System update in 20mins. Software mode is going with it, lets see how badly it messes us up (if at all)
Wonder if they are finally gonna release that quest too...been 3 weeks no updates >.>
System update in 20mins. Software mode is going with it, lets see how badly it messes us up (if at all)
Wonder if they are finally gonna release that quest too...been 3 weeks no updates >.>
Hopefully the duel wielding improvements as well
Progress Report:The World Wakes (members only) Orlando Smith's made a big discovery just west of the Legends' Guild: ruins dating from the First Age, which he believes once belonged to Guthix himself. It's the sort of find that makes careers, but breaks the hasty and the unprepared, so he needs your help to safely uncover the lost knowledge and artefacts within. Make your way past the ruins' defences with strength and cunning, and you'll discover secrets that could shift the world's balance of power forever. There'll be one mother of a battle before the quest is through, so you'll need a combat level of at least 140 and your very best combat gear, along with plenty of food. Ultimately, you'll have to make a choice, and your decision will set the scene for the events to come and feature in future story content. One thing is certain, though: once you're through, you'll become a whole new breed of hero, and the woken world will need you more than ever. Completing the quest will earn you over 800,000 XP in lamps (in a variety of skills, with minimum levels ranging from 65 to 80), five new ultimate combat abilities (usable at level 85 in their related skills), and cosmetic torso gear. In addition, there's a trove of post-quest rewards - including a powerful ring, a title, and new Slayer targets that can drop level 85 gloves and a pet - that can be claimed once you've finished the quest and met certain high-level requirements, listed here. Please note: as of next week's update, all future game content will work on the premise that this quest happened in the past. So, if you want to play the quest with no spoilers, we recommend doing so this week! Enjoy! Mod Ana How to start The World Wakes: Speak to Orlando Smith at the excavation site to the west of the Legends' Guild. Requirements: Level 140 Combat RuneScape membership There are additional, post-quest rewards on offer for completing the quests and reaching the skill levels listed below. Please note: these can be met and their rewards claimed at any time following the completion of the quest. You won't miss anything if you don't meet these requirements when you complete the quest: The Branches of Darkmeyer The Chosen Commander The Firemaker's Curse Ritual of the Mahjarrat The Void Stares Back 90 Prayer 74 Firemaking 70 Slayer Behind the Scenes Video Take a tour of The World Wakes in our latest Behind the Scenes video: In Other News The latest batch of Evolution of Combat updates is here! Dual wielding has been brought onto the level of two-handed weaponry in raw damage, and mages can now auto-cast a different spell from each hand! We've also made changes to the way that Player-Owned Ports armour degrades, bringing it in line with Nex armour. There's been a big change to the free game today. We've opened up Burthorpe and Taverley to free players, as well as the first five levels of most members' skills, as a replacement for our existing free trial! We've made some changes to the way run energy works, so everyone can run for longer and recover their energy more quickly. Solomon's General Store is now offering all-new god robes and teleports, tailor-made for followers of Guthix, Saradomin, Zamorak and Zaros. There's a new World Wakes Medley available for your listening pleasure on our Soundcloud page. Along with today's changes to the free game, there have been some tweaks to the naming conventions for ranged and magic style-specific potions. Existing potions of this type are now prefixed with 'super' - so what was previously called a ranging potion is now a super ranging potion. New, low-level potions have been implemented for the 1-5 Herblore level range, and these have adopted the non-prefixed name (e.g. ranging potion). You may now pay your weekly anagogic orts for Clan Avatar buffs at your Citadel Quartermaster. Hati and Sköll have been removed from the game. There have been a batch of usability improvements made to the Customisation Interface: It is now possible to purchase a duplicate of certain functional prestige items if they're held in a keepsake box. Note that the duplicate will automatically be destroyed if the item in the keepsake box is withdrawn. It is now possible to select weapon overrides of different types simultaneously, so there is no need to switch them when changing weapons. It is now possible to select multiple skill animations at once. Where they affect the same action, a random animation will be played. Weapon overrides now work correctly with off-hand weapons. Support for Software mode has been removed in preparation for future updates. For more information, click here.
