We're now posting updates to a developer blog on our website. I'm not permitted to post the link but you can probably guess, it's one of the major domain name extensions.
To save us a bit of time I've just added a feature to our static site generator which also generates a BB code version of each blog post so I can share it here, the blog is the superior version of the post obviously but enjoy.
Spoiler for Patch Notes 13th October:
Patch Notes 13th October
In this update two skills have been rebuilt from the ground up and Asgarnia, Misthalin and the Wilderness have been areas of great focus. There’s new monsters to fight, new shops, new npcs to talk to, new areas to explore and new ways to interact with the world.
Lets get into it!
Fishing
Fishing has been completely reworked with accuracy in mind. When fishing you now catch fish based on chance, that chance is configured individually per fish. As you level up the chance for you to catch fish increases.
We’ve taken great care to craft a fishing experience comparable to the source material. The amount of fish and the xp per hour is precisely and tirelessly balanced to be exactly like RuneScape. A great deal of time was spent measuring and crunching numbers to ensure the most authentic experience we could muster up, the only difference being that any xp received is multiplied by our increased xp rate!
When big net fishing you can catch Caskets and Oysters. Both the junk recieved while big net fishing, and the loot you receive when opening Caskets and Oysters has been rebalanced so you get rare rewards more often.
Features
Catching Fish
Chance to successfully catch all fish is calculated as a chance that scales with your fishing level.
All fish in the game are implemented with their appropriate scaling chances, bait and required tools.
Where applicable a bait check takes place and bait is removed upon catching a fish.
The following fish can be caught in various locations: Shrimp, Sardine, Karambwanji, Herring, Anchovie, Mackerel, Trout, Cod, Pike, Slimy Eel, Salmon, Frog Spawn, Tuna, Rainbow Fish, Cave Eel, Lobster, Bass, Leaping Trout, Swordfish, Lava Eel, Leaping Salmon, Monkfish, Karambwan, Leaping Sturgeon, Shark, Sea Turtle, Infernal Eel, Manta Ray, Anglerfish, Dark Crab and Sacred Eel.
Equipment
The following nets can be used to catch fish: Small Net and Big Net.
The following rods can be used to catch fish: Fishing Rod, Pearl Fishing Rod, Fly Fishing Rod, Pearl Fly Fishing Rod, Oily Fishing Rod, Oily Pearl Fishing Rod, Barbarian Rod and Pearl Barbarian Rod.
The following harpoons can be used to catch fish: Harpoon, Barbtail Harpoon, Dragon Harpoon, Crystal Harpoon Charged, Crystal Harpoon Uncharged and Barehanded.
Finally, Lobster Pot and Karambwan Vessel can be used to catch Lobster, Dark Crab and Karambwan respectively.
Dragon Harpoon and Crystal Harpoon (Inactive) catch fish 20% faster than regular harpoons.
Crystal Harpoon catches fish 35% faster than regular harpoons.
Dragon Harpoon, Crystal Harpoon (Inactive) and Crystal Harpoon have the Fishstabber special attack, giving a +3 boost to Fishing level and consuming 100% of your special attack energy.
Locations
All free-to-play world fishing locations are implemented.
Members world fishing locations will appear later as the game world expands into those areas.
Fishing spots will appear in the following locations: Al Kharid, Barbarian Village, Brimhaven, Catherby, Draynor, Entrana, Lumbridge Swamp, Mudskipper Point, Musa Point, North Ardougne, Ottos Grotto, River Lum (Lumbridge), Seers Village, Ship Yard (Karamja), Tai Bwo Wannai (Karamja), and Waterfall river.
Fishing spots move after some amount of time has passed.
Karambwan fishing spots do not move.
Anglerfish fishing spots move less often than regular fishing spots.
Big Net Fishing
When big net fishing you will receive junk at random.
When big net fishing, there is a chance to receive up to 3 additional catches.
Caskets found while big net fishing can be opened, and the treasure inside plundered.
