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Nex: The Fifth General - Weekly Game Update (January 5th)



[h2]Issues and Hotfixes (January 5th)[/h2]

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Issue Raised
Current Progress
[h3][FIXED][/h3]12:40 BST - We've received reports on a number of worlds experiencing Nex being immune to damage in certain phases.
14:55 BST - The issue with Nex's immunity has been fixed and she can now be killed as normal and she no longer skips any phases.
[h3][FIXED][/h3]14:30 BST - We've received reports of drops not appearing correctly at Nex.
15:05 BST - A hotfix has deployed that means all items awarded to a player from Nex (aside from her bones) will drop at the players' feet.

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Long ago, in the Second Age of Gielinor, the land was ruled by a tyrannical ancient god. At the height of his power, one of his closest allies overthrew him and the most loyal followers were imprisoned by powerful magics – including Nex, his faithful general.

Years later, at the height of the God Wars, a mysterious individual fooled a group of Saradominists into freeing Nex and her allies. This unprecedented threat forced the armies of Saradomin, Zamorak, Armadyl and Bandos to unite and drive their foes back into the Ancient Prison – but in the process, the magical protections sealing Nex and her bodyguards inside were damaged.

This leaves Nex’s prison somewhat… vulnerable. And while officially speaking, the followers of her old master have been purged from Gielinor, certain nefarious types would be happy to see Nex freed once more.

It’s January 5th, the first Old School update of 2022 – and now’s your chance to enter the Ancient Prison and take on this iconic boss yourself!



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[h2]The Ancient Prison[/h2]

So, hypothetically speaking, how might one enter this ‘Ancient Prison’? The sharp-eyed among you will have noticed that we released a short miniquest, ‘The Frozen Door’, on December 16th.

Without spoiling anything, completing this will secure entry into the Prison, where you’ll meet with Ashuelot Reis, a follower of Guthix who has dedicated herself to the unenviable task of keeping Nex contained. She’ll give your group a brief overview of the Prison complex before asking you all to join her outside Nex’s chamber.



The Prison is filled with foes from Nex’s army: Spiritual Warriors, Mages and Rangers, and the delightful-sounding Blood Reavers.

The format here should be familiar to anyone who’s conquered the rest of the God Wars Dungeon – defeating Nex’s minions adds to your Ancient Essence count, and when it reaches 40, you’ll be able to enter the boss room. However, not all beasties are made equal, and some will give you more Essence than others!

If you’re feeling magnanimous, you can bypass all that senseless killing with an Ecumenical Key, which will let you march right into Nex’s chamber. You can also lower the Essence requirement by completing Combat Achievement tiers.

Your Essence count is shown on the Kill Count interface, but it will be hidden until you’ve unlocked the Frozen Door. Once you’ve reached (or bypassed) the required amount of Essence, you may pass through to the inner chamber.

We don’t want to reveal too much about the battle itself – but let’s just say it’s going to test you!

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[h2]The Rewards[/h2]


Torva Armour

This melee set consists of a Full Helm, a Platebody, and a pair of rather stylish Platelegs. It offers better offensive and defensive capabilities than the Bandos set, but doesn’t have the defensive chops and tasty Prayer bonus offered by Justiciar.

You’ll notice that on drop, the pieces of the Torva set are broken and unequippable. That’s what happens when you leave your armour sitting around in a frozen prison for centuries! You’ll need to repair it using components salvaged from the Bandos set. A furnace in the Frozen Prison will let you break down your Bandos gear and get tradeable Bandosian Components in return. Combine those with the broken Torva pieces, and bam! There’s your new melee set.

There are no skilling requirements for breaking down the Bandos pieces, but you’ll need level 90 Smithing or greater to use them to repair the Torva set.

Here’s how many components you’ll get per piece:
  • Bandos Chestplate: 3 Components
  • Bandos Tassets: 2 Components

Note that the Bandos Boots cannot be broken down into components. We made this decision to preserve the potential Bandos Chestplate/Tassets item sink. Besides, have you ever tried attaching a pair of boots to a chestplate? You’d look ridiculous!

Anyway, here’s how many Bandosian Components you’ll need to repair the Torva pieces:
  • Torva Helm: 1 Component
  • Torva Chestplate: 2 Components
  • Torva Platelegs: 2 Components

Bandosian Components and both broken and repaired Torva pieces are all tradeable.

You’ll need at least 80 Defence to wear the Torva set.




Zaryte Vambraces






Zaryte Crossbow






Ancient Godsword






Ancient Ceremonial Robes

This set consists of a Mask, Top, Legs, Gloves and Boots. It has the same stats as Monk Robes and will be added to the Collection Log.

If you’re familiar with the Nex of old, please note that wearing items from this set will not allow you to bypass the Ancient Essence requirement to unlock the boss room.

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[h2]Additional Information[/h2]
  • You’ll need a minimum Kill Count of 50 to show up on the Nex HiScores.
  • Monster Examine is not currently powerful enough to examine Nex’s stats.
  • Hardcore Group Iron players cannot face Nex alongside players from outside their group, and will be kicked out of the boss room if other people are in the arena at the start of the fight. This works exactly as it does for The Nightmare.
  • Regular Group Iron players can take on the challenge with others, but will be given plenty of warnings as doing so loses their Group Prestige. Again, this works exactly as it does for The Nightmare.
  • Ecumenical Key Shards are untradeable. 50 shards can be converted into one key. If you’re capped out on Ecumenical Keys, you won’t be able to forge a new one.
  • Blood Essence is stackable, tradeable and can be activated – which makes it untradeable. A player can only have one active Blood Essence at a time. If you create a Blood Rune with an activated Blood Essence in your Backpack, you’ll get the chance to craft additional Blood Runes. One Essence has 1,000 additional Blood Runes/charges and the chance to trigger the effect is 50% per Rune.
  • Nex has the chance to drop a pet! Take good care of it!
  • Nex can be fought solo in a private instance. Instances are unlocked by completing the Hard Combat Achievements tier, after which you can purchase an instance for 150,000 GP per entry. Higher Combat Achievement tiers lower this cost.

