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Giants' Foundry Changes | Weekly Game Update (June 15th)

[h2]PSA: At 11:30 BST on Friday, 17th June the game will be rebooted to deploy a coldfix to resolve an issue with the Clans UI.

This will be accompanied by the usual 30-minute shutdown timer with downtime being minimal, similarly to a Game Update.[/h2]

We’ve made some improvements to Giants’ Foundry this week – keep reading to learn more!

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[h2]Giants' Foundry Improvements[/h2]

Since Giants’ Foundry launched last week, we’ve seen adventurers come out in droves to help Kovac forge some comically oversized weapons – although we’re still not sure what he’s planning to do with them…

As always with releases like this, we’ve spotted a couple of post-launch issues and made some changes to correct them. Here’s what’s changed since launch:

  • HOTFIX: Resolved a bug which prevented players from withdrawing Runite Bars from the Blast Furnace’s bar dispenser.
  • HOTFIX: Players will no longer erroneously lose quality when clicking the Drop Hammer at a specific time. We can’t let you tick-perfect players suffer from success!
  • HOTFIX: Using items on the Polishing Wheel to repair it no longer fixes the Drop Hammer.
  • The Moulds list will now display your best moulds first, we're not saving the best til' last here!
  • Removed Kovac’s confirmation dialogue when asking him for a commission, which should make back-to-back commissions feel a bit smoother. Do check in and say hello from time to time, though – we don’t want him to feel lonely!
  • Changed animations so that players are now able to move while examining a finished sword prior to hand-in – although you can still pause to take in the wonders of metallurgy if you wish.
  • Changed the weight of the Colossal Blade to 30kg, in-line with the Barrelchest Anchor. We’ve also added some sufficiently weighty noises from the Anchor to match the Blade’s heft.
  • Using the "X" option when adding armour or weapons to the Giants' Foundry crucible will now remember the last number input as a new option next time you open the dialog, so you can keep adding the same amount to the crucible.
  • The Scroll Position reset issue has been fixed so players will no longer see any dead space in the Mould jig.
  • Player will now actually face the mould jig when they use it.

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[h2]Other Changes[/h2]

We’ve also made a few other changes based on recent player feedback.

Most notably, we’ve added two more chests for use with Skully’s Loot Keys. One is located upstairs in the Grand Tree Bank and is available on all members-only worlds. The other, visible only on PvP worlds, is in the Lumbridge Castle courtyard.



The locations of the two newest Loot Chests.


Regrettably, a single potted plant was harmed while placing the Loot Key chest in the Grand Tree. Let’s have a moment of silence before moving on to the rest of this week’s changes:

  • Unranked Group Iron players can now make use of the braziers at the God Wars Dungeon and Kalphite Queen lair, and see whether the Iron instances are occupied.
  • A water source icon has been added to the Legends' Guild courtyard fountain on the World Map.
  • The price change rate at Baba Yaga's Magic Shop has been decreased from 1% per item to 0.1% per item, in line with the Magic Guild Store.
  • Clicking out of the Agility Pyramid’s completion dialogue will no longer prevent the associated Desert Diary task from completing.
  • Players making breadcrumbs in Recipe for Disaster are no longer given inappropriate messages about meat.
  • The ‘Take-net’ option on the Spirit Angler next to the Tempoross reward pool no longer involves dialogue.
  • You will no longer be reminded to use //// or /g, or // or /c to chat in the respective chat channels when switching worlds.
  • The Shayzien soldiers valiantly fighting lizardmen no longer have an ‘Attack’ option.
  • The door to the Zamorakian Chapel in Varrock now swings in the opposite direction.
An a-door-able small change.


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[h2]PvP World Rota[/h2]

The PvP rota has moved to Period B:

  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive


World 390 (AUS) for LMS Competitive has been de-activated with this rota.

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[h2]Game Mode Survey[/h2]

Last week, we sent out a survey via email asking players for their thoughts on a variety of potential game modes. We saw a lot of discussion about the survey and wanted to capture more of your thoughts. Click the button below to be whisked away to a world of possibilities, let us know your thoughts on a series of game modes! If any prove popular, perhaps they might make their way to an Old School RuneScape near you soon...



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[h2]PvP Update Survey[/h2]

The Emir is eager to see the gates of his Arena reopen, allowing brave warriors to feel the thrill of battle once more. In order to appease His Eagerness, we'll be opening the PvP Arena for a public beta this month, and you can expect full access in July!

If you've been keeping up with our recent polls, you might be wondering what we plan to do about rewards. We intend to honour the results of the most recent poll - therefore, the PvP Arena will offer the following rewards:

  • Imbue Scrolls
  • Blighted Wave Sacks
  • Blighted Surge Sacks

For those of you who really wanted to experience the other rewards, we have a special treat - you'll be able to find the following items in Arena equipment chests, along with 400 other pieces of equipment for your Inventory and Worn slots.

  • Maoma’s Headgear
  • Koriff’s Headgear
  • Saika’s Headgear
  • Superior Calamity Armour
  • Elite Calamity Armour
  • Fighter’s Wristwraps

This equipment is exclusively for use within the PvP Arena - by order of the Emir himself!

Working on the PvP Arena has helped bring the team us closer to the PvP community than ever before and provided valuable insight into some of the pain points these players have. There's so much more we can do to improve the state of PvP, and this is only the first step.

Our dedicated PvP team will be moving on to reworking the Wilderness bosses, but what’s next for PvP? Well, that’s where you come in! We’d like your help to shape the future of PvP in Old School RuneScape. We really want to gain a better understanding of where you think we should focus our efforts!

In order to do that, we’ve created a short survey. We’d really appreciate if you could let us know your thoughts by filling it out. We’ll then look to share the results in a future blog.



Lastly, we just wanted to pass on a huge thank you to everyone that got involved in all of the discussions around rewards, especially those in the PvP Discord! We’ve loved working with you and can’t wait to see what else we’re able to achieve together!

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You can also discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Giants' Foundry | Weekly Game Update (June 8th)

[h2]Today's game update will take the game offline for approximately 30 minutes as maintenance is performed. We're aiming to have the game resume as normal from 12:00 pm BST.

Thank you for your patience.[/h2]

This week we’re going on a giant-sized adventure!

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[h2]Sleeping Giants Quest[/h2]

Ahh, giants. We all know them. Enormous humanoids hanging about Gielinor, simply minding their own business until some adventurer or another comes along to beat them up.

