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the multicannon and raid rates

A dwarf multicannon firing in the Falador cow field, with two cannonballs in the air and cows taking hits around it
A dwarf multicannon firing in the Falador cow field, with two cannonballs in the air and cows taking hits around it

A dwarf multicannon that actually fires is on sale in the Slayer shop, and the three raid flagships have been re-rated so each one lands after about a day of raiding. Behind that, most of the game's bosses have had their attack timings re-counted against OSRS: a shot now leaves and lands on the ticks that matter, and several hazards that gave you no time to move or pray now give you the moves they should.

Highlights

  • Dwarf multicannon - the cannon fires for real. It picks targets out of its eight firing wedges, turns one step a tick, sends a cannonball and hits for up to 30. A kill it makes on its own pays you the drop, and every point of damage is 2 Ranged experience.
  • Raid flagships - the Twisted bow, the Scythe of Vitur and Tumeken's shadow each come out after roughly 24 hours of raiding. The Chambers' unique table moved with the bow, so a full solo clear pays a purple about one raid in ten where it used to be one in seventy-nine.
  • Reaction windows - the bosses have been re-timed against OSRS all through the game. Projectiles arrive on the tick the damage is worked out, and attacks you can see coming now leave room to answer them.
  • Raid interfaces - the Chambers have their raid clock, the Theatre lobby lists your party, and the Tombs have a party display with everyone's orbs, names and the run timer.
  • Teleblock - logging out ends a teleblock and its immunity window, the way it does in OSRS.

New content

  • Dwarf cannon set - sold boxed on Nieve's coin shelf for 5,000,000 and opens into the base, stand, barrels and furnace. Cannonballs sit beside it at 100 each.
  • Where a cannon may stand - nothing instanced takes one, so no raids, no Yama, Doom, the Inferno, the Fight Caves, the Colosseum, the Gauntlet or any solo lair. The whole Wilderness refuses, and so do home, the events pen, Umbra, the gambling yard, God Wars, the Catacombs, Castle Wars, the Duel Arena, the Grand Exchange, the Slayer Tower and the other named floors. A cannon never fires at a player, and one standing outside home or the events pen has no line into them.
  • Cannon upkeep - 25 minutes standing and it breaks; repair it and the clock starts over. Left broken another ten minutes it comes back to you whole, every part and every ball loaded, to your bag and your bank for the overflow. Logging out brings it back the same way instead of leaving it standing in the world.
  • Firing an empty cannon - loads it from your bag first rather than telling you off.