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[h2]In Other News[/h2]
  • The Christmas Event 2021 has been removed.
  • The Slayer Gem and related items can now tell you your current task streak even when you don't have a task.
  • Added a PvP section around the Duel Arena as a safe zone.
  • Teleporting to a Player Owned House in Rimmington will no longer play the wrong music when Classic Music Mode is enabled.
  • Nex messengers are no longer able to appear in underwater areas.
  • Fixed a bug where some Combat Achievements for Group Ironmen were calculated incorrectly owing to the fact that some tasks are disabled for smaller groups.

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[h2]PvP Rota[/h2]

The PvP rota has moved to 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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Discuss this update via our official forums, on the 2007Scape subreddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Old School Wiki.

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

The Old School Team.

Tombs of Amascut, Beneath Cursed Sands, Land of The Goblins AND More!



Today we’re bringing forward the poll questions for Tombs of Amascut, Old School’s highly anticipated third raid! We’re not quite ready to poll rewards just yet, but we’d like to get your seal of approval on the raid itself, so we can get stuck into developing it.

We also have two brand new quests we’d like to run past you!

The first is Beneath Cursed Sands, which will be the sequel to Contact! and will ultimately grant access to the Tombs of Amascut once completed. Should it pass the polls, we’ll be releasing this one sometime in April.

The second quest is Land of the Goblins, which we mentioned in December's Gielinor Gazette. It’s the next installment in the Cave Goblin questline, and should it pass the polls, we’re expecting to release it sometime in February.

Lastly, we’re looking at adding a little bit of extra spice to TzHaar-Ket-Rak's Challenge. Read on to find out more!

The Tombs of Amascut

Long ago, the citizens of the Kharidian Desert lived prosperous and luxurious lives thanks to the benevolence of the Gods of the Menaphite Pantheon. However, that all changed when Amascut, the Goddess of Rebirth, was corrupted. Warped into the Devourer, she became intent on devouring every soul in existence.

Her brother, Icthlarin, along with her former High Priestesses have since been fighting tirelessly against Amascut, in a bid to negate her destructive efforts.

After years of plotting, Amascut has finally found a way to overcome the efforts of Icthalarin and his allies.

Deep within the desert, an ancient pharaoh called Osmumten lies buried. His tomb has long hidden a great power. It is this great power that Amascut seeks, and if she can lay her hands on it she will become unstoppable.

You must take the fight to Amascut before it's too late.

Let's dig in to what you need to know about the Tombs of Amascut:

  • Groups of up to eight participants.
  • Four initial challenges, followed by two final bosses to be fought in a twin boss encounter.
  • Invocations will allow for customisable difficulty, which will also impact your loot potential!
  • Invocations will replace standard difficulty systems, like the ones used in other raids.
  • Each Invocation will affect the raid or your group in different ways.
  • Some Invocations can affect the health, defence, or damage modifiers for the enemies within the Raid.
  • Other Invocations might impose group restrictions, like reducing the amount you can heal or prohibiting certain spells.
  • We intend to be quite creative with these modifiers. The above examples are fairly simple and safe, with the intention to provide early insight into their impact for this blog, but we'd like to experiment with different ideas that might drastically change things.


On entering the Tombs of Amascut you will encounter four paths:
  • The upper level of the Tombs will consist of four paths, each ending in a boss.
  • Each path is comprised of its own series of challenges to be overcome.
  • These challenges are more akin to puzzles rather than killing a single entity, like a boss.
  • These can range from things like traps with Sepulchre-like dodging, or defeating new foes in unconventional ways.
  • Once you reach the end of a path, you'll then fight the boss of that path in a more conventional combat encounter.
  • The raid will be altered in some way with the death of each boss, changing the remaining boss encounters.


This means that the path order you choose will matter!

Defeat the four bosses to descend to the lower levels:

Once you defeat the first four bosses you'll unlock the lower level.
  • You'll enter a chamber containing the two ancient guardians of the Tombs.
  • These guardians need to be fought at the same time.
  • Defeat the guardians to drive Amascut from the tomb and claim your rewards!


We'll discuss the rewards a bit later, but first let's talk about how you might access the Tombs of Amascut.

Poll Question #1: Should Tombs of Amascut be added to the game, as described in the blog? If this question passes, the rewards for the raid will be polled at a later date.

The Tombs of Amascut will be our most narratively-driven Raid yet, and no narrative is complete without a quest!

When Sophanem was beset by a series of plagues, the gates to the golden city of Menaphos quickly closed. The city has been locked down ever since, with no one allowed to leave or enter. However, rumours have escaped of strange happenings inside Menaphos and there are stories of citizens mysteriously disappearing.

These odd happenings need to be investigated, but few are willing to do so. Maisa, a spy from Al Kharid, has grown tired of inaction. She is determined to solve this mystery herself, but she won't be able to do it alone...

  • Beneath Cursed Sands is a Master-level quest which will advance the desert storyline.
  • In this sequel to Contact! You'll find yourself investigating mysterious disappearances from Menaphos, the city of gold. Note: Menaphos will not be opening its gates just yet.
  • Solving this mystery will grant you access to the Raid itself.
  • We're aiming to release the quest before the Raid to give you ample time to ready yourself!



Requirements & Rewards
Being a Master-level quest, there are naturally some mid-level requirements to meet:
  • Completion of Contact!
  • 62 Agility
  • 55 Firemaking
  • 55 Smithing


Upon completion you'll be rewarded with:
  • 1 Quest Point
  • Access to the Tombs of Amascut
  • The ability to upgrade the Keris to the Keris Partisan
  • 15,000 Agility XP


[bPoll Question #2: ]If Tombs of Amascut is added to the game, should Beneath Cursed Sands also be added? Beneath Cursed Sands is a Master-level quest which will advance the desert storyline. Completion of this quest will be required to access the Tombs of Amascut.