But how much do we really know about these giants? What do they think about? Where did they come from? Would they enjoy making massive swords in some kind of… gargantuan workshop?

All these questions, and more, will be answered in Sleeping Giants, a new novice quest! You’ll help Kovac, a friendly giant who’s discovered an ancient forge build to his giant-size proportions!

To start the quest, head to the Giant Plateau east of Al Kharid, near Citharede Abbey.

Kovac can be found here.


[h3]Quest Requirements[/h3]

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  • 15 Smithing
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[h3]Quest Rewards[/h3]

[expand]
  • Access to the Giants' Foundry
  • 6,000 Smithing Experience
  • 1 Quest Point
[/expand]

Completing Sleeping Giants will also give you all the know-how you need to start Smithing in the Giants’ Foundry!

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[h2]Giants' Foundry[/h2]

A look inside The Giants' Foundry.


The Giants’ Foundry is a non-instanced, non-combat safe area accessible to members.

Here, you’ll work on Kovac’s commissions, picking out the perfect sword design, choosing an appropriate-level metal to work with, and carefully Smithing the blade with a variety of tools.

Each commission will come with two customer requests – for example, they might want a sword that’s ‘narrow’ and ‘spiked’. You’ll need to pick a mould from Kovac’s extensive Mould Library that matches that description. The closer the match, the higher quality your sword will be – so choose wisely!

Next, you’ll need to choose a metal to work with and place it in the crucible – the big stone bucket chained over the river of lava. It’ll accept Bronze, Iron, Steel, Mithril, Adamant or Rune Bars, or any metal item you want to recycle. We’re eco-friendly, here!

A Giant’s Sword requires 28 Bars worth of material, which is conveniently the exact same amount the crucible can hold. It’s like we did it on purpose!

The higher the tier of metal you choose, the longer the sword will take to shape, and the more precise the temperature range will have to be.

Kovac also believes that swords made of an alloy – a mixture of two or more different metals – will be better. Something to bear in mind!

Now, it’s time to cool off as we begin to work the blade!

Pick the moulds that best suit your commission!


Refinement

The refinement process lets you shape the raw preform you just created into a blade fit for a mighty giant!

You’ll have a variety of tools at your disposal:

  • Trip Hammer: Requiring a hot, hot, hot sword, this tool is used to hammer out the imperfections on the blade.
  • Grindstone: Swords must be at a medium temperature to allow this tool to grind out the edge of the sword and make it smooth.
  • Polishing Wheel: Get that sword to a cold temperature to use this tool, which cleans up the blade and gives it a lovely shiny finish.
  • Lava Pool - Dip your sword into the lava and heat it up, ensuring it’s hot enough to use particular tools.
  • Waterfall - Use the crashing waves of the waterfall to cool your sword down in order to use certain tools.


Use the right tool at the right time, and you’ll increase the sword’s completion to 100%. You can track which tool to use at which heat range using the in-game HUD:

The HUD found within The Foundry.


Using tools changes the temperature of the preform, which will also naturally cool down over time. Using the incorrect tool or using the right tool outside the correct temperature range, will result in a lower-quality sword. If the quality of the sword reaches 0, you’ll have to hand it over to Kovac and try again. Be warned that quality can only ever be lost – so be extra-careful!

Here’s an example of the refinement process:

  1. Decrease the initial temperature using the waterfall until the preform is cool enough to try the trip hammer.
  2. Cool the preform again to just below the yellow temperature range, then work it with the grindstone.
  3. Repeat steps 1 and 2 until the sword is almost complete.
  4. Cool the preform to the green temperature zone, then use the polishing wheel to finish the job!
  5. Hand the finished sword to Kovac to complete the commission.


If you manage to reach 100% completion without ruining the sword, you can hand it in to Kovac, who’ll reward you with some juicy XP and some Foundry Reputation. The higher the quality, the more rewards you’ll get!

Experience

We’ve messed with the XP rates quite a bit, so here’s a refresher. The table below is based on a player who makes between 10 and 20 swords an hour, using 28 Bars per sword.

AlloyTier
Swords Per Hour
Average XP Per Sword
Average XP Per Hour
Average GP/XP
Profitable
Lowest
20
~2,400
~48,000
0.2
No
Low
17
~5,000
~85,000
-0.3
Yes
Medium
15
~9,000
~135,000
-0.2
Yes
High
13
~15,000
~195,000
0.5
No
Highest
12
~23,000
~276,000
6.6
No
These values are subject to change before and after release.

We’ve also crunched the numbers for other skilling methods:

Method
XP Per Hour (Estimate)
Average GP/XP
Profitable
Gold at Blast Furnace: no Goldsmith Gauntlets
~150,000
8.7
No
Gold at Blast Furnace: with Goldsmith Gauntlets
~375,000
3.5
No
Steel at Blast Furnace: with Coal Bag
~90,000
-12.3
Yes
Creating 5 Bar Mithril items
~190,000 - 210,000
3.7
No
Creating 5 Bar Adamant items
~240,000 - 260,000
1.3
No
Creating 3 Bar Rune items
~290,000 - 310,000
-0.8
Yes
Please note that these are estimates, not exact figures.

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[h2]Giants' Foundry Rewards[/h2]

The Smiths' Uniform

Concept Art of the Smiths' Uniform.


Kovac has acquired some ancient Dwarven-wear… somehow… and since it’s a bit small for him, he’ll let you purchase it in the Reward Shop! The Smiths’ Uniform consists of Gloves, Boots, a Top, and a pair of swanky Bottoms. It also offers two suitably smithy bonuses:

  • Each piece of the outfit will give you a 20% chance to reduce your anvil Smithing speed by 1 tick, which adds up to 100% chance when wearing the full outfit. This evens out to a 15-20% speed buff while anvil Smithing.
  • Each outfit piece equipped also gives a 20% chance for extra completion while Smithing, which again rises to a 100% chance when wearing the full set.


You can also combine the Smiths’ Gloves with the Ice Gloves, giving you the benefits of both. Should you wish to return to your usual icy business, you can separate them again at your leisure.

Ore Packs

Ore Packs are a great way to purchase lots of coal in one go, making it easier to prepare for your next trip to the Giants’ Foundry. You will have a small chance to obtain other ores from these packs too, but the focus is mainly coal.

Moulds

We thought it would be interesting if you could buy tools to help you improve your sword-smithing process within the Foundry.

These extra moulds will help with all kinds of commissions and give you a leg up on quality before you even start Smithing. The better the mould, the higher the Smithing level you’ll need to train and gain all in one location.

