u/JagexDoom

0.12.0.8 is going live!

Heads up adventurers!

We'll be shipping another hotfix this morning - your dedicated servers will need to be restarted to apply the update!

  • Kharidian Flax and Redberry Floor Pieces will no longer cause a crash if you log out standing on them.
  • Fuzan can no longer follow the player out of Umbral Sands if you teleport away.
  • Combat Music now correctly resolves in Umbral Sands. Anxiety begone!

You can also still give us your feedback in the survey here, so get involved!

reddit.com
u/JagexDoom — 21 hours ago

0.12.0.6 is now live!

Dedicated Servers will need to be updated.

Fuzan no longer follows folks who die in Umbral Sands and respawn OUTSIDE of Umbral.

Teleporting out of the area will not save you.

Fuzan no longer leaves the Arena during the Fight Caves fight.

Disappearing Crafting/Processing stations on Dedicated Servers.

Splinter crashing Dedicated Servers.

Steam achievement "Chop Chop" not triggering if you chop the tree down in one swing.

The Fishing Cape is not craftable at the Crafting Bench despite the recipe being unlocked.

The mega-jump from Leggings of Lightness and Windstep+Mount is going. Sorry.

Sand Levels in the Kalphite Queen cave will no longer change drastically during the encounter.

Resolved an issue for players who experienced disconnects to EOS and were kicked even from single player games.

We've found the cause and we've removed it so you should be able to enjoy playing even if your connection drops again.

reddit.com
u/JagexDoom — 5 days ago

Combat Reworks - Stamina, Parrying, Dodging and Animation Changes | 0.12.1 Sneak Peek

We're making combat less clunky - here's a look at what's coming in our next few updates.

For a long time, we've been listening to feedback around combat - your steam reviews, your comments on Reddit and Discord, and replies on our socials, everywhere! We went back and forth, chatting to hundreds of you, combing through thousands of survey responses, and gathering info. One word kept coming up - clunky! Clunky clunky clunky.

We've boiled it down to some core principles. Here's what we want to address:

  • Blocking doesn't clearly or consistently reduce damage as expected. 
  • Stamina management is a challenge.
  • You want to quick-switch and quick-cast more fluidly.
  • Switching ammo types in combat is punishing.
  • Weapon Specs should feel stronger, and more impactful to use. 
  • You can't move while casting skill spells.
  • You want to really punish enemies for parrying them. 
  • Fall damage hurts.

Right - let's fix that. Enter: The Core Improvements Team. 

What is in 0.12.1? There's plenty of content, and the Agility skill, too. We won't get into those yet, we want to focus on Combat today.

  • With the introduction of the Mystic Forge in 0.12, we're adding the functionality to Upgrade Masterworks and Weapons to higher tiers using "Upgrade Cores". 
  • We're adding a radial hotwheel for both Controller and Keyboard + Mouse users to speed up selecting primary items, as well as adding the quick cast shortcut for either a spell OR an item.
  • Swapping to a 2H weapon and then back to a 1H weapon will automatically re-equip your off-hand item too. 
  • We've had a few reports of players losing the ability to Jump, either due to action inputs going missing, or poor network performance. We've ironed out some creases to make jumping even nicer, as well as the improvements to air control and vertical height already live with 0.12.0.
  • You'll be able to cycle through your runes/arrows in mid combat to save you having to open your inventory.
  • Jumping will cost 10 stamina, down from 20 - reducing further when Agility levels are reached.
  • Fall damage has been rebalanced to start later. As part of the Agility Skill launching with this update, you'll have access to perks that make this even more lenient, as well as a breakfall mechanic that will allow you to absorb damage from higher falls. 
    • Leggings of Lightness, Mounts and Windstep should each be unaffected by this, so your general won't change!
  • We're making good progress on improving performance, additional ambient VFX and tons of optimisation for Fog, trees, grass and even the coastline. All of that is intended to make the experience more stable/smooth for you to focus on what you do best. Smacking the living daylights out of goblins.
  • We're also adding more to the existing jump to improve its "ledge forgiveness" - as in, if you walk off a ledge, there's a small window of time for you to jump before you cartoonishly plummet to your demise. There's more to come with agility, but we'll speak to that separately.

But that's not all! With 1.0's release, we're also adding even more:

  • Camera-relative aiming will become the default controller input.
    • Where your camera is looking will be where your attacks and spells will go.
    • This is currently set to where your character is facing, but is a toggle. We're flipping the default, but anyone who has selected an option will keep their preference.

