The modern client and four new screens

The client you download is now built on RuneLite's current release, with the full plugin sidebar and our own plugin list behind it. The Grand Exchange, the equipment screen, the Teleports window and a new World Events tab in the journal all got rebuilt on Old School's own interface art, and the four raids now sit behind a scroll you buy from the Emblem Trader.
Highlights
- The client is a current RuneLite - the shell, the api and the plugin set all moved to upstream's latest release in one go, so the plugin panel down the side of the screen is the real thing. Key Remapping is upstream's own plugin now, which means WASD camera movement and Press Enter to Chat both work.
- The Grand Exchange has a proper window - eight slots on one screen, with Buy, Sell, Collect all and Market along the foot, a search page that ranks items as you type, and a setup page for quantity and price. Every refusal is printed on the screen rather than in the chat box behind it.
- Raid doors cost a scroll - the Gauntlet, the Chambers of Xeric, the Theatre of Blood and the Tombs of Amascut each need a 50,000 blood money scroll read once, sold by the Emblem Trader. It gates the door and never the drops, and there is no staff exemption.
- The General Store, and alchemy is switched off - a keeper in the Edgeville bank buys your items for coins at 40% of what they are worth and resells them to other players at 130%. A duplicate boss unique is worth the walk again.
- World Events in the journal - a third tab telling you when the next Blood Tournament opens and what it pays, and how close the Wilderness is to raising a Blood maledictus.
- The maledictus is earned rather than rolled - every blood revenant killed fills a server-wide bar, and the boss arrives when it is full. Before this it was a lottery nobody could see, and no amount of killing brought it any nearer.
New content
- Boss scrolls - four one-shot scrolls on the Emblem Trader's counter at 50,000 blood money each, one per raid. Reading one unlocks that raid permanently for your account, and the lobbies stay open either way so you can party up and read the scroll you just bought. The Gauntlet's scroll covers both variants.
- The General Store - the keeper stands in the Edgeville bank and is the only cash-out in the game. He pays 40% of market value, tapering above the shop ceiling, resells what he takes at 130%, and player-sold stock leaves the shelf 24 hours after the sale that put it there.
::gstore. - Alchemy is off - both alchemy spells are greyed on the standard book. They paid 60% for runes that are free to spawn, which made them a coin faucet with no gate; the store is the honest version of the same idea.
- The Supplies counter - the old Armoury was 46 rows deep and selling two unrelated things, so it split. The Armoury keeps the gear you buy once, and Supplies holds everything a trip burns: the nine noted food and potion rows, the wrath rune, Zulrah's scales and all eleven dragon bolt tips. No price changed in the move.
::supplies. - Bounty target teleport - a real level 85 spell on all three spellbooks, learned from a 30,000 blood money scroll, on a five minute cooldown that any change of target refunds. A 250 blood money tab is the only route for anyone on the ancient book, and it is the one untradeable this server destroys on death.
- The Blood maledictus bar - the boss used to be one entry in the revenant population roll at odds of one in a few hundred. Now every ordinary revenant you kill adds its combat level to a running total, about 210 kills fills it, and filling it is what spawns the boss. Nothing accrues while one is already alive.
Combat and balance
- Boss sound - 405 attack, block and death sounds were added across the game. The Barrows brothers, Zulrah and her snakelings, the demonic gorillas, Cerberus, the Abyssal Sire, TzTok-Jad and the Fight Caves, every Inferno wave mob, the Gauntlet's Hunllefs and demi-bosses, the Nightmare and her adds, Nex, Verzik, Araxxor, the Wardens, the Maggot King, Sol Heredit, Artio and the Pest Control monsters all make a noise now.
- One item, one currency - four rows were on sale for both coins and blood money, which made the dearer price a label rather than a cost. The fire cape and dragon defender are blood money only, the amulet of fury is coins only, and the berserker necklace moved to coins at 1,000,000.
- The Royal seed pod is 5,000 blood money - it was 500, which is about ten minutes of the currency, for the only teleport that reaches out of level 30 and is never used up. The amulet of glory is capped at level 20 to match the spellbook, so the free item no longer does the paid item's job. Every other piece of jewellery keeps its 30.
- Barrows prices - a helm is 500,000 and every body, legs and weapon piece is 700,000, so a full Dharok's set is about 2.6M rather than 1.5M. It is meant to be the cheapest earned gear in the game, not the cheapest gear.
- Dragon bolts ladder by tip - one flat 100 coins meant the choice of tip was free and everybody bought Onyx. They run 100 for unenchanted up to 400 for Onyx now, in order of what the tip actually does.