Eight-Cannonball Mould

With Leagues III you got an eight-sided cannon, so it’s only fitting that you now get an Eight-Cannonball Mould! This mould lets you use two Steel Bars to smith eight Cannonballs at once, doubling your production speed!

Smithing Catalyst

Using this unstackable item when creating Bars at a furnace will not only halve the amount of Coal required but will also double the XP given! However, the Catalyst will be consumed when the Bar is made, so you’ll need plenty of them to go around.

You can also use Catalysts at the Blast Furnace, where they’ll give you double XP for any Bar produced using Coal. However, it won’t cut the Coal cost down.

As an added extra, you’ll also be allowed to use Catalysts at the Blast Furnace Bank, so you can use lots of them in one run.

Kovac's Grog

A brew made by Kovac himself! This (supposedly) tasty Grog will give you a temporary Smithing boost of +4. Just don’t tell health and safety you’re drinking on the job…

Colossal Blade

You gotta' lot of Guts to carry this around.


This mighty sword is strikingly similar to the one you helped Kovac make, and requires 60 Attack to wield.

Alongside this, we're giving it a special effect that fits the theme of the Blade. Depending on the size of the enemy you're fighting, it will now increase your Max Hit according to the size of the NPC:

(Max Hit + (2 x NPC Size))

The NPC Size will be capped at 5 (NPCs that take up a 5x5 area and above), meaning that you'll be dealing the most damage against bigger enemies. We feel like this weapon now fits a good niche comparatively to the Dragon Scimmy and could prove more useful in certain situations, whilst looking great to boot. Remember, the bigger they are, the harder they fall!

Stats fit for a Giant!


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[h2]Weapon Design Competition[/h2]

Since we are delving into the world of giant weaponry with today's update we want to see what would fit a Giant best. We'd like for you to design any type of weapon that you could see Kovac or any other Giant wielding as they take on the world!

You will only the need the visual design of the weapon to qualify for entry but you are more than welcome to include stats or lore surrounding your design.

[h3]Competition Details - Weapon Design Competition[/h3]

[expand]

Dates & Times:

  • The competition begins at 00:01 BST on June 8th and closes at 23:59 BST on June 20th.
  • The four finalists will be chosen by the Old School team and will feature in a poll in July.


Submissions:

Complete the Weapon Design Competition form with the following information:
  • Your design in one of the following formats: .jpg | .png | .gif | .mp4
  • Your RuneScape Username (RSN)
  • Your country of residence
[/expand]

The winner will receive 12 months of membership with the other three finalists receiving 3 months of membership each.

Enter your submission here and for the full T&Cs, head over to the forum thread. We look forward to seeing all of your designs!

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[h2]Other Changes[/h2]

Calling all iOS players! You will no longer be able to log in on the iOS Beta Client from June 15th. As per this newspost, we'll need to close the iOS Beta Client in preparation for our full client launch!

Now for this week's other changes:
  • Pressing space to Smith or Craft the last item again will no longer also add a space to the Chat.
  • Reduced the time required to make Guardians in Guardians of the Rift.

    • In addition, multiple Guardians can now be made from the same pile.
  • Meiyerditch Laboratories have been added to the World Map.
  • Group Storage will now be locked during the 30-minute timer before the game reboots.
  • The Draynor multiway combat area now covers the path and the teleport arrival point.
  • Player Owned House lock settings will now be remembered across logins.
  • Players may now use spare Farmer’s Outfit pieces on Gricoller for a 80% refund, in line with other reward shops.
  • An animation is now played every time your Abyssal Lantern gives you a benefit, with the exception of the Redwood's rune pouch degrading prevention effect.
  • The in-game GIM Boss Bash info has been corrected to reflect that Zalcano gives 3 Tickets rather than 2.
  • Fixed typos in the Guardians of the Rift chat.


We've also made some tweaks to Group Ironman notifications:

  • The wording of the level up broadcast has been changed to "[Player name] has reached [skill name] level [level]".
  • Enabling the post-99 level XP broadcasts sets the amount to 1 million by default.
  • PKing a player as a GIM now also tracks how much the other player lost.
  • The description for the PK Broadcast value setting now correctly refers to coins.


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[h2]PvP World Rota[/h2]

We are happy to announce the PvP rota begins again with this week's update! It begins with Period A:
  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive


World 390 (AUS) for LMS Competitive has been activated with this rota.

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[h2]Merch [/h2]

Transport yourself back to the first time you visited Lumbridge with this special collection on the Official Merch Store!



Go back and meet the Lumbridge Guide, Goblin and Noob. Bring back those early memories of chopping wood with these Bronze and Rune Axe Keyrings. Ahh, nostalgia!

Speaking of which, with this Mini Teleport Icon Pin Set, you can travel back to other iconic game locations as Angels Scapes continues this new series based on her favourite places in Gielinor – where will she go next?

Last but by no means least, don’t forget to snag your copy of RuneScape Kingdoms: Shadow of Elvarg! There’s only 48 hours left to back the game and get your Kickstarter-exclusive goodies! You can read all about it here, on Steamforged’s Kickstarter page.



Want to know more? You can check out Gunschilli as he gets hands-on with a demo of the board game at the Yogscast!

Love the minis? Today at 7pm you can watch Steamforged live-sculpt a new base for the Bob the Cat mini. Which base did you vote for?

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You can also discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

PvP Arena Revised Rewards

The PvP Arena (known by the Al Kharidians as the Emir's Arena) will be opening its gates to adventurers very soon!

Soon, Gielinor’s most skilled players will descend on the Arena to battle against similarly skilled opponents in controlled environments, and even tournaments, while using a huge variety of builds and setups at a moment's notice!

While the thrill of combat, climbing the ranks, or emerging victorious with up to 63 fallen combatants scattering the arena might be enough of a reward for some, we're still hopeful that dedicated fighters may be able to make use of the Arena's armoury to show off their skills and diversify their gameplay in other PvP content.

The PvP community and wider playerbase alike made it clear to us that our previous proposal missed the mark (a summary of the previous poll and its results can be found in this Poll Summary Blog). As a result, we've gone back to the drawing board and tried to work with contributors from various communities via the PvP Feedback Discord to to put together a fresh set of rewards that will hopefully address the key concerns raised, whilst also adding a little variety into the mix for players.