This one might seem like it’s come out of nowhere, since the original Cave Goblin quest came out in 2007, just after the big backup that Old School is built upon. But after poking around in the files, we discovered that the majority of the work for this quest is already done! All that remains is to add a few missing parts and some tweaks to make it suitably Old School. After this (assuming it passes polling, of course) we can finally continue Zanik's story.

Land of the Goblins is an Experienced-level quest which advances the Dorgeshuun storyline.

Requirements & Rewards (SPOILER WARNING!)

Being an Experienced-level quest, there are naturally a few requirements:

  • Completion of Fishing Contest & Another Slice of H.A.M.
  • 38 Agility
  • 40 Fishing
  • 45 Thieving
  • 47 Herblore


Upon completion you'll be rewarded with:
  • 2 Quest Points
  • 8,000 XP in Agility, Fishing, Thieving & Herblore


Poll Question #3: Should Land of the Goblins be added to the game, as described in the blog? Land of the Goblins is an Experienced-level quest which advances the Dorgeshuun storyline.

So you've managed to defeat six JalTok-Jads and at this point you’re wondering what else TzHaar-Ket-Rak could possibly have in store. How about an endurance test where you're pitted against an infinite number of JalTok-Jads until you perish?

We really do mean infinite – every time one dies, another one takes its place, forever. Each freshly spawned JalTok-Jad will be on the same attack cycle, meaning they can continue going round in circles and attacking continuously. It would be possible to unlock this fiendish challenge after finishing the six previous challenges set by TzHaar-Ket-Rak.

The final challenge rewards TokKul based on how many JalTok-Jads you manage to defeat, with personal and global statistics being added to the scoreboard next to TzHaar-Ket-Rak.

Poll Question #4: Should TzHaar-Ket-Rak's Final Challenge be added to the game, as described in the blog? The final challenge is an endurance test where you're pitted against an infinite number of JalTok-Jads until you perish.


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

Gielinor Gazette - December 2021



The end of the year is nigh, and that means we're at the final Gielinor Gazette of 2021! And just like last year, today we're showcasing a look ahead to 2022! So grab your festive brew, stick on your ugliest Christmas jumper and let's get stuck in!

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[h2]Project Status Update[/h2]

It’s been an interesting year for the world and Old School RuneScape, which has now hit the ripe old age of eight! It seems crazy to think we'll soon be ten years old.

Among a variety of smaller updates and QoL improvements, including those from Poll 74 & 75, we've released a variety of content this year! Ranging from new quests in both Misthalin and Kourend (such as the epic A Kingdom Divided) to new challenges for some of the most popular PvM content, with two new modes for Theatre of Blood and the return of Phosani’s Nightmare.

The team also released a brand new skilling boss, the mighty Tempoross! And, after a long wait, we saw the release of the Clan System and later, Group Ironman. We even released a new C++ client on Steam which comes bundled with a plethora of handy improvements like increased draw distance, XP trackers and more - much of which we’ve recently tested on mobile with the Android Beta.

With everyone longing for the next RuneFest, we also held our very first Summer Summit - a show jam-packed full of updates on some of the biggest content coming to the game.

Nex is arriving on January 5th and if you haven't already seen it, we recently dropped a teaser trailer showcasing the arrival of the fearsome fifth general! We hope you enjoy taking on the newest edition of the God Wars Dungeon when she arrives. For those players who have completed Desert Treasure, you should keep an eye out for when you first return to Gielinor.

With the rewards being designed and implemented, Leagues III is now officially ready for release on January 19th! We are super excited and will be sharing some more about Shattered Relics over the next month, so stay tuned!

That being said, we know many of you feel that there’s not been as much content for YOU this year, and we understand why. While 2021 saw some fantastic, and quite frankly long-overdue system improvements, they took up a large portion of the development time that we'd usually spend on creating new playable content. This is something we'd like to avoid in 2022 - having a healthy balance between game improvements and adding new content is one of the main driving forces that shaped next year’s roadmap.

To support our new roadmap, we've made some changes to how the team operates. Previously, the development team were split into five groups (excluding Art, QA, etc.), with each team having various projects assigned to them. The key problem with this approach is that with projects being distributed amongst teams, each was focused on its work specifically and few people were looking at the game as a whole.

Instead, the teams have been split from groups of 4-5 people to teams of 2-3, each of which will focus on a particular area of the game. This will allow the projects they undertake to have a purpose beyond the scope of just a singular goal. We’ve now got developers working on most core areas of the games, which should result in a wide variety of content that caters to different types of players over the year.

As with any change, it'll take some time to adjust, but the team is genuinely excited, and we hope you are too! We'll continue being flexible with our roadmap, as is the norm when it comes to planning, but we're hopeful this new dynamic will give us a more stable base going into 2022 and beyond.

Now, onto the roadmap… let's have look at some of the core projects we'll be working on in the first half of 2022!



Unlike the previous roadmap, which split the content into two main sections, 2022’s version focuses mainly on our teams. Each coloured section (or row of blocks) are projects assigned to specific teams. The top row of blocks showcases what would be considered the 'Big Beats' for each month, and consists of the following:
  • January: Nex and Leagues III
  • February: Land of the Goblins
  • March: Guardians of Gielinor and Community Event Support
  • April: Beneath Cursed Sands and Easter Event
  • May: PvP Arena (Duel Arena Replacement)
  • June: Skilling Update and Wilderness Boss Rework

Some of these projects we’ve already spoken about and some (like Nex and Leagues III) are just around the corner. Get comfy and have a read back through some of our previous newsposts for more information about those!

