if you're a UIM and aren't really sure what all of this means!
- Coffins from the Shades of Mort'ton minigame now have a right-click "Empty" option while you're in the banking interface. Note that this coffin is excluded from the "Empty Containers" button we spoke about above, since players tend to want to keep their shade remains in here rather than the bank.
- Clicking the "Empty" option deposits all Shade remains in the Coffin into your bank, as long as there's enough bank space for them.
- If there isn't enough bank space for all Shade remains, as many remains as possible will be deposited.
Other Changes
- Devout Boots can now be dismantled back into Holy Sandals, giving Irons a way to create Holy Moleys without starting the grind over, if they wish to!
- The Holy Moleys icon is now correctly centered in the Worn Equipment interface.
- We've made various Wilderness adjustments to combat unscrupulous sorts and give those playing by the rules a fairer experience:
- Entering the lairs of Callisto, Venenatis and Vet'ion now requires completion of the Medium Wilderness Diary. If you're no longer eligible to complete an existing Slayer task targeting those bosses, speak to a Slayer Master to get a new assignment. This does not reset your streak.
- Entering the lairs of Artio, Spindel and Calvar'ion now requires completion of the Hard Wilderness Diary, instead of the Medium Wilderness Diary.
- Irons are now eligible for loot from Undead Pirates even if another player has damaged them, but the loot obtained will be proportional to the damage dealt. This number always rounds down, meaning alchables that drop as a single item won't appear, but things like runes, coins or blighted supplies will still drop.
- Chests at the Rogues Castle now provide no loot without completion of the Medium Wilderness Diary. The existing behaviour is that the loot scales down for players without this diary completed, but it's still too strong for how easily accessible it is. You'll still receive XP from the chests even if you're not eligible for loot.
- The floor mural and the tiles at the Gauntlet now render in the correct order.
- Razmire's Building Supplies Shop is now completely separate for Irons and Mains.
- Fixed a bug where the Oddskull couldn't be picked up by the opposing team after it's dropped on the ground in Clan Wars.
- Added Monkey Bars in the Yanille Dungeon which requires Level 57 Agility to the Agility skill guide.
- The Monkey Bars under Edgeville that require Level 15 Agility now have the correct icon instead of a jump one.
PvP Rota
The PvP rota has moved to Period A:
- 539 - (US) - PvP World
- 318 - (UK) - Bounty Hunter World
- 548 - (Germany) - High-Risk PvP World
- 577 - (US) - Free-to-Play PvP World
- 559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
Deadman: Annihilation, starts January 30thDeadman: Annihilation is launching this week! Here's a quick reminder of the important times to keep in mind:
If you cant see the image above, click here!
That's right, it's almost time to dive into an alternate Gielinor, one on the brink of certain annihilation. PvP's enabled almost everywhere, XP and drop rates are boosted, powerful sigils are available to supercharge your progression and combat potency, and there are some fearsome cosmetic rewards up for grabs!
One important thing for you to keep in mind (so important that we'll say it again later): if you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge Graveyard to use that same character for Deadman: Annihilation.
We've released a number of blogs going over the specifics at this point, so rather than bombarding you with more reams of text, we'd encourage you to check out the following:
- Top-level overview blog, detailing the most significant system changes and laying out what makes Deadman: Annihilation different from previous Deadman modes: Click here!
- Information-dense blog, detailing how many points various activities award, the point costs of unlocks and Sigils, the specific effects of all of the Sigils, and a whole host of small gameplay tweaks: Click here!
If you're not in the mood for reading and would rather hear about Deadman: Annihilation from somebody who's been here for every single Deadman Mode event, then check out this video from PureSpam and editor jonmp4 for a crash course on everything you need to know, with the occasional helpful hint thrown in the mix!
If you cant see the video above, click here!
Still not rapidfire enough? Here's a quick breakdown of the most important bits, and why we believe Deadman: Annihilation is our most approachable yet - if you've never participated in a Deadman mode event before, there's no better time than this coming Friday!
- Earn Deadman Points through just about any activity you can think of: PvM, Skilling, completing Achievement Diaries/Combat Achievements, completing Clue scrolls, you name it! Then trade those points for exclusive (tradeable) cosmetics in the main game including the Wilderness POH Kit, a new Home teleport animation, and recolours for the Toxic Staff of the Dead, Bow of Faerdhinen and Crystal Armour!
- Bank keys are no more! This time around, you'll only risk what you've got on you, but there's no use hiding expensive gear in your inventory because your risked wealth will be symbolised by coloured skulls above your character, similar to Bounty Hunter.
- While killing NPCs, you might stumble across a Deadman's Chest as a rare drop. This chest takes 60 seconds (30 seconds in multi-combat) to open, so you'll need to stand your ground to claim your treasure, but stand to be handsomely rewarded with powerful items - including tweaked versions of the Dogsword and the Thunder Khopesh.