- The wrath rune is 250 coins - it was 50, which made the entire bill for the four Surge spells about 30,000 an hour. It is a per-cast decision again.
Interface and quality of life
- The Grand Exchange window - one screen with four pages. The offers page shows eight slot cards with a progress bar each and the four stone buttons underneath; Buy opens a live-ranked search you type into; the setup page has the quantity and price steppers with a guide price and the Confirm that spends; Market shows every other player's open offers, searchable by item or by name.
- Equipment stats - "Equip Your Character" is Old School's own screen now, with the doll and the eleven slots on the left and all eighteen bonus lines on the right, plus your weapon speed, your carried weight and the Set Bonus page. It opens from the equipment tab or from the bank's Show worn items.
- The Teleports window is redesigned - the categories down the left collapse and expand rather than one at a time, the search box searches the whole catalogue instead of the open category, a click selects a row and lights the two buttons under the preview, and a double-click still teleports.
- World Events tab - the journal's third tab carries the tournament clock, what the next bracket is worth, and the Blood maledictus bar. Both were things the server ran on a clock that nobody was told about until they were already happening.
- The plugin list is ordered by usefulness - upstream sorts alphabetically, which put a theme experiment that ships off and a calculator above the renderer and the trackers. Your own pinned plugins still come first.
- Key Remapping - WASD moves the camera and Press Enter to Chat works, both for the first time. The client also honours a plugin that claims a key, so a shortcut no longer fires the game's own binding as well.
- Menu Entry Swapper - the upstream plugin ships with the rest of the pack.
- Ctrl+P and Ctrl+S open the side panels - the same surfaces the minimap orbs beside them open. There is a tick in the Hotkeys settings to send them to the in-game windows instead.
- The server tour picks your starter loadout - the Presets stop now opens the Preset Manager with the starter kit already selected and Load as the next click, rather than on ten blank rows.
- Roofs stay hidden - the login push was turning them back on for everybody, and a roof over a bank or a shop hides the counter you walked there to click.



Client and performance
- The client jar is bigger and the plugins are ours - the download is about 44 MB rather than 34 MB, which is upstream's larger client. The plugin list the client offers you comes from us, signed, and the launcher clears your downloaded plugins whenever it installs a new client so none of them can break on the new one.
- The layout setting sticks - picking Fixed and restarting put you back in resizable modern. Leaving the world was quietly forcing the client into fixed mode, so the pick after that changed nothing and wrote nothing. Both halves are fixed, and a fresh client comes up in the layout you last chose.
- The Blood Slayer helm stopped shimmering - its animated texture drew static on one renderer and white on the other. Both renderers had run out of room for the textures the game now ships.
Fixes
- The Blood Slayer rewards shop - reported as "buying from the slayer shop has stopped working", and it was not the shop. The rows drew at the right prices with no Buy option to click at all, and the same fault took unlocks, blocks, cancels and bulk-extend with it. All of them answer again.
- The looting bag - four faults. You could own a second bag by banking the first and picking another up; a bag or an emblem could drop from a spider or a goblin outside the Wilderness; clicking the bag in the bank's inventory panel deposited it with the loot still inside and out of reach; and it reported items when it was empty. Closing the bag panel also left the bank deaf until you reopened it.
- Presets banked noted supplies as notes - a load wipe put anything you carried in straight into the bank still noted, sitting beside the real stack and invisible to everything counting what you own, including the preset's own tally.
- Leaving the Gauntlet - only death restored your stats, prayer, run energy, special bar and poison. Every exit does now. A skull is still carried out, because shedding one is something a death has earned.
- The dragon hunter lance - both its animations were the plain spear's. It has its own three swings and its own run.
- Blood revenants in the sea - about one spawn in twenty landed on open water off the Wilderness's east coast, which reads as ordinary walkable ground and which nobody can ever reach. Roughly 14,000 tiles of Wilderness sea are ruled out now.
- Blood Tournaments survive a restart - the countdown to the next bracket is an absolute time, so it keeps running while the world is down instead of starting over. A tournament caught by a world update is called off while everybody is still online: points are paid, gear is restored down the ordinary exit, and the next bracket is scheduled a few minutes out.
- Ghommal was invisible - he was standing on his tile answering Talk-to, with nothing drawn. He is Old School's own Combat Achievement Ghommal now, at home and outside the Warriors' Guild.
- Overhead prayer icons - the icon and the first health bar were drawn from the same point and overlapped.
- The client's starting window - it came up in the wrong layout before you had touched anything.