Combat and balance

  • A shot lands when it hits you - through the Chambers, the Theatre, God Wars, the Desert Treasure bosses, the Wilderness, the Dagannoth Kings, the Grotesque Guardians and the solo lairs, projectiles that used to be drawn arriving before or after the damage now arrive on the tick it is worked out. What you watch land is what was read.
  • The Inferno's blob can be prayed against - Jal-Ak reads your overhead three ticks before it fires and the shot checks your prayer as it leaves, so a switch made in time works. It never did before. Jal-ImKot surfaces five ticks after it digs and waits six before swinging.
  • Great Olm - the sphere flies for five ticks rather than two and counts your clicks right up to the tile it lands on, and every sphere now says which of the three it is. The acid spray's pools travel with their spit instead of appearing under you on the cast tick, which gives the victim two ticks to step away where they had none. The acid drip follows its target rather than landing where they stood, the aimed falling crystal lands on the tick it shatters, and Tekton's sparks take three or four ticks by distance rather than a flat two.
  • Vorkath's acid phase - the spit has an animation, the pools form a tick later, the first shot and the first damage come two ticks later than they did, and a pool you step off on the tick it lands no longer burns you. The barrage is aimed at the tile you were standing on, so walking back between two clean tiles is safe.
  • Nex - the shadow smash, blood sacrifice, containment and wrath all give more warning, the ring is the telegraph for the last two, and the phase transitions hold properly. Her drag only reaches six tiles and is far less frequent under Protect from Magic. Protection prayers now cut her damage by the OSRS fractions for each style, her melee hits up to 27 and her Zaros attack up to 33.
  • The Nightmare and Phosani - her magic and ranged prayer read moves from two ticks to four, so you get three ticks of input, and the bolts land on that tick. The melee tremor goes to three, the claws to four, and the charge surge to four after she lands. Phosani's multi-claws come every five ticks, and sleepwalkers hold for three ticks after spawning.
  • Callisto - the knockback-and-stun on every hit and the melee-and-boulder combo are gone, replaced with the rework's magic orb he throws when you are out of reach, with a four-tick flight and the prayer read on landing. Artio shares the orb and now pushes you when it lands rather than when it is thrown.
  • Tombs of Amascut - Elidinis' charged shot hits up to 30 and Tumeken's up to 20, the pyramids roll 17 to 20, and the obelisk windmill's blades are the real OSRS shapes, so between them they cover every floor tile and no corner pocket is safe any more. Vengeance and recoil no longer get through a Warden's shield, the core push cannot drop you underneath the Warden, and the phase two attacks read your overhead and your tile after the landing tick's input.
  • Theatre of Blood small nylocas - they pop inside three tiles, burst three and two ticks later for 46, 19 or 8 by distance, die harmlessly at 25 ticks, can be frozen, and one landed hit of their own style kills them.
  • Grotesque Guardians - the orb lands on its hit tick, the enrage restarts the trample count so a rise can never trample before a movement tick, and the rockfall, sphere stage and prison spacings all come from a live reference.
  • Alchemical Hydra - the poison splash, the lightning arms and the tracking fire are re-timed, and the wall never lands on the tile you are stunned on.
  • Cerberus - the triple attack lands on alternate ticks, the lava's first burn comes three ticks in, and the souls fire a tick after that.
  • Araxxor - the cleave takes three ticks, the pools arm two ticks after the paint, and the acid ball has a wind-up.
  • Zulrah - snakelings land five ticks after the throw and take three ticks to emerge.
  • Yama - the Judge's fireball takes four ticks, and the return to phase three gives three ticks of grace.
  • Sol Heredit - the beam warning is re-counted to the wiki's three and two ticks.
  • Doom of Mokhaiotl - the shockwave has wind-up animations, and the camera glide matches the trample.
  • Corrupted Hunllef - the floor warning gives six, five and four moves instead of five, four and three.
  • Kephri - her Phantom's fireball takes twice as long to arrive.
  • Blue Moon - icy spikes every eight ticks, and two punches a window.
  • Demonic gorillas - the boulder is judged after four movement ticks rather than three, and it drops on that tick.
  • Maggot King - the screech gets the two wind-up ticks it was promised, a lobbed larva cannot ram you on the tick it lands, and the spit and lob land on the tick they resolve.
  • Pestilent Bloat - his large and small flies follow their victim instead of resolving on them and being drawn at the tile they left.
  • Abyssal Sire - the minion's blob follows its target, and splatter, explosion and rain all land on the tick they resolve.
  • Dagannoth Prime and Supreme - their projectiles land on the hit tick.
  • Skotizo - his swipe uses his real footprint for reach, and the bolt burst plays when it arrives.
  • Chaos Fanatic and the Crazy Archaeologist - each special fires one attack in eight, with the Fanatic keeping the wiki's twelve-attack cooldown and three explosions.
  • Chaos Elemental - applies the special it actually threw.
  • King Black Dragon - the breath and its four bolts land when they are drawn.
  • Spindel and Venenatis - the web no longer counts its own throw tick, so you get two moves out of it rather than one.
  • Blood maledictus - the Air surge is a marked attack with two moves rather than one.
  • God Wars and Desert Treasure - Kree'arra's barrage, K'ril's blast, the bodyguards, Duke Sucellus' ice blast, Vardorvis' head gaze and the Whisperer's finale all land when they are drawn. No hit timing moved with them.

Interface and quality of life

  • Chambers of Xeric - the raid clock is set when you enter, splits at the Olm and freezes on the kill, the party panel reads your progress from the run itself, and the raid lines go out where RuneLite's raids plugin and chat commands can read them.
  • Theatre of Blood - the lobby box lists your party, your completed Theatre of Blood count is read out, and the completion time carries its personal-best clause. The time booked is the challenge time at your team size.
  • Tombs of Amascut - a new party display carrying each raider's orbs, name and level alongside the run timer, plus the OSRS completion lines, and the best it books is the challenge time.
  • Chat colours - orange, green, yellow and white highlights all but vanished on the tan chatbox. Every light colour now carries a shadow, so those lines are readable again.
  • Puzzle Solver - the RuneLite plugin is available again, and the puzzle and light boxes here use the ids it reads.

Client and performance

  • Home roofs - on the live server no roof lifted at all, which showed up worst on the server tour walking you past shut buildings. They lift again.
  • Roof under the cursor - Roof Removal's option to lift whichever roof your cursor rests on now ships off, because it fought the hand-placed roofs at home. Turn it back on if you liked it.
  • Windows launcher - a Java installation reached through a link was listed twice, which stopped the Windows installer being built at all.

Fixes

  • Teleblock on logout - a teleblock and its immunity window are no longer kept in your save, so logging out ends them. Teleblocks already written into old saves are ignored on the way in.
  • Venenatis - a roam could carry her outside her own reposition box and walk her home to a full heal. Her walk radius can never be smaller than that box now.
  • Umbra shades - each Long night shade slot rises once and respawns once, then stays empty.
  • Spectral shades - a shade leaving a player slot left the next body drawn into it see-through. Shades now take slots from a band of their own, so only another shade can ever inherit it, and a shade carries no right-click options at all.
  • Tombs treasure room - a raider still in the arena was told they had arrived, shown the purple and sent an exit crystal into a room they were not in. The chamber is painted for each raider as they walk in, and it survives the scene rebuild on arrival.
  • Raid completion times - all three raids printed the OSRS completion line and then a second time line of their own. One line now, and a new server record is still announced.
  • Magic snakelings - a magic snakeling could shoot at you during the three ticks it spends emerging. It waits now.
  • The gnome village by the Inferno - cleared off the map.