First off I'd like to thank you for checking the project, and hope you continue scrolling through to see if this is for you! This project is based on Battle Royale and Last man standing. Now let's get get into the juice and make this a quick introduction of the server... This is a server that started development July 17th, 2016, up until now that project has continued to maintain at a steady development rate. Lots of issues have been found and fixed, many future updates to still be considered. Their is no rush at all to make the project go live, this is a fun learning experience is all! We're aiming to have this as unique as it gets, especially when it comes to combat. If you fight these days the strategy is just a hybrid/melee/mage/range style, well this server is going to make things more fun with different things! Combat has been tested a lot, we aim to make the combat as perfect as we can get it! The project is going to maintain a purely just 2006, no intentions to add any data above that revision. Their is a lot to this project for it to all be explained in an introduction thread, but what I can say is it'll be a never ending battle! Now below will cover more in depth information, to give you an idea of what this server is about. [Only registered and activated users can see links. ] - Founder: Main developer
Spoiler for Introduction of Save:
Hello everyone, I am Save. My real name is David and I've been programming since I was 14 (now 21). Mainly in RSPS, but I have also branched out to RuneScape botting and just general programming.
I have never had a server of mine go live, though I have worked on several.
My goal for this server is to bring players a fun, unique RuneScape Private Server experience, while also maintaining communication with the player base. I say maintaining communication because
a lot of servers I have played on have lacked communication between the playerbase and staff, and I think it's key in running a good server. With that said, I plan to implement a poll booth type
system into the server to ensure players have the best experience possible on Cataclysm.
[Only registered and activated users can see links. ] - Co Founder: Community/Server management, GFX artist/Video editor
Spoiler for Introduction of Silly Goose:
Alright so potential players will want to know about me I'm sure... So my name's Grayson I'm pretty much 21 as my birthday is in a week and live in Canada. I've been playing Runescape since 2006 and private servers since 2009, bad to admit but my knowledge for Runescape is quite good. Been around this stuff for so long, seeing failed and successful servers has shown me how to run a server. Only thing is this is my first server I've been apart of, I've always wanted to run at least one server in my life. Especially with my friend "Save" which I've known for 9 years now, went to school with him and live really close to as well. If their is one thing you need to run a server, I'd say it's trust which we definitely have.
Now I'm pretty professional with stuff and ensure quality in what I do, I don't like to see stuff go down hill. This is still going to be tough for me to help manage the server, as I'm working full time and only got time on the weekends. Not only that but this is still the first server I've done, so bare with us along this journey as we hope it'll be a good experience for both the crew and the players!
[Only registered and activated users can see links. ] - Web developer: None as of now, will have a request thread when we feel we're ready.
Spoiler for Introduction of N/A:
N/A
The developers of Runesource!
Spoiler for F2P game mode:
Spoiler for New pet still in the works!:
Spoiler for Copy and paste text support in client!:
Spoiler for Player profiles:
Spoiler for Shop merchant:
Switching:
Weapon to special attack re-worked
Faster switching
Melee:
Special attacks of some weapons added
Melee testing
Adjust some weapon formulas
Range:
Crystal bow working
Range testing
Magic:
Multi attack support for NPC's/players
Mage testing
Eventually more maps will be added, this isn't top priority until the game is perfected. When the maps are added, there will be limits on where you can go to prevent hiding for to long. A vote to skip option will be added, it will skip a map if 70% of the online players vote to skip. When two maps are skipped in a row, the next one will be mandatory to play no matter what.
1 minute before a game starts, a random game mode will be selected. An game type skip feature will be added, based on if 70% of the online players vote to skip the game mode, than a new gamemode will be selected with a 1 minute wait until the next game. An idea can be to have so you can only skip twice, until the next game type is mandatory.
Team deathmatch - When everyone spawns all the crates for your team will be on your opponent's side (Maybe or just have it spawn on your side), a long with crates in the middle of the map that anyone can loot which’ll have better loot. This gamemode will give less points than your FFA games.
Incontrol - Basically at the start of every game a random combat defect will be enabled, basically you can appear in-game and the following could be disabled: Overheads, Ancients, Food, ability to equip weapons, ability to equip armor, special attack disabled, run disabled, Only can loot one chest, randomized time to loot crates (1 minute - whole game)... Can maybe even have so a random chance that 2 defects will be enabled? This gamemode will give more points than “Team deathmatch”
Hardcore incontrol - All defects are enabled, this gamemode will give a lot more points than “Incontrol”
Luxurious - You’ll basically only get the top notch gear in the game, no welfare mystic or anything at all. Although this may seem like a bad idea, it’ll give less points than “Team deathmatch”, mainly for fun entertainment.
F2P - Everything you get will be strictly F2P gear including food, only strength potions, spells be restricted to fire blast, prayers and so on. You’ll gain more points than “Incontrol”.