- Sigils are no longer RNG drops to be bought and sold on the Grand Exchange. Instead, use the Deadman's Skull to pull up a shop UI where you can spend your hard-earned Deadman points to buy whichever Sigils you'd like.
- Non-combat Sigils no longer require attuning, meaning you can unlock them with points and enjoy their benefits forever, regardless of your setup. This means you're free to rock your chosen Combat Sigils at all times and shouldn't ever be massively disadvantaged for a fight.
- The Ruinous Powers are back! Take the forbidden knowledge of the Fallen Empire for a test drive as you put this all-out offense Prayer book to use against other players in fast-paced PvP combat.
- Combat bracket worlds are making a return with revamped level ranges to keep worlds active while letting you play any build you'd like and always find a fair fight!
- Breaches are sticking around, with new bosses, adjustments to existing bosses, readjusted loot rarity and more. Find consistent action at set times while you try to earn powerful items, rack up Deadman points, or perhaps just pick off the lucky players getting all of the cool breach drops...
- Breaches will start at: 2am UTC, 10am UTC, 7pm UTC
- Remember: if you still have PvP Protection, you can do damage to Breach NPCs at single-combat breaches, but you can't do damage to Breach NPCs at multi-combat breaches.
- Experience full-on carnage in a revamped multi-combat Finale, which sees competitors split into two factions for a time before the remaining players are left to fight amongst themselves in a free for all - can your alliances be trusted?
Despite all of that, we do have a few more things to share that we missed in our most recent blog.
First up, you had questions around the specific stat bonuses of the new Ancient Warrior equipment variants, which we said would be less defensive than before but still pack an offensive punch, this approach should result in BiS from more conventional content still being worthwhile!
Vesta's Armour
If you cant see the images above, click here and here!
Statius' Armour
If you cant see the images above, click here, here and here!
Morrigan's Armour
If you cant see the images above, click here, here and here!
Zuriel's Armour
If you cant see the image above, click here, here and here!
Next, we saw some questions around how we're handling the transfer to the permanent Deadman world (world 345) this time around:
- If you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge to use that same character for Deadman: Annihilation.
- At the end of Deadman: Annihilation, your character will be transferred to world 345 so that you can use it in permanent Deadman if you'd like. None of your tradeable items will carry over (with more checks in place to prevent loopholes from last time), nor will any untradeable items that can be converted into tradeable items (e.g. Barrows gloves for coins or God books for pages). Instead, you'll keep all of your Skills progression and be given 12 hours of protection on world 345 which you can use to get yourself geared up without interruption, if you'd like to carry on playing on the permanent Deadman world.
We've also made a change to the Sigil of Deception, following concerns raised by players that people might just AFK pickpocket Elves on a bunch of characters and find themselves swimming in GP, which harms the overall economy of Deadman. Instead, the Sigil of Deception now effectively sets your Thieving level to an invisible 150, so its description reads: "Automatically re-pickpocket an NPC until you can no longer do so. Drastically improves pickpocketing success rates at early levels." Keep in mind that Guards do not take kindly to you pickpocketing in safezones!
One last thing! In Deadman: Annihilation, you can block your Combat stats and (for the first time ever) Hitpoints independently at Nigel in Lumbridge. We're sure this will have some of you cooking up some utterly bananas builds and we can't wait to see them!
With that, you should be up to speed! Get those routes figured out, but stay alert and be ready to improvise at a moment's notice - even the best-laid plans can fall apart in an instant in Deadman mode.
We'll see you at the Breaches!
Move Your Built-in Facilities Around in Your BoatAs your adventures across the seas of Gielinor progressed, so did the facilities in your boats. With more options unlocked over time, the ability to rearrange built-in facilities without losing all the materials you've used to build them has become a need. If you relate to this, we've got good news for you: You can now move built-in facilities to other suitable spots on your boat without removing them. Customise your ship to suit your journey, all while keeping the materials you used to build your Sailing facilities in the first place.
Introducing: Facility Bottles!
By using Facility Bottles, you can now store your facilities as an object which goes to your inventory, don't think too hard about it - it's boat magic.
If you cant see the image above, click here!
If you cant see the image above, click here!
You can then use the bottled-up facility to build its contents at any other suitable hotspot on board! Doing so consumes the bottle and does not provide any XP.
Great, but how do we get Facility Bottles? These can be found in various types of salvage such as Large, Pirate, Mercenary and Fremennik shipwreck salvaging - so get those hooks ready!
Note that empty bottles without facilities in them are tradeable, but bottles with facilities in them are untradeable.
Bank UI Changes & 'Empty Containers' ButtonIn April last year, we asked an innocuous question as part of Poll 84: "Should we add an "Empty Containers" button to banks and deposit boxes, allowing you to quickly empty things like Coal Bags, Essence Pouches, Herb Sacks, and more - with custom toggles to control exactly what gets emptied?"
Naturally you were thrilled about this one and it seemed like a simple addition at the time. It's been 9 months since then and is perhaps evident that this was not, in fact, a simple addition...