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In the initial PvP Arena blog, we dove into the Calamity Armour, Maoma's, Koriff's and Saika's headgear. Throughout discussions in the PvP Feedback Discord, it became clear that approaching these armours similar to Void with percentage increases for both accuracy/damage wasn't hugely popular, especially in cases where builds would have access to equipment with extremely high defences, and in many cases without losing any max hits.

However, it was clear to us that there was a level of appreciation for diversity in builds and gear setups.

In our latest proposal, we're aiming for the following conditions:
  • Armour sets should not outright replace current setups with minimal downsides.
  • We should avoid requiring multiple full sets of armour in order to obtain bonuses in PvP.
  • Players seemed to get behind the idea of 'helm-switching' being a priority for the set, in such a way that it works with current gear setups, but with drawbacks that make their use a choice rather than an obligation.
  • New armours from the PvP Arena should not increase damage bonuses or add additional max hits beyond currently established gear.
  • The focus should instead be on increasing accuracy and consistency, at the expense of some defensive bonuses and KO potential.
  • New armours should fit into established metas, rather than trying to create new ones.


We've reworked both the Calamity armours and the respective headgear sets so they provide raw stats without any special effects or bonuses, with an increased emphasis on the PvP combat triangle. They also fit nicely into existing builds, increasing their overall usability.

One of the major concerns voiced by players was the feeling that the PvP Arena would result in 'skipping' significant or iconic pieces of content, namely the Wristbands of the Arena and the Centurion Cuirass, as both could be obtained without completion of Recipe for Disaster and Barbarian Assault respectively.

With the potential of new armour sets from the PvP Arena, adding another chest piece felt a little too much. After much discussion, we've opted to shelve the idea of the Centurion Cuirass and will not be looking to repoll it with the PvP Arena, though we may resurface it again in future content. As for the Wristbands of the Arena andwe've outlined our thoughts on a new approach further down in the blog.

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Note: All of the rewards below are intended to be usable only in PvP Worlds, PvP minigames (e.g. Castle Wars & Soul Wars) and the Wilderness.

Headgear Sets

Let's take a look at the headgear sets first! These helmets will provide accuracy and defensive bonuses with respect to the combat triangle. This means they provide negative offensive and defensive bonuses for the 'wrong' style. If that sounds like a mouthful, check out the images below to see exactly how this works!

Maoma's Headgear

Maoma was the corrupt captain of the Emir’s guard. Her job was to oversee fights at the arena and ensure that order was upheld – but in reality, she was taking bribes to look the other way. Some say she even instigated some of the fights to make the Arena more popular and recruited prisoners to bolster the fighters’ ranks!

Maoma's Headgear is made up of three untradeable helms. They give the wearer good offensive bonuses when attacking with Melee, but we wouldn't expect you to hit as many arrows or land as many spells with a head encased in metal! As per the combat triangle, these helms will help you deflect those pesky bolts and arrows a little more often, but leave you very susceptible to Magic.

We know that Melee accuracy bonuses on a helm might look a little scary (unless you're familiar with the Fighter Hat!), but want to reiterate that in a meta often dominated by camping a Berserker Helm, Serpentine Helm or - for you high-rollers - a Neitiznot Faceguard, Maoma's collection has less Strength bonus, more negative bonuses for Ranged/Magic, and less defensive stats across the board.

These should slot in as 'glass-cannon' pieces, letting you land a couple more of your Whip spec misclicks than before, at the expense of defensive stats and potential max hits!

Maoma's Med Helm requires 1 Defence and 70 Strength to equip.


Maoma's Full Helm requires 40 Defence and 70 Strength to equip.


Maoma's Great Helm requires 70 Defence and 70 Strength to equip.


Koriff's Headgear

Koriff was the crowd-pleaser. Perhaps the most notorious of all, she would always be the centre of attention at the Arena. With a charming personality, she'd make sure the richer visitors had a particularly good time, pampering them with the best seats and service possible. Little did they know of her collaboration with Saika, Maoma, and the thieves they paid to pick the rich guests' pockets.

They say that fighters couldn’t help but come back for more bloodshed, even at the cost of their own life expectancy. They also say that Koriff had a direct hand in encouraging them back to the Arena, only for them to die shortly after. When crowds became tired of certain competitors, you could bet that their bodies would be carried out pierced with barely-visible crossbow bolts – and that Koriff had earned a windfall betting against them.

Koriff's Headgear is made up of 3 untradeable helms (can you see where we're going with this yet?). They'll give you some nice bonuses for Ranged and help you shrug off an extra Ice Barrage or two, but leave you susceptible to Melee attacks. Mages should also beware – trying to fire off spells in these will leave you splashing like Tempoross.

Koriff's Headband requires 1 Defence and 70 Ranged to equip.


Koriff's Cowl requires 40 Defence and 70 Ranged to equip.


Koriff's Coif requires 70 Defence and 70 Ranged to equip.


Saika's Headgear

Saika was the puppet master. She was in charge of the Arena’s economy, making sure to profit from the crowds that came to watch the fights. Her greed knew no bounds as she fudged the numbers for years - claiming the cost of running the place was so high that it barely made any profit. These sketchy numbers made their way to the Emir, and he kept shelling out to keep it going. Unfortunately for him, the funding would go straight to Saika's pocket. She would pay destitute citizens a pittance to pretend they were working, just to keep up her ruse.

Saika's Headgear is made up of - you guessed it - 3 untradeable helms. Their light, breathable fabric might help you clear your mind as you focus on casting spells and shrugging off Melee attacks. Just like Koriff's and Maoma's, if you're wearing these magical pieces then don't expect to shine with a bow or melee weapon, and expect to get hit much more often by incoming arrows and bolts!

While simple on paper, it's worth noting that Magic in Old School is probably the trickiest combat style to get right. Short of adding extreme Magic accuracy bonuses, it's difficult for Saika's Headgear to deliver on the theme of trading defences for high accuracy without leading to imbalances where spells become perhaps a little too accurate. Instead, Saika's Headgear (especially when combined with our proposed armour set) delivers what Splitbark tries to do, and offers players a chance to live out a little bit of a battlemage fantasy.

Saika's Hood requires 1 Defence and 70 Magic to equip.


Saika's Veil requires 40 Defence and 70 Magic to equip.


Saika's Shroud requires 70 Defence and 70 Magic to equip.