Land of the Goblins, the next instalment in the Cave Goblin questline, is not too far away either. We're aiming for a February release, with a blog coming out in the next few weeks containing quest details. It might seem like it’s come out of nowhere, but for those of you not in the know, the original Land of the Goblins quest came out in 2007, just after the backup Old School is built upon. After poking around in the files, we discovered that the majority of the work for this quest is already done! All that remains is to add a few missing parts and some tweaks to make it suitably Old School. After this (pending it passing a poll, of course!), we can finally continue Zanik's story!





You might have previously seen the ideation pitch for Guardians of Gielinor in last year's December Gazette. In short, it’s a fun and interactive way of training Runecraft that fits alongside the existing methods, while also offering a different way of training the skill. We’ve seen many players asking for a new way to train Runecraft, and we think this could be the answer.

The Community Event Support involves mostly behind-the-scenes changes to help create more community-driven events, though we'll also be looking into changes that will benefit everyone! Afterwards, this team will shift their focus towards providing a better experience for several skills with the Skilling Update.

We'll be dedicating one of the newly created teams to examining the experience of new players when they first step foot in Gielinor. We're not looking to make drastic sweeping changes here, but it's important we pay attention to new adventurers if the game is to continue to grow.

Alongside all of this, we’ll also be continuing with our steady stream of QoL improvements, with Poll 76 coming to you via a blog in early 2022!

Wondering what that big yellow box is in the middle? Well, that’s pointing towards our new ideation approach, something that Mod Ed will be talking about later.

In regards to Tombs of Amascut and the Wilderness Boss Rework, we want to give you an explanation of their placement on the roadmap, which we appreciate is a little later in the year than expected.

Tombs of Amascut is our third raid, and we're really looking to go BIG! It's our largest-scale raid to date and we know how important it is that we get this right, so we want to spend more time making sure it's is up to the standard you'd expect from a raid - especially since we're trying something new. Before the end of this year, we hope to share more information about Old School's third raid and the next quest in the Desert storyline.

Beneath Cursed Sands will lay the foundation for the events of Tombs of Amascut, but we want to stress that it's a project in its own right. You can look forward to playing it in April.

With the new team structure, we now have dedicated resources to focus on PvP and similar activities. We know that PvP has been an underserved segment of our community in recent years - we don't want that to be the same for 2022. With the Duel Arena removal happening imminently, the initial focus of this team will be on its replacement, the PvP Arena. Following this, the team will then move on to the Wilderness Boss Rework.

We also know many of you want to see Bounty Hunter return. We hear you loud and clear, and as such, we're hoping to deliver in the second half of 2022! We still have a lot of work to do with a design that prevents abuse like previous iterations - it may well be that we cannot achieve this without making drastic changes. Never fear - we'll keep you updated with our progress.

As for PvP, we want to take a moment to apologise to those of you who were looking forward to these upcoming changes, especially the Wilderness Boss rework. This is a project we've delayed multiple times now, so we understand the scepticism around this ever happening. We're confident that with our new team structure, and a team dedicated to delivering these projects, we'll be able to deliver a quality update for you all to enjoy.

That's all we can say about the roadmap for now, but 2022 already looks to be a great year for Old School - and this roadmap only covers the first half!

We’ll be looking to shed more light on what's still to come later in the year. With the success of our Summer Summit, we want to run similar events, even bigger and better! In fact, this time we’re aiming to have two - one in the spring and one in the autumn. Expect more details about upcoming content and some big yet-to-be-seen reveals - all delivered by the teams directly working on those projects! We've got some exciting things we're working on outside of this roadmap, too, so stay tuned for more information in the near future.

Old School wouldn’t exist without your continued support and love for the game. We love making content that you enjoy, and your passion continues to drive us. So thank you, from the bottom of our hearts.

We’ve got a lot of work ahead of us, and we can’t wait to have you onboard for the journey!

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[h2]Ideation Update[/h2]
by Mod Ed


[h3]What is Ideation?[/h3]



We have some exciting new plans for our ideation process throughout 2022. However, if you've not read some of our previous Gazettes, you might not actually know what ideation is. So let us explain!

Ideation is a process that has existed for two years now, and the format has changed little in that time. Every four weeks, each member of the Old School team (including those in non-development roles) has the opportunity to take two ideation days. For these two days, the team has a chance to focus on coming up with ideas for potential future Old School RuneScape updates, without the distraction of their normal work duties. These ideation sessions alternate between having a set theme to follow, and open ideation where anything goes.

Ideation is designed to be as flexible as possible. Some people choose to work on ideas alone, while others form teams (often with people they wouldn't normally get to work with). Some ideas come in the form of a document or presentation, but others may get an actual working prototype.

Regardless of what is produced during ideation, people have a chance to pitch their ideas to the wider team in regular pitch sessions. In these, the team provides feedback and guidance to help ensure each idea is the best it can be. After that, the creators of a pitch have a few options. They may choose to discard their idea, deciding that it wasn't meant to be. Alternatively, they may decide to do further work on it in a future ideation session to address feedback. The last option is to submit the idea for the backlog, in which case it is reviewed by a small group to ensure it's appropriate.

Over the past two years, many projects released into the game have come from the ideation backlog. For anyone interested, here's some of the most notable:
  • Leagues I: Twisted League
  • The Nightmare of Ashihama
  • Darkmeyer
  • Hallowed Sepulchre
  • Costume Room Rework
  • Getting Ahead
  • Soul Wars
  • TzHaar-Ket-Rak's Challenges
  • Shooting Stars
  • Below Ice Mountain
  • Theatre of Blood: Hard Mode
  • Phosani's Nightmare
  • Halloween 2021
  • Nex (upcoming)
  • Land of the Goblins (upcoming)
  • Guardians of Gielinor (upcoming)
  • The Tombs of Amascut (upcoming)


[h3]The Latest Pitches[/h3]



Before we go over the changes coming to ideation in 2022, let's have a look at some recent pitches. While we'd love to hear your feedback on these ideas, do be aware that ideas are all they are at this stage. None of these pitches have been approved for development, so it may be a long time (if ever) before they actually make it into the game. There's four pitches to look through in this section, and Mod Oasis has a deep dive into a fifth pitch later in the Gazette.