     

  • Damage Telegraph Time
    • Improvements to responsiveness when telegraphing attacks between server and client.
    • Reducing the number of "phantom hits" you get from just-killed enemies, and making your damage output much more in line with what's on screen.
  • We're reducing the Block animation and starting the block window earlier, which means you'll be able to block more often, and more effectively. 
    • We're also improving the UI to show the damage mitigated.
  • We've heard your feedback around casting and switching spells mid-fight. Starting with 0.12.1, you'll be able to WALK (not run) during Tempest Shield, Surge, Enchant Weapons and Spectral Arrow skill spell casts.
  • You'll be able to highlight a Skill Spell as your "Quick Cast" - like quick prayers in Old School and RuneScape! 
    • This will also give you a little bit of protection while you cast to stop you getting interrupted while you cast this particular spell.
  • We're adding extra refinement to camera shake (optional toggle) and feedback on hits. 
  • Players will be able to attack while sprinting as a combo opener. 
  • Parrying successfully will grant you 50% of your max stamina back.
  • Parrying successfully with allow you to land a single, cinematic Visceral Attack, with a camera adjustment so you can savour the satisfying hit.
  • Stamina costs across weapon types will be rebalanced, as well as shield stamina costs.
  • You'll be able to animation cancel from combat actions.
  • You'll be able to animation cancel Skill Spells by blocking or dodging.
  • You'll be able to animation cancel Magic Attacks by blocking or dodging.
  • Increased duration of Enchant Weapon and Spectral Arrows
  • Reduced Cooldown for Tempest Shield and Snare
  • Early-exit cancels for bow and spell attacks. 
  • Dire Wolf attacks shortened so they can't hit you while fully sprinting away from them.
  • We're adding 9 enemy variations to Brynmoor, Ghornfell, Fellhollow and Dowdun Reach, with new attacks that will apply debuff effects - poison, shock, wither rot, etc.

Mum Was Right, I Am Special

The Old School RuneScape classic, the Special Attack bar, is also coming to Dragonwilds.

Players familiar with RuneScape will be familiar with how this will work already, but as of 1.0, Special Attacks will consume a portion of the player's special attack bar. This allows us to strengthen some of these attacks and reduce their stamina costs so that they can be more powerful now that we can limit the frequency of these attacks. Your special attack bar will slowly recharge over time meaning players will want to ensure they time their attacks well to get the most out of their limited special attack potential! You will be able to use them less often, but they will feel more powerful with each use. Things like the Titan's Wrath and the Greatsword Special will hit harder, and be more of an active ability choice.

They'll feel less like "another move", and more like a conscious decision to use a Special Ability. 

One Hit Wand-er

For 1.0, we're also adding a new magic weapon type... Wands! 

Wands are a more mobile, fast-paced way to deal more damage at a comparatively lower damage output. These will still apply buildup of knockdowns, burns and slows that you expect from Air, Fire and Water magic. You'll be able to use wands to move more fluidly in combat and get around, but also hang back with a Staff and lay down more damage if you want!

All of this is in service of making a combat experience that feels truly brilliant, and has been designed around your feedback from the outset. We're so excited to share more with you soon - for now, we hope this is a reassurance that Combat is getting more improvements, and we hope you're excited to get your hands on it soon.

reddit.com
u/JagexDoom — 6 days ago

Frame Rate and Dedicated Server Troubleshooting Megathread!

Hello folks - it's another toasty evening here at Jagex HQ, and the Dragonwilds team is winding down again. 0.12.0.4 went live this afternoon with a range of fixes, but we're not done.

We've seen reports of users experiencing issues with Frame Rate drops that are disconcerting, but we've also seen users reporting issues with connecting to their dedicated servers. We're targeting two birds with one thread here. ^(Hard to aim once it's off the spool, but here we go.)

Side note: If you were encountering graphical issues with trees as reported earlier this week, please navigate to your %localappdata%\RSDragonwilds\Saved\Config\Windows folder and delete the "Engine.ini" file and boot RuneScape: Dragonwilds again. This should reset the ini and prevent the graphical issues being encountered.

Please reply to the thread with your own comment so I can better track responses! We need the following information from you.

For Frame Rates:

  • Issue type: Frame Rate/Performance OR Dedicated Server Connection
  • Operating system and version.
  • CPU.
  • RAM.
  • GPU and driver version.
  • Storage type, especially if HDD or SSD.
  • Is the storage internal or external?

For Dedicated Servers:

  • Is it a Dedicated Server or a hosted multiplayer server?
  • Who is your Dedicated Server provider? e.g. Shockbyte, GPortal, etc.
  • Can you enter the world?
  • How many players is it for?
  • When was your last backup?
  • Have you Synced the world since the last update?
  • Is the world modded or edited at all?
  • Is there an error message?
  • Is it a server crash or a client crash?
  • Can you rejoin after crashing?
  • Is this happening exactly the same way to every player?

Thank you in advance. Your information will be crucial to us uncovering the cause.

reddit.com
u/JagexDoom — 7 days ago

0.12.0.4 is now live!