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Calamity Armour

These headgear sets still perform best when worn with existing armour like Karil’s, Ahrim’s, Inquisitor’s or even Torva. But that’s a lot of clicking about, isn’t it? With that in mind, we’ve worked with players to repurpose the Calamity Armour as a ‘tribrid’ gear set that works with all three combat styles. No set bonuses, no special effects – just 100% natural, organic stats.

Calamity Armour is weaker defensively than your typical tank gear and has lower Ranged and Magic accuracy than Dragonhide and Robe options at the equivalent tier. The tradeoff trade-off here is one of convenience; you’ll be able to focus exclusively on swapping out the Headgear, rather than messing about switching up your whole outfit. This means you save Inventory space and extra clicks in already-intense battles, at the expense of becoming a great deal squishier than opponents wearing the current meta setups.

You'll note that we've added Melee Attack accuracy bonuses to the Calamity pieces. While the helm slot has the Fighter Hat already, armour outside of Inquisitor's hasn't typically provided Melee accuracy bonuses in the past. The reason we've opted to add it to the Calamity pieces is due to Maoma's headgear. Adding Melee accuracy bonuses to Maoma's headgear would have made it too powerful as a standalone item, so to compensate, we've shifted some of the accuracy that would have been attached to it onto the Calamity armour instead. This means that as a set, Melee users will still experience the higher accuracy and lower defence that we're aiming for, whilst preventing a single helm switch heavily increasing your chance to hit those big KOs with weapons like the AGS or Granite Maul.

The Calamity Chest and Breeches require 1 Defence, 70 Ranged, 70 Strength and 70 Magic to equip.


The Superior Calamity Chest and Breeches require 40 Defence, 70 Ranged, 70 Strength and 70 Magic to equip.


The Elite Calamity Chest and Breeches require 70 Defence, 70 Ranged, 70 Strength and 70 Magic to equip.


The Full Picture

Phew! That’s a whole lot of numbers, but what do they actually mean?

While we can’t possibly say how these rewards will perform until players are trying them out in the wild, we’ve been able to compare stats and run a whole bunch of DPS calculations against current meta setups. We reckon that our new offering will make these rewards competitive, without being best-in-slot.

Offensively, the full sets slide in somewhere between Void and the other current meta setups. Void still excels versus low-Defence targets, while the Calamity Armour and Headgear sets deal more DPS against high-Defence enemies. However, the percentage damage bonuses on Void give players significantly more max hits, which leads to greater KO potential – and as we all know, KO potential is king.

With the right helmet equipped to defend against your attacker’s combat style, the 40 Defence Calamity Set ranges from on par with to slightly better than Void. The 70 Defence set sits far below the oft-seen Barrows setups, but they’re still better than getting caught out in robes.

In cases where the proposed gear competes with or marginally outcompetes current gear, we’ve decided that it should confer a higher risk to compensate, alongside other situational drawbacks like reduced offensive or defensive bonuses.

On the topic or risk, we’d like to see these rewards be obtainable in a broken state, requiring Perdu’s repair services to make them usable in PvP. We worked with players to come up with repair costs and price points that reflect each piece’s utility. Here’s what we’ve got:
  • Any piece with a 1 Defence requirement has a 250,000 GP repair cost, meaning the Armour and all three helms would cost a total of 1.25 million gold to repair.
  • Any piece with a 40 Defence requirement has a 500,000 GP repair cost, meaning the Armour and all three helms would cost a total of 2.5 million gold to repair.
  • Any piece with a 70 Defence requirement has a 1 million GP repair cost, meaning the Armour and all three helms would cost a total of 5 million gold to repair.


We saw a lot of feedback, especially from players who don’t engage with PvP, that this set has the potential to be a fantastic kit for learning the ropes, letting them get competently equipped to fight back against PKers without having to figure out advanced equipment-switching tactics.

To build on that, we’ve considered making this equipment usable in any PvP-related area, so that players can seamlessly hop from killing revenants to defending themselves against other players.

We also saw widespread support for giving players a damage and accuracy bonus similar to that of the Slayer Helmet, for Wilderness PvM. We’re more than happy to offer this as a poll question, especially with the Wilderness Boss Reworks looming on the horizon!

That said, a great deal of Wilderness activity – and the associated PKing opportunities – lie beyond level 20 Wilderness. Given the high repair costs, we’d be open to letting players keep these rewards even above level 20 Wilderness. While we’d love to give players a reason to revisit the PvP Arena now and then, we don’t want every death to be punished with a massive grind, and we don’t feel like players will be happy using expensive Trouver Parchments on this particular set of gear.

(As an aside, we’re actually looking into the Trouver system as a whole. We’re aware that it feels too clunky and punishing for PvPers and the wider playerbase alike, so watch this space!)

In the event that the armour, gloves, and headgear all make it into the live game, we will of course be keeping a close eye on your feedback. We want them to be perfectly balanced, fun to use without being under- or over-powered. We really hope this new proposal delivers on the diversity we’ve promised PvP players – and hey, they look pretty stylish to boot!

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Fighter's Wristwraps

Now let’s talk Wristbands of the Arena. Actually, let’s not – let’s talk Fighter’s Wristwraps.

These glove-slot items replace the Wristbands as a reward from the PvP Arena. They function as an attachment for the Culinaromancer’s various Gloves, meaning that players will need to have completed at least a little bit of Recipe for Disaster to use them.

They have a fixed value of 100,000 GP, which will be dropped to PKers in full should they claim a victim wearing them. When used on any pair of the Culinaromancer’s Gloves, the Gloves will lose all defensive bonuses and instead be granted the following stats:

  • +9 to Slash, Stab, Crush and Ranged Attack Bonuses
  • +3 to Magic Attack Bonus


For higher-levelled builds like Meds and Maxed Mains, this should serve as a slightly higher-risk alternative to standard Barrows Gloves, although the reduced defensive bonuses will leave Barrows Gloves as a great option for players engaging with an outlast scenario.

For lower and mid-levelled builds, like Pures and Zerks, the Wristwraps provide a stat boost that just might narrow the gap for those punching up against higher-bracketed builds. The downside is that you’ll take more of a beating in return – and with a little extra risk, too.

As we think about Bounty Hunter and the potential resurgence of so-called ‘Edge-Style’ PvP, these attachments will give players a way to up the ante in fights.

Here’s some images of what the most popular Culinaromancer’s Gloves' stats might look like with this attachment, next to their usual statline:

Mithril Gloves alongside their Wrapped counterpart.


Rune Gloves alongside their Wrapped counterpart.


Barrows Gloves alongside their Wrapped counterpart.