Fairytale III - Among Thieves

In this Master level finale to the Fairytale trilogy, you must help the Fairy Resistance deal with the Fairy Godfather once and for all. To do so, the Fairy Queen tasks you with performing a daring heist to steal the Fairy Nexus, a powerful device that is key to the Fairy Godfather's plans. To have any hope of success, you must gather a band of the finest (or not so finest) thieves around. Alongside the usual XP and Quest Point rewards, completing the quest will unlock new Fairy Rings and an update to the Magic Secateurs.


Guild of Shadows

Back in 2018, we spoke about our amazing new Advanced Warfare skill. Hopefully you've realised by now that it was in fact just an April Fools joke. However, beyond the Tactical Nukes and Australianisers, it seems we may have accidentally designed something with real potential. That's where the Guild of Shadows comes in. This is a new guild for the Thieving skill, and it focuses on completing various Thieving-based contracts. For example, you might be asked to infiltrate an area to destroy some supplies or to plant an incriminating document on an unsuspecting character. Completing contracts will earn reputation within the guild, which can of course be exchanged for XP and other rewards.


Tourist Attraction

Hadley the Tourist Guide wants some help in setting up some new adventurous activities to attract new visitors to Kandarin. Once these have been set up, they can be used as new training methods in various skills. For example, the rock climbing activity requires you to make a rock climbing wall near Baxtorian Falls. Once built, you can use the climbing wall to earn Agility and Strength XP. Just make sure you choose the most optimal route, or you'll run out of energy and have to start over again.


Solphus

Solphus is a tortoise skilling boss designed for 1-3 players. The fight with Solphus is split into two phases. The first is all about preparation, requiring you to use you Hunter and Woodcutting skills to gather the supplies you need to defeat the boss. Once you have what you need, you can begin the actual fight, where you must use your Farming and Construction skills to build traps. By luring the boss onto these traps, you'll be able to do enough damage to defeat it. But of course, you'll need to ensure it doesn't defeat your group first! Beating the boss will offer the chance of grabbing new rewards, including new Ranged ammo, new Farming equipment, and of course, a new pet.


[h3]The Future of Ideation[/h3]

As you can see, the past two years of ideation have delivered some amazing pitches, many of which have made it into the game for you all to enjoy. Still, despite the successes, ideation has some problems, which we're hoping our 2022 plans will solve.

As mentioned above, ideation should be about coming up with new pitches without the distraction of normal work duties. While great in theory, this is something that has rarely worked in reality. Removing distractions for two full days every four weeks has proved problematic for many reasons, especially when you consider that we update our game every week. As such, we find that many team members are unable to find the time for ideation, despite wanting to take part.

Finding time isn't the only problem the team has faced. While many great updates have come from the ideation backlog, there are many more great ideas that have languished there. The unfortunate reality is that our release schedule does not have enough room for many of the great ideas that ideation has produced.

To address these issues, 2022 will see the end of our current ideation schedule. Rather than two days every four weeks, we're going to run week long game jams every three months. For these weeks, there will be no game update, no blog releases and all but the most critical meetings will be cancelled. This will give the team a whole week free of distractions to come up with the best ideas possible. Having a full week will also mean that the ideas produced will be far more fleshed out, making it much easier for them to make it into the release schedule.

Our trial of this new approach will happen in March. We'll let you know exactly when closer to the time. If the trial is successful, we'll look to run further game jams in June, September and December.

One thing we're super keen on is bringing you all along for the game jam ride. You can expect plenty of social content you can get involved with - we want your early feedback and suggestions! We'll also have a dedicated section in the Gazette after each game jam where we'll preview everything that was produced.

That's all on our new ideation approach for now. As always, we'd love to hear your thoughts and feedback.

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[h2]A Heated Showdown[/h2]
by Mod Oasis


[h3]Twisted Beginnings[/h3]

Before we dive into A Heated Showdown, do be aware that this is just an ideation pitch. As such, there is no guarantee this idea will ever make it into the game.

Going into ideation this time round, we had a plan. Not one we stuck to... but a plan nonetheless!

Last year, we released the quest 'Getting Ahead', a short one-off story based in Kourend that we referred to as a 'Twisted Tale'. Our original goal for this ideation was to design and create a number of Tales to help fill out Kourend and Kebos with more stories, characters and points of interest that players would recognise and remember. So that's exactly what we did! We have this great online whiteboard tool that makes collaboration really easy, which is vital when working from home. We took screenshots all over Kourend and Kebos, marking out areas of interest with little red question marks. We were mainly looking for locations that artists have mapped down, but have nothing specific tied to them in-game. This allows us as designers to build fitting stories that are inspired by the areas themselves.

The Twisted Tales ideation board.


Some very early concepts for Twisted Tales.


The great thing about ideation is that inspiration can come from anywhere. Ideating in a group means you can bounce ideas off each other, finding what works and what doesn't, challenging the bias in our ideas, and really drilling down into something that hopefully becomes a great addition to the game.

Two of the quest ideas even came from outside Old School. The first, from playing the beginning of Dark Chronicle, was of a travelling animal show, where the players needed to run around Kourend, trapping the animals and returning them to their ship wrecked traveling Zoo! There was also the idea of a shoot out, the inspiration for which... I'll be honest, I'm not entirely sure where this came from. It might have been a meme of The Good, The Bad and The Ugly? It hit me that we've never really explored the Western genre in Old School, a game that's filled with tropes from various media, and now would be a great chance to do so!


[h3]Pilgrimage to the Sands[/h3]

So, you want to make a Western-themed quest. Where do you go from there? With the release of Tombs of Amascut next year, we decided it would be best to move the quest over to the desert - it's a great chance to show some love to the content drought-ridden area and add some more life.