Oyster found while big net fishing can be opened to sometimes reveal an Oyster Pearl, or more rarely: Oyster Pearls (3).
Karambwan & Karambwanji
The amount of Karambwanji caught is based on your fishing level.
Bait is stolen from the Karambwan Vessel upon unsuccessful capture of a Karambwan.
When available, Karambwanji will be automatically loaded into your Karambwan Vessel upon the bait being consumed.
Barbarian Fishing
Tuna, Swordfish and Shark can be caught barehanded once this ability has been unlocked.
Leaping Trout, Leaping Salmon and Leaping Sturgeon can be caught with a Barbarian Rod or Pearl Barbarian Rod once barbarian fishing has been unlocked.
Barehand fishing requires strength level, and a higher fishing level than usual for each fish - upon successful catch, you are awarded both fishing xp and strength xp.
Barbarian fishing requires agility and strength level in addition to fishing level - upon successful catch, you are awarded fishing xp, strength xp and agility xp.
Leaping (barbarian) fish can be cut open to create Roe, Caviar and sometimes Fish Offcuts.
Leaping fish can be caught with any of the following bait, in order of priority: Caviar, Roe, Fish Offcuts, Fishing Bait and Feather.
Alpha Only
During alpha only: The Master Fisherman has made an appearance in Edgeville. To aid with testing he will provide you with tools, bait and teleport you to fishing locations around the world. For those who have mastered fishing, he will sell you a Fishing Skillcape.
Cooking
Cooking has been completely reimplemented! With such a great deal of respect paid to Fishing, it’s only fair that we do the same for Cooking. Much like Fishing, successfully cooking food is based on chance with the chance configured per food. As you raise your Cooking level, you will burn food less often and eventually stop burning food completely.
The chance to burn, and therefore the xp rate per hour for all food has been carefully balanced to be exactly like Runescape, but again any xp received is multiplied by our increased xp rate.
Features
Chance-based cooking success
Chance to successfully cook all items is calculated as a chance that scales with your cooking level.
Upon reaching a particular level per item, you will cease to burn that item.
Cooking gauntlets reduce the rate at which you burn certain foods.
General
All fish can be cooked on a range or fire: Shrimp, Anchovies, Sardine, Herring, Mackerel, Trout, Cod, Pike, Salmon, Tuna, Rainbow Fish, Cave Eel, Lobster, Bass, Swordfish, Lava Eel, Monkfish, Shark, Sea Turtle, Anglerfish, Dark Crab and Manta Ray.
All meat can be cooked on a range or fire: Beef, Chicken, Rabbit, Ugthanki, Rabbit, Roast Beef, Crab, Jubbly and Oomlie.
Stew, Curry, Fried Onion, Fried Mushroom, Sweetcorn, Eggs and Baked Potatoes can be cooked on a range.
Pizza, Bread, Cake and Pitta Bread can be cooked on a range.
All pies can be cooked on a range: Redberry Pie, Meat Pie, Mud Pie, Apple Pie, Garden Pie, Fish Pie, Botanical Pie, Mushroom Pie, Admiral Pie, Dragonfruit Pie, Wild Pie and Summer Pie.
All snails can be cooked on a range or fire: Thin Snail, Lean Snail, Fat Snail and Slimy Snail.
Fluid containers (Bowl, Bucket, Jug, etc) can now be filled with milk.
Cows can be milked using a Bucket.
For the purpose of Cooking, the Rogues Den can be accessed via the trap door in Burthorpe, the people here are interested in trade and will offer you access to a bank beside their fire.
Baking
Pot of Flour can be combined with a container of water to create Dough.
The following doughs can be created: Bread Dough, Pastry Dough, Pitta Dough and Pizza Base.
Using a Chocolate Bar with a cooked Cake creates Chocolate Cake.
Pizza making
Tomato can be used with a Pizza Base to create an Incomplete Pizza.
Cheese can be used with an Incomplete Pizza to make an Uncooked Pizza.
Uncooked Pizza can be cooked in a range to create a Plain Pizza.
