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World map, Wilderness gates and the trinket reveal

A Trinket of advanced weaponry opening at home, the chosen weapon turning inside its red glow
A Trinket of advanced weaponry opening at home, the chosen weapon turning inside its red glow

The world map window is a real map now: pan it, zoom it, search it, and it draws every region we have rather than the one you are standing in. Alongside it, the Wilderness stopped ignoring you - every gate and lever up there works - and opening a Trinket of advanced weaponry plays the reveal it was always meant to.

Highlights

  • A real world map - the map window now pans, zooms and searches across the whole world, on all four levels, instead of showing the region you happen to be in.
  • Wilderness gates work - every gate in the Wilderness was inert, and one of them teleported you onto the Castle Wars roof. All 67 of them now swing open and shut, with the right sounds.
  • The Wilderness lever network - the Edgeville and Ardougne levers run to the Deserted Keep, and the deep-wild pair takes you in and out of the mage bank.
  • Trinket reveal - opening a Trinket of advanced weaponry now spins through the six corrupted weapons and lands on yours, and you are only handed the weapon when it stops.
  • Royal seed pod - the Blood Money shop's escape hatch is now a permanent one that reaches out of level 30 Wilderness, replacing the per-use house teleport tab.

New content

  • The mage bank - the deep-wild cave has a working bank chest and no other entrance, reached by the levers at either end. A pull is a real teleport with no Wilderness level cap, but a tele block still holds the two levers on the Wilderness side, so they stay escapes rather than free outs.
  • Royal seed pod - 500 blood money in the Blood Money shop, untradeable, and never consumed. It teleports you home from up to level 30 Wilderness, so it reaches further than anything else you can buy. The catch is death: a player killing you at level 20 or deeper destroys it.
  • Tormented demon teleport - the demon camp had no row on the teleport panel, so the only way to find it was to walk. It is now a Bosses tab destination landing at level 36 Wilderness, with its own icon and a Boss Log entry.
  • Iron Man tutor - the Iron Man tutor stands at home by the bank and opens the Account Type window. Both his options lead there, so the game mode choice is no longer hidden behind a command nobody was told about.

Combat and balance

  • More revenants - the Wilderness revenant population went from 18 to 40. Eighteen spread across the whole wild was too thin to reliably run into.
  • Blood Slayer task pool - Nex, the Nightmare and the Maggot King are out of the pool because one killer takes the credit and your bounty can be sniped. Yama, Doom of Mokhaiotl, Phosani's Nightmare and Barrows are out because a handful of kills there is an evening's work for the same points as a lap of the God Wars. Anyone mid-task on one keeps their points and simply asks for a new task.
  • Blood Tournaments are safe only - dangerous brackets are switched off for now. Nothing about them was deleted and the mode can come back in a line.
  • Mad Angel - her Exploding Light is now thrown three to five tiles away from you rather than onto the tile you are standing on, so the counter-play of standing on it costs you a walk. The Sword Cleave now dusts the floor it is about to hit, so you can read the safe side without watching her pose, and her defence was corrected up to the wiki's 175.

Interface and quality of life

  • World map - drag to pan, wheel or the plus and minus keys to zoom through four levels of detail, a level picker for the upper floors, a place-name search and a "Find me" button that drops you back on yourself. The imagery is baked from our own cache, so it shows the world you actually walk around in, custom content and all.
  • Amulet of glory - the spawn tab now issues a charged Amulet of glory(4). Nothing here recharges jewellery, so the uncharged one it used to give you could never do anything, and a spent amulet now says so instead of dead-clicking.
  • Web slashing - any weapon cuts a Wilderness web. A mage on a wand used to be walled in by one; bare fists still refuse.
The world map open over Edgeville, with the Grand Exchange, Ice Mountain and the Monastery labelled by name
The world map open over Edgeville, with the Grand Exchange, Ice Mountain and the Monastery labelled by name

Fixes

  • Gates and doors - clicking a gate did nothing at all, five gates in the Wilderness teleported you onto the Castle Wars roof, and doors that did swing landed on the wrong tile. Every clickable gate and door in the Wilderness was swept against the real map and now opens, closes and sounds right.
  • Trade requests - trading anyone who had taken a single step always ended in "I can't reach that!" and never sent the request. Walking to a player now stops when you are next to them, diagonals included.
  • Followers lagging behind - your pet rendered three or four tiles behind where the server had it, so "Pick-up" worked at a distance it visibly was not at. Anything that re-routes each tick was affected.
  • Everyone kicked to the login screen - an over-long tournament announcement overflowed a packet and dropped every online player at once, with nothing logged. The announcement is shorter and the encoder now refuses an oversized message rather than corrupting the stream.
  • Bots on the boards - tournament backfill bots were writing character saves, which put five of them on top of the wealth board in 118M loadouts. They no longer save, the leftovers are swept at every boot, and the website hiscores filter on the same rule.

Behind the scenes

  • A real door engine - the inline door hack was replaced with one shared handler that knows how a door pivots, so doors and gates elsewhere in the game behave rather than each being special-cased.
  • World map bake - the map imagery is generated from the cache by our own tooling, which means it can be regenerated after any map edit instead of drifting out of date.