Nardah, Better, Faster, Stronger


The quest then went through a lot of iteration, with a bunch of questions we needed to answer:
  • Where should it start?
  • Should there be any requirements?
  • What existing locations and characters can we leverage?
  • What kind of rewards will it have?

These aren't questions you set in stone at the very start, but things we consider throughout the design phase. For example, a project that reuses existing assets and locations requires a smaller art budget, which in turn means that as long as we've got the dev time to actually implement it, the chances that it will make it into the game are higher!

We chose Nardah as the starting point for a couple of reasons. Firstly, it fits the Western theme perfectly! We could picture the tumbleweed rolling across the road as the player walks into a deserted town. Secondly, there's already some narrative we can build from. By using the Spirits of the Elid, where the player restores water to the town, we've already had a starting point - a town that was run down but is now beginning to heal and repair. This leaves it ripe for some evildoers to come in and ruin the whole thing!

Once we had a location and the start of a story, we split into two teams, one of which worked on a prototype of the puzzle. Our aim was to capture the cinematic Wild West shoot out experience, where the hero's taking out bandits and saving the town. But the hard part? Translating the idea into fun and memorable gameplay that fits within the Runescape world. We wanted to break away from standard Runescape combat, even though it's quite a scary thought.

Essentially, the mini-game uses round-based combat. The player chooses their and their partner's actions - be it shoot, move, hide or eat. Then you click 'Go' and everything happens at once, meaning you'd need to predict what the bandits were going to do and plan your actions accordingly. It's quite a step away from anything we've done in Old School, and requires much testing and prototyping to really nail down the mechanics.

Tests for the fight against the Bandits.


We also wanted to make a new weapon that was a better fit for the quest than a Crossbow. 'Tourist Trap' introduces the Desert Mining Camp, which handily comes with a bunch of evil bandits who capture people to use as slaves. Plus, at the end of the quest you gain access to a new dart technology. We could expand on this by using darts as ammunition in a new weapon. One idea we had for this weapon was that it could only be shot a few times, after which the player would need to manually reload it in their Backpack. An alternative was that it shoots solely through special attack, meaning if you run out of special you need to wait for it to recharge before you can shoot again (the special essentially becomes the reload mechanic).


[h3]Where do we go now?[/h3]

The design for 'A Heated Showdown' has been finished and pitched to the rest of the team. As explained above, the ideation process is undergoing some changes next year to allow us developers more time to prototype and test our ideas. We're going to make some tweaks and changes, especially to the reward weapon (to ensure it has its niche within Old School). It will then be sent off to a more formalised review, in which some of the leads will look at the quest and the roadmap over the next few years and decide where it could fit in. We can't guarantee this quest will go into the game, but it's been great to share our ideation process with the community.

Thanks for reading my ramblings about a Western-style shootout in the desert! I hope it was insightful, and even stirs some creativity in you! As designers, we rarely have perfectly laid out plans, but doing some exploration can lead to some great results. Inspiration can really come from anywhere!

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[h2]Postbag from the Hedge & Player Creation Showcase[/h2]

Unfortunately due to the character limit within Steam announcements we've had to remove the Postbag and Hedge from the Steam version of the Gazette. However, you can find them all by checking out the December 2021 Edition over on our official Old School news site.

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That's everything for the return of the Gielinor Gazette. We'd love to hear your feedback on the newest edition and as with everything else, if you’ve got any ideas about the sorts of things you’d like to see in upcoming editions of the Gielinor Gazette, then please do let us know via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

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

The Old School Team

Christmas 2021 - Weekly Game Update (December 16th)



It’s our last update of the year – boo! But it’s also our most festive update of the year – woo!

Keep reading to learn all about this year’s Christmas event, some changes to the Item Sink system, the Annual Survey, and the Golden Gnomes!

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[h2]Christmas Event 2021 [/h2]



Snow is falling, presents are being wrapped, and gingerbread gnomes are lurking in ovens across Gielinor. Christmas has come to Falador!

Sadly though, not all is merry and bright for one young squire. He’s been rushed off his feet getting ready to play Santa at the festival, and he’s found himself in a real Christmas cracker! He’s only gone and washed the suit alongside Sir Vyvin’s armour – and we all know what happens when you mix red and white!

Now he has to restore the (admittedly rather fetching) pink armour to its former glory, finish setting up the grotto and get all the presents ready - all on top of his regular squire duties! If only there was a seasoned adventurer around to help him out…

Well, if you know any seasoned adventurers, point them in the direction of the White Knights' Castle (the one in Falador) where the unlucky squire is waiting. Who knows, perhaps there’ll be some extra-special gifts for whoever helps out?

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[h2]Item Sink Changes [/h2]

Thanks to last week's introduction of the G.E. Tax and Item Sink measures, we've been sinking around 30 billion GP per day, on average. The vast majority of this sum has been removed from the game's economy completely, allowing us to extend the Item Sink feature to cover more requested items. 

While we have no immediate plans to change the tax rate, in future we may need to bolster these features so they have more impact, especially as so many of you are keen to see more items covered by the Item Sink system. Bear in mind that changes don't have to be applied across the board - we could keep skilling supplies at the current rate while raising the tax on cosmetic items to 1.5%, for example. There's many possibilities, so please keep sending us your feedback! 

Along with adjusting the rates at which some items are sunk, we've added more items to the list of Item Sinks:

  • Amulet of Torture
  • Ancestral Hat
  • Ancestral Robe Bottom
  • Ancestral Robe Top
  • Archers’ Ring
  • Avernic Defender Hilt
  • Berserker Ring
  • Seers’ Ring
  • Warrior Ring
  • Dragon Pickaxe
  • Dragon Warhammer
  • Dragon Hunter Lance
  • Hydra's Claw
  • Inquisitor's Hauberk
  • Inquisitor's Great Helm
  • Inquisitor's Mace
  • Inquisitor's Plateskirt
  • Kodai Wand
  • Necklace of Anguish
  • Ring of Suffering
  • Sanguinesti Staff (Uncharged)
  • Sarachnis Cudgel
  • Tormented Bracelet
  • Twisted Buckler
  • Cut & Uncut Zenyte
  • Zenyte Shard

In addition, the Grand Exchange convenience fee text will no longer overflow from the text box when the item being sold has a long description.