Cooked meat can be used with a Plain Pizza to create Meat Pizza.
Anchovies can be used with a Plain Pizza to create Anchovy Pizza.
Pineapple Chunks or Pineapple Rings can be used with a Plain Pizza to create Pineapple Pizza (please don’t though).
Salad making
Onion can be used with a Bowl to create Chopped Onion.
Mushroom can be used with a Bowl to create Sliced Mushroom.
Stewing
Potato can be added to a Bowl of Water to create Incomplete Stew.
Cooked meat can added to a Bowl of Water to create Incomplete Stew.
Adding the remaining missing ingredient (Potato or cooked meat) will create an Uncooked Stew.
Uncooked Stew can be cooked on a range to create Stew.
One Spice or three Curry Leaves can be added to Uncooked Stew to create Uncooked Curry.
Uncooked Curry can be cooked on a range to create Curry.
Magic
Magic is still in an early state, this update we've added a couple more spells.
Low and high alchemy
Wind, Water, Earth and Fire Surge
Crafting
Our last big update polished Crafting to a near shine, but we missed a couple of small things!
Flax can be picked in Seers Village
Rope, Magic String and Golden Wool can be spun on a spinning wheel.
Prayer
Through play-testing we highlighted Prayer as an area that needed attention. It's a pretty simple skill, a couple of small improvements means we can mark Prayer as complete. Woohoo.
Thanks to @OT9 for play-testing and reporting Prayer bugs.
Bones can be buried to recieve Prayer xp.
Bones can be offered to the Chaos Altars in the Wilderness. There is a chance for the offering to reward xp without consuming the bones.
When offering bones to a Chaos Altar or praying at a regular Altar the player will correctly face the shrine.
Quacking
Believe it or not, a much sought after feature! Ducks now quack at their own leisure, one step closer to duck world domination...
Thanks to @[Only registered and activated users can see links. ] for their contributions regarding this.
Ducks now quack.
Gnome gliders
We're beginning to consider ways to improve transportation around the world, this update we've added the basics of Gnome Gliders.
Gnome gliders can be used to travel to The Grand Tree, Shipyard, Al-Kharid, White Wolf Mountain, Digsite, Feldip Hills and Ape Atoll.
The Wilderness
One of our big internal goals during this current development cycle is to completely emulate the free-to-play areas of the game as a proof of concept for our game systems and developer tooling.
The Wilderness makes up about half of the free-to-play land mass and as part of this update we've made a significant effort to bring this area to life.
Thanks to @McFlamey for their contributions towards these updates.
Wilderness obelisks can be used to teleport groups of players to level 13, 18, 27, 35, 44 and 50 of the Wilderness.
The Wilderness overworld is now populated with monsters, these include: Skeletons, White Wolves, Pirates, Deadly Red Spiders, Ice Warriors, Ice Giants, Rogues, Hellhounds, Scorpions, Runite Golems, Magic Axes, Greater Demons, Lesser Demons, Lava Dragons, Moss Giants, Green Dragons, Black Knights, Ankou, Ghosts, Grizzly Bears, Zombies, Ents, Black Unicorns, Elder Chaos Druids and Dark Wizards.
Gundai, Lundail, Kolodion and the Chamber Guardian can be found in the Mage Bank cave.
Mage Bank dungeon is now populated with monsters: Shadow Spiders, Monks of Zamorak, Chaos Dwarves, Hill Giants and Fire Giants.
Wilderness gates can be opened and closed.
Wilderness levers will now teleport you to their appropriate locations.
Scorpia cave is now populated with monsters: Scorpia, Scorpia Offspring.
Scorpia does not yet have her boss mechanics.
Wilderness agility dungeon is now populated with monsters: Skeletons (various)
The Wilderness God Wars Dungeon cave is now populated with monsters: Avianses, Spiritual Warriors, Spiritual Mages, Spiritual Rangers, Imps, Ice Fiends, Pyre Fiends, Knights of Saradomin, Blood Veld, Feral Vampyre and Gorak.
