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home rebuilt in stone

Home from above after the stonework pass, with pale block walls around every plot, the colonnades either side and the arena floor in the foreground
Home from above after the stonework pass, with pale block walls around every plot, the colonnades either side and the arena floor in the foreground

Home is a different place. Edgeville has been pulled down and rebuilt as a paved courtyard with walled gardens, pale limestone colonnades and a gateway arch, and both arenas beside it have been redug and repaved to match. Away from home, the God Wars Dungeon finally has the dungeon around its four chambers, the Bestiary is a screen of its own, and the spectral veil now weighs a kill by the hour it takes rather than by the boss's tier.

Highlights

  • A new home - Edgeville is rebuilt as a paved marble courtyard with walled gardens, a mining area and an obelisk on the ridge. Almost everything at home has moved, so take a walk round before you go looking for a counter.
  • Home in stone - colonnades on fluted columns, a gateway arch and coursed stone walls, all cut from the same pale limestone, and the near-black walls the buildings used to wear are gone.
  • The charred pit - the community events arena is no longer a field. It is a black terraced bowl sunk two tiles inside the stone ring, with a three-tile gateway at either end.
  • The blood arena is repaved - the whole compound is laid in the plaza's marble, brass and granite, as a cross and a roundel around a sunken pool in the centre.
  • The God Wars Dungeon - the corridors, the killcount doors and the four obstacles between the entrance and the chambers all work now, so the dungeon can be walked rather than teleported past.

New content

  • The Edgeville plaza - a paved crossroads with a teleport ring at the centre, walled garden beds around it, the pond walled off, a mining area, a bridge and paths east and west, and the blood fount's walls widened. The plants, hedges, kerbs, pavement and stonework are all new scenery rather than recoloured Jagex pieces.
  • The charred pit - the events arena is dug down into a terraced bowl of near-black ground with a ledge running round the inside of the wall, and the three arena bosses stand centred in it. Standing outside a gateway and hitting somebody inside no longer works, and a monster in the pit will not chase you out of it.
  • The blood arena floor - all 468 interior tiles repaved in marble, brass and granite. The old sand bowl is filled in and replaced by a round pool, and the splatter, bone and blood the floor used to be dressed with are gone.
  • The God Wars Dungeon - every corridor follower hunts anyone not wearing its god's items, the four chamber doors cost 40 killcount, and the chasm grapple (70 Ranged), the ice bridge (all of your prayer), the gong door (70 Strength) and the Saradomin ropes (70 Agility) are all live. Any kill for a god counts towards its door, and ::teles has a God Wars Dungeon row that lands at the exit rope rather than inside a chamber.
  • Manage Account - ::account, and the Manage Account row in the Knowledge Centre, let you change your display name (40,000 blood money, once a week), your password and your Discord link yourself. The owner can rename an account with ::setname <old> <new>.
  • Raid parties - ::raidinvite <name> and ::raidkick <name> are the two controls the raid party screens ship no button for, and the Chambers board is open-join rather than asking you to apply.
  • Barlak - takes Long and Curved bones for Construction experience, which is the first use either bone has had.
  • Casket - the plain casket drops off 39 monsters and had never opened. It opens now and pays coins and a little blood money.
The rebuilt home from overhead, the glowing teleport ring at the centre of the paved crossroads with walled garden plots around it
The rebuilt home from overhead, the glowing teleport ring at the centre of the paved crossroads with walled garden plots around it

Combat and balance

  • The spectral veil - a kill now fills the veil by the share of an hour it took rather than by the boss's tier. Two bosses on the same rung could differ by more than twenty times an hour, so the best camp drops from about 4,450 an hour to about 1,840 and the worst rises from about 190 to 1,200. The Wilderness premium is the only thing separating two bosses now, and the overall pace is unchanged.
  • Spectral gloves, boots and cape - each is best in slot in every bonus column, melee, ranged, magic and prayer alike, so the three of them are one hybrid set. The cape carried nothing at all before this.
  • Tormented demons - a demon commits to magic or ranged for ten attacks, throws its fire bomb and only then switches. Demons that had aggroed onto you without ever being hit back were throwing no bomb at all and re-rolling their style every swing, which is fixed.
  • Tombs of Amascut, phase two - the beam and the obelisk's zap now mark a tile a tick before they strike it, the windmill and the lightning skulls give you three ticks to read them instead of one, and the two specials have animations of their own rather than sharing the standard cast.
  • Tombs of Amascut, phase three - the mage projectile is bigger, red and slower, the falling boulder is a tick and a half slower, damage splats on the hit rather than early, and each phantom casts with its own boss's animation.
  • The Eclipse Moon - a glancing attack now costs you a share of your maximum hit instead of a flat twelve, so a lower-level account is no longer reduced to rolling zeros, and protection prayers work against this moon.
  • Vet'ion's lightning - the shadow under a bolt is drawn once and lands with the bolt. Three shadows stacked a tick apart is what made the damage read as a tick early.
  • Elder chaos druids - the three robe pieces are 1/1422 each rather than 1/9000, and an Archaic emblem is on the table at 1/240.
  • Amulet of glory - teleports from level 30 Wilderness again, as it did before the level 20 cap.
  • Rest Yard - donator ranks earn 2% to 20% more experience for resting, by rank, and rest tokens are unchanged.
  • Referrals - the bond milestones are gone. The blood money and blood key both sides are paid the moment a code is typed is the whole reward now, capped at ten per account.
  • Dragon pickaxe - taken off the Blood Prospector's counter, so the General Store buys it back like any other drop.
  • Raid supplies on the floor - anything put down inside the Tombs stays where you dropped it for the length of the run.