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[h2]Golden Gnomes 2021 [/h2]



You only have until midnight (00:00 GMT) on December 16th to vote in this year’s Golden Gnome Awards! Don’t miss your chance – CLICK HERE TO SUBMIT YOUR VOTE!

Right, enough shouting. All that's left to do now is mark your calendars for 17:00 GMT on December 17th, because that’s when we’ll be announcing 2021’s Golden Gnome Award Winners in a spectacular livestream extravaganza! See you there!


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[h2]Annual Survey 2021 [/h2]

You might have spotted this year’s Old School RuneScape Annual Survey in your inbox already – but if you haven’t completed it yet, there’s still time! This is your chance to tell us how we can improve the game you love, so it’s well worth filling out.

The survey will only take around 30 to 45 minutes, and your responses really will help shape the world of Old School RuneScape. One of the things that makes Old School special is that you, the players, have control over the game’s future – so don’t miss your chance to tell us what you'd like to see in the year ahead!

As a little extra incentive, everyone who completes the survey will get the opportunity to enter a prize draw to win one of fifty $50 Amazon vouchers.

The survey closes on Friday, January 7th 2022, so don't miss out! If you’ve lost the email, just click this link to have your say, today!

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[h2]Other Changes [/h2]

  • We’ve released some Nex-related content early to make it easier for us to test. Keep your eyes peeled and get ready to face Nex: The Fifth General herself on January 5th!
  • Cerberus can now perform her attacks from a greater distance, to discourage safe-spotting.
  • The Giant Easter Egg no longer dances in PvP areas due to the disruption it causes to walking and combat animations.
  • An obscure corner of the Duel Arena that was unsafe on PvP worlds is now safe.
  • The amulet of avarice buff will now apply to the Ornate wilderness combat dummy.
  • The option text for switching Chat Mode to your Group Iron Man group has been corrected.
  • The popout panel on the Steam Client no longer covers the close button when the World Map is on full screen.
  • The Steam client login screen has been updated to show the Old School RuneScape logo.


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[h2]PvP World Rota [/h2]

The PvP rota has moved to Period A:

  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive
  • 390 - (AUS) - LMS Competitive - this world becomes active with this rota.


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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

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

The Old School Team

Android Beta Recap and Next Steps



We're delighted to wrap up our first ever Android Beta this week!

For the past couple of weeks, a select group of players have been testing our enhanced client features on their Android devices. We wanted to run a Closed Beta to acquire some valuable player feedback before the app enters Open Beta in January 2022.

Today, we'd love to share what we've learned, and look at what's coming next. We've also got an approximate date for our next iOS Beta event, so read on for more!

[h2]Bugs and Issues [/h2]

With the help of 2,185 active testers in the Beta, we have successfully identified and confirmed approximately 47 new bugs that we hadn't caught in our initial testing. We've been closely monitoring the feedback coming through via Discord, and we have to say - we're so impressed with the level of detail and feedback we've received!

We can't express just how useful this information is, so we'd like to say a massive thank you to everyone who was involved.

Issues relating to crashing or freezing (those that might require a player to relog or restart the application) are being prioritised, with a view to having them fixed before our Open Android Beta in January.

Another major bug you pointed out was that font scaling looked pixelated on certain devices. This has also been prioritised. We can't say if we'll be able to perfect the font for every device, but we should at least be able to offer better scaling options. This is likely to be something that is further refined in the Open Beta.

Once the major bugs have been resolved, we'll be starting work on the other issues (as listed below). Some of them already have quick fixes prepared, while others will require more investigation. We of course intend to address them all, but we're not yet able to date every one.

New bugs arising from player reports

  • The Dense Essence mine in Arceuus is missing a respawn timer.
  • Sometimes the app does not resize when returning to the game.
  • Various buffs leave the buff bar before the end of their intended duration.
  • Clan messages are repeating when hopping worlds.
  • Bounty Hunter Interfaces appear on target worlds unnecessarily.
  • Text can look blurry/pixelated on some device resolutions.
  • Client can freeze when tabbing out to another app and back again
  • Leaving the app and returning can block further input.
  • Extra minimap icons are incorrectly displaying.
  • XP tracker can occasionally be tapped through.
  • Destination Tile Indicator does not always clear itself properly.
  • When hopping worlds, chat does not show the most recent messages.
  • Fishing spots are clickable through the inventory.
  • Multi combat swords clipping the Wiki button.
  • When typing messages into the chat/search bar, the backspace input will only start removing text from the previous space added to the chat/search bar.
  • XP tracker displays the wrong skills when performing certain actions.
  • XP trackers sometimes stack on top of each other.
  • Rendering issues on Fold devices (such as no resize when going from folded to unfolded).
  • Samsung Galaxy Fold is causing UI Issues where the Settings Menu overlaps with Bank Interface.
  • Logout button does not work on first press.
  • When chopping Redwood trees in the Woodcutting Guild, the respawn timers are a bit too high.
  • When mining on Miscellania, the coal veins do not have respawn timers when they have been depleted.
  • When taking part in the Gauntlet, the Gauntlet timer does not dodge the left side panel interface.
  • When taking part in Tempoross, the UI should dodge the side panels on mobile.
  • The membership prompt when interacting with members' objects/things on F2P accounts is sometimes not displaying correctly.
  • There is a missing agility shortcut highlight in Trollheim.
  • When mining volcanic ash, there is no timer when the ash pile depletes.
  • Zooming in is sometimes slower than zooming out.
  • The game client crashes when attempting to use the X to close the Bank search.
  • The new volume slider overlaps with the text at the bottom of the screen.
  • There are large FPS fluctuations in and around the COX raid when you change your draw distance.
  • The old logo appears on the newer client.
  • Some desktop tooltips are being shown on mobile e.g. the audio settings buttons.
  • Players can see the fishing UI behind the inventory bag UI.
  • There are some transparency issues on the minimap under certain UI settings.
  • Tile Indicators showing on the wrong areas in the Prif Agility Course.
  • The Agility parcourse indicators disappear when you log in and out when using the course.
  • The UI is not making it clear when players have just one of a stackable item.
  • The app logs a character out much faster when switching apps.
  • Players in Friends Chat don't show up as purple dot on minimap as expected.
  • Trees (and other general environment objects) aren't displaying correctly on the minimap.
  • Ports/Docks are not rendering correctly on the minimap.
  • Portrait mode is not currently officially supported by the client.
  • The Beta also does not support splitscreen mode.
  • A number of tap tool tips are appearing in incorrect places.
  • UI issues relating to font and scaling, as well as reports about the login screen being off-centre/overlapping with other UI.
  • The previously hit button for the Bank Pin doesn't show a number.
  • Bank scrolling is not working as intended.