Asgarnia & Misthalin
Taverly has been populated with its inhabitants who will converse with you and offer to trade.
Draynor village has been populated with its inhabitants who will converse with you and offer to trade.
Goblin Village has been claimed by General Wartface, General Bentnoze, the Goblin Cook and various lesser Goblins.
Barbarian Village has become inhabited by Peksa, Tassie Slipcast, Gunthor the Brave and various Barbarians who would love to fight.
The Stronghold of Security floor one has been populated with monsters: Minotaurs, Wolves, Rats and Goblins.
Ice Mountain has been populated with monsters: Ice Fiends, Wolves, Dwarves and Black Knights.
The Abyss has been populated with monsters: Abyssal Walker, Abyssal Guardian, Abyssal Leech and Dark Mage.
Karamja and Brimhaven has been populated with monsters: Pirates, Monkeys, Harpie Bug Swarms, Moss Giants, Poison Scorpions, Fly Traps, Guard Dogs, Snakes, Jungle Spiders, Oomlie Birds, Tribesmen and Jogre.
The door in varrock West Bank can be knocked on to attempt to gain access to the bank booths.
The curtains in the Kharidian Desert can be opened and closed.
Al Kharid residents will now speak with you and many are looking to trade.
Shantay and his guards have set up camp at the aptly named Shantay Pass
Crandor
Crandor is full of life (and scary monsters). Visit this island packed with adventure, find some loot and challenge the legendary Elvarg.
Crandor holes, climbing ropes and the entrance to Elvargs Lair can now be traversed.
Crandor and Elvargs Lair have been populated with monsters: Skeletons, Moss Giants, King Scorpions, Hobgoblins, Lesser Demons, Giant Bat, Deadly Red Spiders, Rats and Elvarg himself.
Mor Ul Rek (Tzhaar)
Be warned, this area is straight firelava.
Mor Ul Rek has been packed full of Tzhaar familiars though the fiercest of them all TzTok-Jad won't make an appearance until a later date.
Mor Ul Rek can now be accessed via the cave entrance atop the volcano near Musa Point.
Mor Ul Rek (inner and outer city) has been populated with various tzhaar creatures: Tzhaar Mehkah, Tzhaar Ket, Tzhaar Mej, Tzhaar Hur, Tzhaar Xil, Tzhaar Mejbal, Tzhaar Ketkeh, Tzhaar Mejjal, Tzhaar Ketzuh, Tzhaar Mejroh, Tzhaar Hurrin, Tzhaar Ketyil and Tzhaar Mejdir.
Champions guild
The home of champions has opened its door for those it deems worthy.
The Champions Guild needs 32 quest points to enter.
Scavvos rune shop is open for business. He sells sells Rune and Green D'hide equipment.
Valaines shop of champions is open for business. She sells Black armour fit for a champion.
New combat monsters
As we expand the world we are regularly configuring more monsters so that you can battle them for their loot.
The following are available following this update:
Cyclops (all variants)
Bat (all variants)
Outlaw (all variants)
Black Guard (all variants)
Ram (all variants)
Desert Bandit (all variants)
Wilderness Bandit (all variants)
Green Dragon (all variants)
Menaphite Thug (all variants)
Shadow Spider
Monk of Zamorak
Fire Giant (all variants)
Thief (all variants)
Elvarg
Harpie Bug Swarm
Pirates (all variants)
Monkeys (Karamja variants)
Mammoth
Dark Warrior (all variants)
Ankou (all variants)
Ice Giant (all variants)
Ice Warrior (all variants)
Chaos Dwarf (all variants)
Lava Dragon
Ent (all variants)
White Wolf (all variants)
Rogue (all variants)
Ice Spiders (all variants)
Hellhound (all variants)
Core gameplay
Although often overlooked, we're always trying to improve the accuracy of our core gameplay interactions to provide an authentic experience. We're particularly excited about level-up jingles, they're so full of character!