We hope the removal of the Centurion’s Cuirass and the replacement of the Wristbands of the Arena will alleviate concerns about players skipping content, while also giving prospective fighters some extra options.

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Tertiary Rewards

Imbue Scrolls

Given how well Imbue Scrolls did in the previous poll, we feel it's reasonable to repoll them alongside our new offering.

Currently, Imbued (i) status is only lost on PvP death, so it’s natural for players to want to grab some for the PvP Arena. Those most likely to use their imbues will have the opportunity to reobtain them and head right back into battle.

Blighted Wave and Blighted Surge Sacks

Similarly, we’d like to give these another go alongside our newer offerings, as we reckon they perform much better in light of our improved proposals.

For those of you who missed the memo, these untradeable Sacks contain all the Runes you need to cast any given Wave or Surge spell.

On death below 20 Wilderness they’ll be protected or sent to your Gravestone upon death. Above that, they’ll be converted to 100 coins on PvP death.

Ornament Kits

A lot of you said that you liked some of the Ornament Kits we proposed, but not all of them. As such, we’ve decided to re-poll them all individually to give you all a bit more choice in the matter.

You can check them all out in detail in the previous poll blog, or, if you’re too lazy to click through (we get it, no judgements here) you can see them all below:

Dragon Claws and Elder Chaos Robes Ornament Kit items.


Heavy Ballista and Armadyl Ornament Kit items. Note: one kit is required for each piece of Armadyl gear.


Dragon Warhammer Ornament Kit. Justiciar Armour is model’s own.


Elder Maul and Bandos Ornament Kit items. Note: one kit is required for each piece of Bandos gear.


Humble Piety and Humble Chivalry

These proved unpopular among all types of voters, so we won’t be offering them as part of this proposal.

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That wraps things up for today! If you like the look of these items, keep your eyes peeled for a post outlining our final poll questions next week – and don’t forget to vote!

We're also running a short survey to gather some extra feedback on these rewards and to allow us to make a couple of extra tweaks where necessary before polling. You can take part in the survey here.

Whatever the results, the PvP Arena will open its glorious gates sometime next month. We hope you’re ready for a scrap!

You can discuss this blog on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Unranked Group Ironman Mode | Weekly Game Update (May 26th)

We’re launching a bunch of improvements to Group Ironman Mode!

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[h2]Unranked Group Ironman Mode[/h2]



This week we’re following up on the promise we made in here – making Group Ironman more chill for you and your mates!

Unranked Group Ironman (or UGIM) is a sub-category of Group Ironman. It allows you to invite and accept group invitations from other UGIM and grants greater flexibility when swapping between teams.

Should you find yourself wanting to join a new group on an existing GIM account, or hoping to invite a new player to your group, you can now seamlessly convert your GIM status to ‘Unranked’.

In return for this additional flexibility, Unranked Group Ironman groups are removed from the GIM HiScores – although you’ll all appear individually on the regular ones!

Be warned: once this change is made, you will not be able to revert your account back to Ranked Group Ironman. It’s a one-way street!

So, under these new rules…

A group that invites an experienced player will:

  • Become an Unranked group.
  • Lose Prestige status (if applicable).
  • Lose any trade restrictions within the group.
  • Lose Hardcore status (if applicable).
  • Be removed from the Group Ironman HiScores, along with every other member of their group. Players will still be able to see their individual HiScores as if they were a main account.


If you're looking to form a new unranked group:

  • You'll be able to invite any type of GIM, provided they are willing to become an Unranked player.
  • The group will be set as Unranked from the start...
  • ... and will not show up in the GIM HiScores. At all.
  • Unranked groups cannot have Prestige or Hardcore status.


If you leave an existing group, you may also choose to adopt Unranked status:

  • You can become Unranked via a third option found in the group leaving interface (pictured above).
  • This decision is non-reversible. You cannot become a Ranked Group Ironman again once you’re Unranked.
  • The option will remove you from the GIM HiScores. However, your progress will still be visible on the regular HiScores.
  • The process does NOT remove your items.


There are no trade restrictions or killcount requirements for Unranked groups.

We'll give you sufficient warnings if you're about to join an Unranked group, or if your group is about to become one. Keep an eye out for these if you decide to invite new players in!

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[h2]Further Group Ironman Improvements and Addressing Player Feedback[/h2]

We ran a player survey to gather your feedback on the above changes. Let’s address your main concerns:

Tradeable Untradeables

Trading untradeable items between GIM members proved to be a very popular quality of life update.

We’ve discussed how to make this happen and what potential issues could arise if we did enact this rule.

One big consideration was that allowing GIM players to trade powerful items like the Bow of Faerdhinen could make it more convenient to be a GIM than a regular player. Is that healthy for the game?

We also considered whether we could replicate this behaviour on main accounts, and how that might work. Untradeable items are not available on the Grand Exchange and we can’t display charge status in the Trade screen, so this change would make scamming much more prevalent. We’d have to undertake considerable work to fix this.

In addition, making certain items with quest requirements tradeable presents issues with the system we use to run checks on items. We’d have to rework our whole system to accommodate the change.

We also thought about the implications for PvP players. Existing untradeable items could be disproportionately strong in this framework, seriously affecting PK metas. Is that fair?

Lastly, we had to consider the potential future development costs. We’d have to carefully consider every new item in the game to decide whether it should be untradeable but tradeable for GIM, just tradeable, or just untradeable. Over time, that adds to our development hours.

We really want to improve quality of life where we can – but hopefully you can see that the team has some serious reservations about this particular change. We can’t treat it like any other QoL update – we need to put a great deal of thought and planning into making it work. We’ve tried a couple of solutions with ‘lower-value’ items already, and while we can see why this update is so desired, the potential ramifications are too much to handle just yet.

However, we may revisit this concept in the future, when we have a clearer idea of how to resolve the issues inherent in its design.

GIM HiScores

HiScores requests are naturally a lot of work, as they involve multiple teams and are often more technically complex than they seem on the surface.

However, with today’s update, Group Prestige should now be visible on the HiScores, where you’ll also be able to see if a hardcore group has run out of lives.

Prestiged groups are marked with a star on the HiScores. Losing Prestige by any means will make the star disappear.

Group KC is another popular HiScores request. Unfortunately, it’s too complicated for us to tackle right now. We’ve explored our ‘hackier’ options, and there’s just no way to do it without relying on engine work – a much bigger undertaking than it seems! Unless significant progress is made, we’ll be setting this one aside for the foreseeable.