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Known Pre-Beta Issues
  • Reports of Wilderness level not displaying for some users.
  • Some users may experience low framerate on certain devices.
  • The minimap zoom toggle settings are currently not available.
  • The roof toggle does not match its stated setting (turning it off/on again upon login updates it).
  • The mobile FPS limiter is not working correctly for some users.
  • The Fishing helper displays the desktop mouseover menu.
  • Some players on newer devices (Android 11+) experienced crashing before reaching login.
  • Reports of feedback text not appearing in the correct place.
  • Interface scaling options are not offered on mobile.



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[h2]Feedback Responses[/h2]


Sensitive logout timer

Many users reported that the app has a very sensitive logout timer when users tabbed out. This is something we're investigating as a priority as we know it impacts player experience. However, there are other tech dependencies with this issue, so we don't know if it will be resolved before the Open Beta in January. Thanks for pointing it out!

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Ground Item Markers

By far the most frequent suggestion from our testers was that they would like to see Ground Item Markers. We are planning to add this feature to the client, but it needs more work before we can release it. It will also need it to have price checking functionality so players can filter out low value items that they don't want to see. As soon as it's ready, it will be making its way to mobile!

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Draw distance and FPS

A number of our testers noted that while the new client felt extremely smooth, the larger draw distance caused FPS drops on certain devices. The mobile client at default distance should run smoother and with more FPS than the older client, but higher frame rates can have a noticeable impact to performance on weaker devices. The issue is currently being investigated. In the long term, we'll be looking at optimising performance, but sadly there's no silver bullet to fix these problems - keep reporting them to us and we'll ensure it's followed up correctly!

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Sidebar, XP Tracker and UI

The Sidebar and XP Tracker received a lot of positive feedback throughout the Beta, although we're aware that there were some issues with the UI overlapping with other interfaces. Players suggested that the new UI should be moveable, or that we should add new buttons to give it a generally cleaner look for mobile.

In the short term we'll be doing our best to fix any errors, and this will be prioritised for the Open Beta in January. In the long term we would like to refine the entire UI, reorganising it to suit mobile specifically. However, since we're still in the process of adding new features to the Sidebar, it doesn't make sense for us to overhaul things just yet. We'd instead like to roll out all of the new features so that we know exactly what we're working with. Once we have a view of the full picture, we can polish the UI specifically for mobile.

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Splitscreen Mode

We're aware that splitscreen mode wasn't available in this Beta. Although there's a couple of issues with it that still need resolving, we're aiming for splitscreen to be available during the Open Beta in January.

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Highly Requested Features: Tile Markers, Menu Entry Swapper, Boss Timers, Loot Trackers, NPC Highlights and Cannonball Counts

While we're planning to roll out the new client app in a few months' time, we're still making continuous improvements and changes to the existing client post-launch, and hopefully you'll see some of your many wonderful suggestions live in-game!

The team is currently working on Tile Markers, Loot Trackers and NPC Highlights Boss Timers, although we can't yet say exactly when these features will be rolling out. A number of players also wanted a cannonball ammunition count - this seems like something we can fit in for the Open Beta, so we will aim to do just that!

We also agree with those who said that a Menu Entry Swapper would be a great addition - especially on mobile, because it significantly impacts the portable experience. We've added it to our backlog, although we're not yet sure when we'll be able to get to work on it.

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Further Suggestions

Our Beta testers were not short on ideas, and we still have hundreds of fantastic suggestions to ponder! We're so excited to make the client the best it can possibly be. Most of the features that have been requested have been added as part of a healthy backlog of things we can do once the priority changes are out of the way - we're talking things like push notifications for Farming, or automatic screenshot features for important milestones. These won't arrive for some time, but are certainly features we'll be working to implement with the help of our players!

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[h2]What's Next? [/h2]

As mentioned above, our Android Open Beta is is currently scheduled for the end of January 2022. Please note that this is an estimate, and could be subject to change if further issues arise. Provided all goes well with the Open Beta, we'd like to roll out the app officially around late February 2022.

From that point, the minimum requirement to use the Old School App on Android will be Android 8.0 (Oreo) or above.

Since we can't offer both the current client and enhanced client simultaneously, the moment will arrive when players will have to update from the existing app to a new one. We apologise to any player who cannot meet the new app requirements when the time comes.

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Future iOS Beta Events

Many of you want to know when there will be an iOS Beta. We're delighted to confirm there will be, and that we think this will be happening around March 2022. If successful, we imagine a full iOS rollout could happen between late April or early May, depending on how many critical issues and bugs pop up in the testing process.

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

The Old School Team