Upon leveling up a skill an appropriate jingle will play to celebrate the occassion, hurray!
Xp drops can now be configured via the xp drop menu.
When in a combat zone where you are not able to engage in combat currently, a cross will appear over the pvp skull.
The journal tabs can be interacted with.
Dropping an item, using an item on another item or leveling up will interrupt your current action.
Under certain circumstances, when the player does not have enough space to hold a new item it will be dropped to the ground. For example: sheering a Sheep, getting a Newspaper from Benny, cutting open a Leaping Trout.
Join us!
Come chat with us on Discord, and join the community.
We can't wait for you to play!
The Everrain team
Lantern Web, Jesse, Wilo and Animato
Here's another small update, we're focused on addressing our bug backlog before the next big feature. As before, the superior version of the post is on the dev blog on our website - if you're interested to see, it's easy to find us on google by adding the "runescape" keyword to your search.
Spoiler for Patch Notes 19th October:
Patch Notes 19th October
Before we embark on our next big feature update we're taking some time to work through our backlog of bugs that have been generously discovered and documented by our alpha testers.
These changes might not seem like a big deal but its these small details that really make the moment-to-moment gameplay feel good. This is just a small selection, we've lots more work to!
A huge thanks to @[Only registered and activated users can see links. ] and Georgie for their help with squashing these particular bugs!
Combat
Line of sight is checked before allowing an attack to take place. It’s no longer possible to attack through walls.
When a player kills a monster the player is immediately available for combat again. Previously a 5 second single target grace period prevented this.
When a player kills another player outside of the wilderness, the player is immediately available for combat again. Previously a 5 second single target grace period prevented this.
When a player kills another player inside the wilderness they have a 20 second grace period where they cannot be attacked - effectively a post-kill pj timer. If the player with the grace period attacks another player the pj timer is removed.
Upon entering pvp combat players are assigned a 10 second exclusivity timer - a pre-kill pj timer. This is renewed each time damage is dealt. 10 seconds allows for players to eat and change equipment during combat without their 1v1 combat being interrupted by another player.
Closing the client during combat will no longer force the player offline. As expected, the player will stay online until 10 seconds after combat ends.
Weapons with a rapid attack option now attack faster, as expected.
Core gameplay
Players who are idle for 5 minutes are now returned to the login screen.
Teleporting away during combat and returning to the same location will no longer incur a strange facing behaviour from your past opponent.
While following another entity, if they teleport to another region you will stop following them.
Upon entering and exiting regions, npcs will continue to face combat opponents correctly.
Generally speaking, face directions of npcs, monsters and players will be accurately synced between connected clients.
Upon login your equipped weapon information will display correctly in the attack style tab.
Equipment
Dragon Boots now require 60 defence, previously they required 60 attack.
Green D’hide Vambs require 40 ranged, previous they required 40 defence.
Wizards’ Tower
The Lesser Demon in Wizards' Tower will no longer clip through the fence.
Al Kharid
The Al Kharid/Lumbridge border gate can be passed by paying a toll of 10 coins.
A bug which caused the player to get locked in place when trying to pass through the gate has been fixed.
Grand Exchange
A typo when speaking with the grand exchange clerk has been corrected.
I’m fined, thanks. -> I’m fine, thanks.
Alpha only
Rotten Potato now has infinite run option
Rotten Potato has two spawn options: tradeable + untradeable
Rotten Potato can spawn by item id
Rotten Potato can set stats based on an input
Rotten Potato can teleport home
Join us!
Come chat with us on Discord, and join the community.
We can't wait for you to play!
The Everrain team
Lantern Web, Jesse, Wilo and Animato
Users with a big brain: Totty (RuneHD), Graham (Apollo), Tomm0017 (RSMod), ghost (DragonFire), Leanbow ("a lot" - 21 savage), 3lou 55 ("grind hard, I done grind hard" - 21 savage), Corey (idr), patrity (thx for Kronos bb)
I do not do anything related to RSPS; I am here for the entertainment.
[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]