  • Resolved an issue where various fishing locations were unusable.
  • Adamant Bolts can now be created without needing to first crafting Adamant Arrows.
  • Tok-Xil enemies now correctly drop items on death as intended.
  • Removed the old "Hard Leather" entities were being found in Umbral Sands chests.
  • Wading into quicksand and then into any water no longer shows the Sand VFX.
  • Users who can craft the Fire Cape cannot give the cape to unworthy recipients. 
  • Crafting a skillcape for a skill now triggers the Achievement for reaching level 99 in a skill.
reddit.com
u/JagexDoom — 7 days ago

0.12.0.2 & Investigating Issues

Hello 'Scapers, we're back at it. Another scorching day under the sun, and Umbral Sands is pretty toasty too!

Last night we deployed 0.12.0.2 - This patch re-enables localisation support for Steam Clients - the language your Steam Client is in will now automatically inform the game what language to start in.

Latest Update

12.0.3 Is Live!

You will need to update your Dedicated Servers to sync up.

  • Fuel Pellet Journal Entry incorrectly states where you craft it.
  • Issue affecting Death Exchange or Evil Emporium vendors requiring reputation from Umbral Sands.
  • Notification showing incorrect value of inventory items' stacks at Umbral Sands' Merchants.
  • Garou Chit values are incorrectly displayed on inventory items.
  • Fixed an issue where Food healing values were incorrectly halved on localised text strings.
  • Quantities in the UI popup on the left are doubling up on Dedicated Servers.
  • Certain Terrorbird variant consumables unlock the same variants, preventing others from being used.
  • "Contact!" and "Mapping the Sands I" show the player receiving two named rewards on the UI instead of one.

Hello 'Scapers, we're back at it. Another scorching day under the sun, and Umbral Sands is pretty toasty too!

A quick update from us about what we're investigating, fixing and deploying.

Here's what we're also looking into, with the aim of hotfixing as soon as we have a resolution.

  • Big headline is the visual issues around Trees, and by extension HLODs.
    • The team are continually investigating this, and your reports have been super helpful. Thank you! Targeting a hotfix this week.
  • We're aware of an issue where Yew plots don't snap correctly.
  • We're investigating the issue surrounding Axetral Projection and Splinter also deleting tree stumps on cast.
  • We aren't currently able to replicate the Dowdun Reach Barrier issue being reported where some users can't progress through it.
  • The team are investigating an issue where using Splinter or cutting Willow Trees into logs is causing a crash on Dedicated Servers.
  • We are looking at a fix to allow users to earn the achievements for 99s by crafting a skill cape, OR by reaching the required level.
  • This should only affect folks who don't already have it, but just a way to guarantee that everyone can achieve it moving forwards.
  • We're investigating the Splinter crash on Dedicated Servers - it's not just Willow as we previously highlighted in the blog post.
    • Targeting a hotfix this week.
  • We're checking an issue where Status effects remain on screen after the bar has emptied.
  • Some crafting/processing stations are disappearing on Dedicated Servers but still leave invisible blocking behind.
    • Thanks to everyone reporting this one, we're investigating the cause.
  • Targeting a hotfix this week.

As for actions - we've deployed today - check up top for the patch notes.

Here's what we're targeting for this week (0.12.0.4+ - these might not all be in the same hotfix.)

  • Fishing Locations in Fellhollow and Brynmoor are reporting that they cannot be fished in.
  • Adamant Bolts require users to have crafted Adamant Arrows first.
  • Tok-Xil enemies are not dropping items on death.
  • Dedicated Servers: Crafting Stations disappear if the server is restarted.
  • Dedicated Servers: Crashes when using the Splinter Skill Spell.
  • Wading into Quicksand, and then into water, shows the sand VFX.

—-

We are also aware of an issue affecting the Fuzan Dragonfire Shield:

  • This is currently listed as using the Dragonblight Shield as a recipe component rather than the Anti-Dragon Shield.
  • We will be changing the Shield recipe to use the Anti-Dragon Shield, as intended, tomorrow.
  • Until then, DO NOT CONSUME YOUR DRAGONBLIGHT SHIELDS TO MAKE IT.

We appreciate everyone's patience as we're tracking down causes and fixes as we go. As always, we're checking Reddit, Discord and Steam. Thanks to all of you for being patient, thorough in your reporting and giving us great feedback. We'll be in touch again soon.

reddit.com
u/JagexDoom — 8 days ago

0.12.0.2 is now live!

This patch re-enables localisation support for Steam Clients - the language your Steam Client is in will now automatically inform the game what language to start in.

reddit.com
u/JagexDoom — 8 days ago

0.12 - Vital Information and Updates

The shadow of Fuzan looms overhead, and as such, we're presenting this "Vital Information" doc that contains info you should know about before jumping into the Umbral Sands update. 

We'll look to keep the list up to date as best we can as issues are resolved. The best way to let us know of a problem is via the Discord Bug Reports channel! Read the formatting guide before you post to help us track down issues faster! 

dragonwilds.runescape.com
u/JagexDoom — 9 days ago