Our bank UI has been cramped for some time, meaning just adding an extra button wasn't an option and we needed to move some bits around to make things fit, which has the added benefit of making the UI more intuitive for new players and easier to interact with for mobile players. We've showed off screenshots in the past and had a lot of feedback to take on board, so today we feel confident in launching this tweaked Bank UI, featuring a swanky new 'Empty Containers' button!
If you cant see the image above, click here!
As you can see, we're not exactly reinventing the wheel here. We've opted for diagrams instead of text which should help new players identify what Swap/Insert actually do, or perhaps learn where bank notes come from without embarrassing themselves at the Grand Exchange, this also unifies the UI by reducing the blend of 'old' text (e.g. Swap/Insert, Note) and 'modern' images (e.g. Search, Placeholders, Deposit Inventory). The 'quantity' buttons remain but have been sized up a little, which should be a nice helping hand for mobile players. You can still search your bank and toggle placeholders as before, but just to the right of those is a brand new 'Empty Containers' button.
Clicking the 'Empty Containers' button will - you guessed it - empty any containers from your inventory. The future is now: Essence pouches, Coal bags, Herb sacks, Meat pouches, Log baskets, Reagent pouches, Fish barrels, Plank sacks, Fur pouches and even Looting bags - all of them emptied in an instant! Note that if you have a container in a 'locked' slot (meaning it isn't deposited when using the 'Deposit Inventory' button) then its contents will not be emptied when using the 'Empty Containers' button.
To make space, the 'View worn items' button has been shifted to the top right, and we've moved some features to the left-hand side. If toggled on, the Incinerator will appear on the left-hand side, which is also where Potion Storage and the Group Storage (for Group Iron players) are housed. Players who have both Group Storage and Potion Storage available can collapse them using the drop-down arrow shown in the screenshot above, which should help them see a handful of extra Bank Tag Tabs if they have any set up via third-party clients like RuneLite!
The unfortunate piece of news here is that we're not yet at a point where we can configure what you deposit via custom toggles, as we mentioned in the poll question, but will revisit this feature if we feel able to confidently deliver this in the future.
All of the above UI elements are plugged into the bank tutorial too, which sits at the top left to prevent you from misclicking it quite as much while you're trying to close the bank. If you run into any problems or have any feedback for us then make sure to let us know, even if you're a UIM and aren't really sure what all of this means!
Finally, Coffins from the Shades of Mort'ton minigame now have a right-click "Empty" option while you're in the banking interface. Note that this coffin is excluded from the "Empty Containers" button we spoke about above, since players tend to want to keep their shade remains in here rather than the bank.
- Clicking the "Empty" option deposits all Shade remains in the Coffin into your bank, as long as there's enough bank space for them.
- If there isn't enough bank space for all Shade remains, as many remains as possible will be deposited.
- Last week, a community favourite made its way into the game: Holy Moleys. One frustration for Ironman players whod already upgraded to Devout Boots was needing to regrind Holy Sandals to make them. To address this, Devout Boots can now be dismantled back into Holy Sandals, giving Irons a way to create Holy Moleys without starting the grind over, if they wish to!
- On that note, the Holy Moleys icon is now correctly centered in the Worn Equipment interface.
- We've made various Wilderness adjustments to combat unscrupulous sorts and give those playing by the rules a fairer experience:
- Entering the lairs of Callisto, Venenatis and Vet'ion now requires completion of the Medium Wilderness Diary. If you're no longer eligible to complete an existing Slayer task targeting those bosses, speak to a Slayer Master to get a new assignment. This does not reset your streak.
- Entering the lairs of Artio, Spindel and Calvar'ion now requires completion of the Hard Wilderness Diary, instead of the Medium Wilderness Diary.
- Irons are now eligible for loot from Undead Pirates even if another player has damaged them, but the loot obtained will be proportional to the damage dealt. This number always rounds down, meaning alchables that drop as a single item won't appear, but things like runes, coins or blighted supplies will still drop.
- Chests at the Rogues Castle now provide no loot without completion of the Medium Wilderness Diary. The existing behaviour is that the loot scales down for players without this diary completed, but it's still too strong for how easily accessible it is. You'll still receive XP from the chests even if you're not eligible for loot.
- The floor mural and the tiles at the Gauntlet now render in the correct order.
- Razmire's Building Supplies Shop is now completely separate for Irons and Mains.
- Fixed a bug where the Oddskull couldn't be picked up by the opposing team after it's dropped on the ground in Clan Wars.
- Added Monkey Bars in the Yanille Dungeon which requires Level 57 Agility to the Agility skill guide.
- The Monkey Bars under Edgeville that requires Level 15 Agility now have the correct icon instead of a jump one.
The PvP rota has moved to Period A:
- 539 - (US) - PvP World
- 318 - (UK) - Bounty Hunter World
- 548 - (Germany) - High-Risk PvP World
- 577 - (US) - Free-to-Play PvP World
- 559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Brooksie, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Lotus, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Romy, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Stilrush, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy, Yozora & Yume
The Old School Team.
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