Separate Icon for UGIM

We understand that some players would like their UGIM status to be represented with a different icon. We didn’t offer this in our original plan in case it left UGIM feeling alienated – but we can apply it retroactively, and it’s likely to happen soon. We think it’s important to ensure that GIM can show off their achievements and status appropriately.

Converting Ironmen to UGIM

You also asked us to consider allowing regular Ironmen to become Unranked Group Ironmen. We generally feel this is acceptable, because GIM is an easier approach to the Ironman experience. We’ll be working on this option in the coming weeks. Please note that this decision, when implemented, will be irreversible – we will never allow UGIM to convert to regular Ironman.

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[h2]Group Boss Bash Raffle[/h2]

Now, ready to win some prizes? Welcome to our first-ever Group Boss Bash!

This two-week competition is especially for Group Ironmen and begins today on May 26th. Gather your buddies, take down various bosses, and earn raffle tickets that’ll help you win awesome prizes.

Take a look at the table below to see which activities will net you those tickets, and whether they’ll apply to everyone in the group or just individual players:

Boss
Ticket Score
Single Player
Ticket Award Conditions
Tempoross
1
N
A successful Tempoross kill, as long as the player has achieved the Reward Permit threshold.
Wintertodt
1
N
A successful Wintertodt subdue, as long as the player has achieved the minimum score to receive a Reward Crate.
Zalcano
3
N
A successful Zalcano kill. Tickets go to any player who participated enough to receive loot.
Barbarian Assault
10
N
Defeating the Penance Queen on wave 10. Any player who participated in the wave is eligible.
Sarachnis
1
Y
A single player who receives loot.
King Black Dragon
1
Y
A single player who receives loot.
Dagannoth Kings
1
Y
A single player who receives loot. Includes Dagannoth Prime, Supreme and Rex.
Kalphite Queen
2
Y
A single player who receives loot.
God Wars Dungeon Bosses
5
Y
A single player who receives loot.
The Nightmare
2
N
Any player who receives loot.
Nex
2
N
Any player who receives loot.
Corporeal Beast
5
Y
A single player who receives loot.
Chambers of Xeric
Normal Mode: 10

Challenge Mode: 20
N
Any player who receives loot.
Theatre of Blood
Normal: 15

Story Mode: 3

Hard Mode: 20
N
Any player who receives loot.


These tickets have no in-game value, cannot be traded, and are only available for the duration of the raffle.

Two weeks from now we’ll randomly choose 10 lucky groups and award them with Membership! As it’s a raffle, the more points you accumulate, the more likely you are to win – so get bashing those bosses!

Signing Up for the Raffle

In order to participate, you'll need to register your group for the challenge.

Registration is very simple and happens in-game.

GIM will now see a new interface on the GIM settings menu which shows information about raffles. If you don’t feel like joining in, the ‘leave’ button will exempt your group from the draw and prevent them from joining it again.

Please note that we’ll need to temporarily disable certain group features, such as leaving a group and changing the group name, during the raffle. If you want to re-enable these features, you’ll need to leave early!

Additionally, you may only register for this raffle once per group, so make sure that the team you register is the one you intend to stick with!

Prizes

You'll accumulate points on your account that are visible from your UI. After the 2-week raffle, we'll pick 10 winning groups!

Each individual in the group will be granted one year of membership, and one of these lucky groups will be granted lifetime membership for all their members!

We'll contact winners in-game to arrange prize giving and ensure the membership they've won is applied to their desired account. Unless otherwise specified by the winners, we’ll apply the membership to the account used to register in the raffle.

A summary of the Group Boss Bash Terms and Conditions can be found here.

The full Group Boss Bash Terms and Conditions can be found here.

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[h2]Guardians of the Rift Improvements[/h2]

We’ve heard some of you say that the most frustrating element of Guardians of the Rift is getting into the minigame! Obviously we don’t want that to be the case, so with today’s game update we’re increasing the player cap per game to 200. The Great Guardian’s HP will scale appropriately.

We’ve also allowed players to lock their game and prevent other players from entering mid-way through the fight: perfect for small groups who want to play together! If that sounds like your thing, have a word with Tamara to sort it out. After you’ve enabled this option once, you’ll be able to use a right-click quick option to do it faster.

Here’s how locking works:

  • Locking prevents players from entering during Phase 1.
  • Locking cannot be done on GoTR themed worlds.
  • The game can be unlocked by talking to Tamara again.
  • Your locked status is not remembered from game-to-game. You need to speak to Tamara to reactivate it again.


The endgame will now be delayed when the Great Guardian reaches 100% power. He is unable to take damage during this time. This change allows players to access altars and hand in their Guardian Stones before the game ends.In other news, multiple Guardians can now be made from one pile at the same time! Their creation time has also been reduced, so it’s much easier to get those Guardians going. We want to incentivise this mechanic and prevent players from feeling like they’re wasting their time waiting for Guardians to be created.

Finally, barriers now display their HP bars at all times, unless they’re at full HP. The HP bars are now half the size, and the ‘Inspect’ option has been removed.

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[h2]Other Changes[/h2]

Minor tweaks to the GIM Tutor’s dialogue:
  • Removed the ‘Leave’ option from the Tutor. It is now accessed exclusively through the interface.
  • Removed all other functions that were duplicated on both the Tutor and the interface.


Other Changes
  • Corrected typo in description of Group Storage chests.
  • The Player Owned House Costume Room can now accepted the locked (l) version of the Shattered Relics Void Equipment.
  • Added an option to the Settings menu to enable entering and exiting Full Screen Mode more conveniently.
  • The Fremennik Elite reward teleport from Lunar Isle back to Relekka is now significantly faster.
  • The special attack animation of Arclight & Darklight no longer disrupts player movement so badly.
  • The Player-Owned House Costume Room can now accept the (l) [locked] version of the Shattered Relics ornamented Void equipment.
  • Players at the start of the Ratcatchers quest can once again obtain kittens from Gertrude.


Steam Changes
  • Full screen mode is now implemented!