Interface and quality of life

  • The Bestiary - every boss on one rail, its drop table as a grid of icons with the odds per kill rather than per roll, a page of its levels, max hit, speed and defences, and your own kills, personal best and collection log progress in the header. Collection log, Teleport and Wiki sit under the table. ::drops, ::bestiary.
  • Presets and the item spawner - both in-game windows are retired and the RuneLite side panels are the only surface. A preset's worn and inventory seats are editable now: click a seat, search for an item and set an amount. ::presets and ::spawn open the panels.
  • Nested right-click menus - the menu is a real nested menu now, so the full RuneLite menu entry swapper works on objects, NPCs and inventory items.
  • Collection log - the mystery boxes, the blood casket, the blood key chest, the Wilderness chests and the corrupted weapons all record what they hand over, and the Other tab is open so the page they fill can be read.
  • The login nudge - the vote prompt that was meant to fire at every login never fired once. In its place the guide speaks up at about one login in three and asks for exactly one thing, either a vote you have not cast in twelve hours or a Discord link you have not made.
  • The server tour - reordered so the free places to fight another player follow the three earning lanes rather than trailing off the end, and it closes on a single ask: type ::link.
  • Voting - the screen counts the offer in the unit beside it, "4 votes pay 6", rather than "+50% points".
  • Previous teleport - ::prev is a third door onto it.

Client and performance

  • Home's floors under HD - with Ground textures on, the courtyard's new stone was drawn as a flat white sheet and the garden soil came through as Varrock cobblestone. Both keep their own look now, in sun as well as in shade.
  • Minimap orbs - the Tasks, Presets and Item Spawner orbs follow whichever layout you are actually in. On resizable the Tasks orb sat on top of the minimap and the other two floated off, and going back to fixed did not put any of them right.
  • The password box - a password typed into the chatbox draws asterisks rather than painting itself across the chat area, and takes the full 15 characters the login screen accepts.

Fixes

  • Wilderness warnings - turning the warning off reached the levers and nothing else, so every row of the teleport window still asked. One setting answers for all three doors now.
  • Trade screen - whoever clicked Accept first was told the other player had accepted on a screen nobody had accepted on.
  • Preset loading from the bank - a load released every slot it drained and shuffled the whole bank up behind it, placeholders and all.
  • The drops page - 56 of the 61 bosses had their table cut off at the rare end, so General Graardor showed his coins, herbs and food and not one Bandos piece. The page is tall enough for the longest table now.
  • Slayer emblems - finishing a blood slayer task with a tier 10 and a tier 1 in your inventory threw the upgrade away. It lands on the best emblem that can actually take it.
  • The off-screen minimap marker - the arrow pointed away from the thing it marks.
  • The Equipment hotkey - opened the equipment screen over the bank with no way back out of it. Pressing it again closes it.
  • Casket hover - an ordinary casket advertised a Twisted bow and a Scythe of vitur on hover and paid neither.
  • Clan chat - the channel prefix drew olive and near-black instead of white and blue, and so did the kick line.
  • Verac's flail - swings its own attack, block, stand and walk animations rather than the abyssal whip's.
  • The collection log window - sat in the wrong place on both resizable layouts.
  • The Rest Yard anvil - was facing a fence and could not be reached from any tile. It is turned round.
  • The home obelisk - moved four tiles north with the rebuild, and a click on it was doing nothing at all.
  • The Edgeville teleport - the glory, the Cities row and the Mage Arena exit lever all land one tile south now, clear of the new plaza.
  • Raid party screens - the Chambers Join filed an application nothing could accept, an applicant or a kicked player never saw their screen redraw, a lobby stayed reachable after a logout and forced itself open at the next login, a party command for one raid opened another raid's board, and clicking back to your own chat channel no longer gets undone by the next party event.
  • Home scenery - Nieve, Blood Krystilia, the Emblem Trader and Barlak all moved with the ground under them, the two slayer counters stand in a line, the Rest Yard has one opening in its north fence, and the gambling yard has a three-tile gate on its west side.