Progress Report:Evolution of Combat: Both Hands are Better than One Shields are great if you're playing it safe, but if you're looking to kick out maximum damage, you should be willing to get both hands dirty. Our latest batch of Evolution of Combat updates is themed around this simple premise. First up, we've rebalanced both dual wielding and two-handed damage to bring them onto a level plane. Whether you're a dual-dagger dervish or a maul-wielding marauder, you should be doing around 150% of the base damage you'd be doing with an equivalent one-handed weapon and shield. This means that both styles are equally valid ways of pumping out damage, leaving the choice down to your tactical needs and personal preference. We've also implemented full dual-wielding capabilities for magic users, meaning that you can now auto-cast a different spell from each hand: just right-click the spell's icon to find the option. Have fun coming up with cruel cocktails of Ancient spells to blast and debilitate your foes! You can also wield magic-oriented weapons alongside cross-class weapons. You could wield a crossbow and a book, a wand and an off-hand sword, or any other combination you can come up with. Alongside the above changes, we've also switched the degrade system for the Player-Owned Ports armour sets to the one used for the armour sets available from Nex. Your top-end armour will now last much longer in battle. Look out for brand-new magic and ranged abilities, coming soon! Changes to the Free Game and Membership Trial From today, free players can train almost every members' skill up to level 5! This permanent expansion to the free game replaces the old two-week free trial previously offered on new accounts, and is a great way for free players to get a taste of the amazing content that membership brings to the game. Free players must still log on to free-to-play worlds, but on those worlds it is now possible to train every members' skill (with the exception of Construction) up to level 5. On top of that, we've opened up Burthorpe and Taverley to everyone. These two towns make up the Troll Warzone - which is an excellent introduction to the members' game - and contain all the training spots and items you'll need to sample the first 5 levels of the members' game. The skills on offer are as follows: Agility Farming Fletching Herblore Hunter Slayer Summoning Thieving You'll also have access to four members' quests: Death Plateau Druidic Ritual Let Them Eat Pie Wolf Whistle The Troll Warzone contains all of this, and more. If you haven't tried out our members' game yet, then wait no longer: head north-west from Falador and through the gate to Burthorpe and Taverley, and get stuck into the members' content! You'll be summoning spirit wolves, slaying gelatinous abominations, and quaffing potions until they come out of your ears. Thirsty for more? Take a look at the full range of content available to RuneScape members here. Run Energy Changes Run energy's important to think about when you're engaged in PvP, but it's the last thing you want to be worrying about when exploring Gielinor, or just heading over to the Grand Exchange. Despite the introduction of musicians a few years back, we felt that run energy drain was an obstacle to the joy of discovery and exploration, and meant that getting from A to B was much more of a chore than it needed to be. Today, we have made the following changes to help players of all levels travel around Gielinor on foot far more easily: Reduced the run energy drain rate across all levels. Increased the restore rates across all levels while standing/walking. Reduced the penalty caused by weight to run energy drain rates. Added an “auto run” feature, where the player's state automatically switches to 'run' once run energy restores to 40% after resting, standing or walking (unless explicitly toggled to 'walk'). Everyone should see a marked improvement in running time before needing to rest. All items that restore run energy work as they did before, and the Leech Energy curse still drains and restores run energy at the same rate. We're also looking into a big update to the Agility skill in the future, to introduce benefits beyond the run energy drain and restoration rates, shortcuts and other content it currently unlocks.
Huge update week
Goodfight those first month $1.98 memberships you will be missed
What about safe mode?
Creds to DannyRS for this wonderful sig!
Yup its still here we are good!
edit: no they were only removing Software mode from what i heard, and safemode still works, just loaded it
Edit 2: Smart loads fine, works fine, we are good to go :P
Yea they never said anything about removing safe mode But I bet Smart can run in DirectX as well if it comes to it.
I am pretty sure that if there are drawbacks to DirectX not matching some of the parameters in SafeMode we could easily patch them up!
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