Android Open Beta Changes
  • One tap login should now work as expected


iOS TestFlight Beta Changes
  • Using special characters on the keyboard should no longer open side panels
  • Text will no longer be added to the chat box when using the arrow keys on an external keyboard
  • Game Center logins should now work as expected
  • Holding backspace will now work as expected when using an external keyboard
  • Pulling down the notifications bar will no longer pause all application activity
  • Soft keyboard will now respect the colour theme selected for the device
  • Improved floating keyboard support for iPads


Steam and Mobile Beta Changes
  • Overhead text in quests will now display in the correct location
  • Clan side panel will now order members alphabetically


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You can also discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, John C, Kandosii, Katies, Kamon, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Proposed Mobile User Interface Changes

If you haven't been living under a rock crab for the past year or so, you'll know all about our plans to upgrade the existing client towards a newer, shinier C++ version! We've already released the new client on Steam and various mobile betas for iOS and Android devices. It's been a whirl of a time so far!

We're really pleased with the progress we've made and the feedback we've received from you all, too. Along with allowing us to deliver more features that we know you want in-game, the C++ Client offers players superior memory capacity, improving FPS rates and stability on mobile. Of course, device capabilities can vary, but the initial feedback on this area from our mobile playtesters sounds promising!

New features that we've already brought to mobile through various betas include:

  • Buff Bars
  • XP Trackers
  • Fishing Spot Indicators
  • HUD Improvements (NPC Information and Combat Styles)
  • Agility and Slayer Helpers
  • Chambers of Xeric Helper
  • Woodcutting and Ore Respawn Timers
  • Increased Draw Distance
  • Navigation Tile Indicators
  • Chat Improvements
  • Entity Highlights for NPCs


Back in June we spoke about our client milestones. Behind the scenes, our focus so far has been all about working with our wonderful playtesters to perfect the existing features and squash any bugs. We've gathered valuable feedback from the betas about what future features mean the most to players, and this has helped inform our plans. You can expect some updated milestones next month.

However, today we'd like to talk to you about the Mobile User Interface (UI). A game's UI is always important, but it's even more critical on mobile because of the tight space you are working with. The majority of our playtesters told us that they want to see more features in the new client, too, and the UI presents a good opportunity for this.

As work increases on the C++ Client on mobile, we've realised that the mobile UI needs to receive some tweaks to free up space for new features, but without feeling cluttered or clunky.

Our mobile UI proposals aim to:

  • Improve common gameplay loops.
  • Improve tidiness and balance,
  • Create space for new features (such as popout panels).
  • Keep everything familiar enough for existing players who are comfortable with the current UI.


As always though, we need your feedback, so let's get into it!

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[h2]Survey Results[/h2]

Here are some of our findings from both the iOS and Android Betas:

  • Players' biggest frustrations concerned issues with mobile UI, the XP Tracker and several small bugs, such as issues remembering passwords or authentication details.
  • The most requested feature was for Ground Items & Loot Trackers. This is important for mobile users especially because it is harder to see what's dropped on the ground while playing.
  • When asked what the worst aspect of the client is, most players said they want more features than the client currently offers.


We already have a broad idea of the sorts of features you're after, and have data to back this up!

Android







iOS







Many of our mobile playtesters expressed a preference for 'afk' training activities on mobile due to various reasons:

  • Alching - on mobile, the spellbook is on the other side of the screen from the Inventory.
  • Fishing - for spots with multiple options, a long-press is required.
  • Safespotting - it's easy to mis-tap and stride into danger.
  • PvM - Positioning yourself under/behind an NPC can require a long-press


We want the mobile experience to be just as good as the desktop one, so here's what we're planning to introduce.

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[h2]Proposed Mobile UI Changes [/h2]

A picture is always worth a thousand words, right?

Currently, the mobile interface looks like this:



And here's what it could look like:





What's changed?

There are a lot of smaller changes unpack here, so let us explain.

Additional Space

  • Chat buttons have been moved to the left-hand side of the screen in a scrollable list, showing more of your chat vertically at once! Moving these buttons away from the top of your screen cleans up the layout somewhat.
  • We've moved all the side panels to the right. Panels that are integral to moment-to-moment gameplay are shown first, and panels that are more informational can be shown or hidden with the new 'Expand' button.
  • The chat options have moved from the top to the left-hand side, and are now in a vertically-scrollable bar.
  • Minimising the minimap is now easier.
  • The 'Logout' stone has been moved to the left-hand side of the screen for better world hopping access.


Better Usability

  • Buttons have been made taller so they're easier to tap.
  • Every button on the left is the same width as the chat buttons.
  • The Chat Box has been made slightly taller to utilise the new vertical space.
  • The new Popout Panel has been changed from a side-bar to a button in the bottom-left.
  • The 'Minimised Minimap' has been rearranged to resemble the order of elements on the standard minimap (i.e. the order of the globes from top-to-bottom).


Condensed Minimap


Popout Menu 


Side Panels

The side panels on the left have been moved, and the right-hand side now has two columns of stones (a 'main' and 'secondary' column). The latter will be hidden by default and can be revealed by pressing the new 'Expand' stone (which moves the 'main' column and side panel slightly to the left).

The main reasons for this are:

  • It allows us to add new features much more easily.
  • The Magic and the Inventory tab will now be placed on the same side of the screen, benefitting activities like Alching or Superheating.


Popout Panel

  • The popout panel is behind a button in the bottom-left. Tapping this expands it, covering up anything behind it.
  • The current page in the popout panel can be collapsed.
  • The popout panel button is a three-state toggle: 'minimised', 'full', and 'small'. The latter offers a non-obstructive and easy way to keep track of your XP/hour or loot tracking (in the future).


Function Button

The Function Button has been removed and replaced with a 'controls' element - this is probably the most noticeable change.

This button is essentially a dropdown that offers more control flexibility of controls and quick access. We think this will improve mobile gaming in some combat encounters and allow for higher efficiency training methods.

From top-to-bottom, the toggles are:

  • Enable 'walk-here' taps
  • Enable interaction taps
  • Enable tile-highlight taps
  • Enable tap-to-drop


More quick-settings could be added to this menu in the future, such as a metronome toggle, or a toggle to show/hide ground items.

The open-keyboard and single-tap-mode functionality of the function button have been removed because data shows they are rarely used. plus, the new long-press time setting reduces the desire for a single-tap mode.

And that's your lot! So, what do you think?

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[h2]Feedback Survey & Next Steps[/h2]

If you have further questions or are unclear about any of the changes listed above, don't worry! We'll be answering your questions and responding to your feedback on our next Twitch livestream on the 26th May!

We've created a survey for you to fill out on some of the possible changes listed here. Please let us know what you think and ensure you fill out this survey to let us know if we're on the right track!

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You can also get involved in the discussion on the Old School RuneScape Discord, the r/2007scape subreddit, or the official RuneScape forums.

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