Survival - You’ll be given raw supplies, in which you got to cook/smith and so on. When the game starts everyone will be safe for however many minutes we decide, this may not even happen and isn't top priority right now.
All of the perks will be polled before development, this will be done when we feel the server is at a good stage. Some perks will probably be added without a poll, which are perks that we feel aren't to game breaking. I'd like to see permanent and temporary perks, basically a temporary perk can be used for one game while permanent will stay permanent. I'd like to see different tiers for some if not all perks, which will have different prices as well for higher tiers to unlock. These perks will be available to everyone, an option to buy with money will be considered as we need income to keep the server up. To purchase without donating, you'll have to buy with in-game tickets.
Right now when you loot their is no rarity set for items, just completely random which actually turned out well. But a possibility to add a common/medium/hard/rare loot system may be considered, just for a test though.
As of now we've already got achievements, but having more for the future will be sweet. When completing an achievement you get bonus reward tokens, a cosmetic item, yelltag may be considered when completing all achievements.
To avoid people from hiding, have so whenever there’s 2 minutes left in the game it’ll teleport everyone in the middle of a map in 30 seconds in which you’ve got to fight. People could possibly just run back out, so maybe have so when this all goes down it'll poison the player when outside of the radius of the standoff.
We started this update list recently, so I don't want to try and remember past updates and when they happened. August 25th, 2016:
Fully working game timers
August 26th, 2016:
Target system added
August 28th, 2016:
Perfected the dragon spear
August 29th, 2016:
Added Fully working barricades, including using explosive potions on them (couldn’t find the correct GFX, but I found an even better one. You’ll see.).
Fully re-wrote the pathfinding system to support barricade clipping, because on RS, if you run into a barricade in your path, you will stop moving. This is so you won’t just find a way around the barricades, rendering them pointless. Also a max limit of 3 barricades per person, until any farther barricades are destroyed.
Added igniting barricades with Tinderbox. This can be used very strategically so I thought I would implement it to add more strategy to the game.
Added a quick bug fix so you can’t use the dragon spear special attack on barricades and move them. Barricades are now just about flawless.
Added a screenshot feature to the client.
August 30th, 2016:
Made it so you can’t use prayers while spectating.
Players now enter spectating mode after they die.
You no longer skull during a Battle Royale match, because the feature is pretty much useless. Also, the red skull obtained by winning a game will last until somebody else takes your win streak. Having the red skull during a game will give incentive to kill the last winner, as an extra reward will be given (to be discussed and decided).
Added custom yell-tags for people with a Battle Royale level of 99, with censoring, a 5 minute time limit between changing them, no symbols (letters and numbers only), and maximum character limit of 12. Staff can remove the player’s yell-tag if they have an offensive yell-tag that has not yet been censored. That yell-tag will be added to a list of censored yell-tags. For each time a player has their yell-tag removed, they receive a yell-tag strike. If a player reaches 3 yell-tag strikes, they will lose the ability to customize their yell-tag indefinitely.
Added all of the other yell-tags, no more ‘Placeholder’ yell-tags. Yell-tag system is complete.
Removed the level up chat message, with the agility it was just too spammy.
Added stepping stones, will have an agility requirement in the future to be decided. Also add melee support to stepping stones.
August 31st, 2016:
Perfected the UI. Players in game now shows in real-time and the lobby has a new UI which displays the game time correctly and isn’t buggy like it used to be.
Fixed private chat.
Added a new icon for the “Battle Royale” skill, which I’ve actually decided to re-name to the “Brawling” skill (unless we think of a better name for it in the future). Here is the icon, looks a lot better than the skull in my opinion.
Added “profiles" max support of 3 to save, easier for logging in.
September 1st, 2016:
Added a nice reward system at the end of each game.
September 2nd, 2016:
Huge revamp to looting in-game
Reward interface at the end of a game now
You gain Agility XP at the end of a game now, instead of during the game. XP is determined how much you've ran/walked in-game, barely any will be earned if you're standing the whole game obviously.
Dropping items close loot interface
September 4th, 2016:
When selecting a magic spell, it now has a white outline around the sprite as it didn't before.
Projectile for ancient magic spells now added, for a more aesthetic look I suppose.
Collapsing rocks, now have two forms instead of one.
Working placeholders!
September 6th, 2016:
New reward interface.
New shop to sell items for tickets, using the trade interface just a funny unique idea
Multi barrage now works, still got to get it working when people are standing on top of eachother. Player and NPC support for multi barrage is considered, but not added yet.
September 10th, 2016:
F2P game type has been added to the server, so only F2P items can be looted and F2P spells/prayers can only be used! More game modes will be added in the future!
September 11th, 2016:
Player profile saving fixed up, still got to remove the fact that you can have symbols in the username when logging in.
A custom made pet for the server added, can gamble tickets for the pet.
Copy and paste support added to the client, some restrictions may be considered.
Support banner: If you support the server, feel free to use this as your signature just remove the "*" out of the code below!