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Theatre of Blood: New Modes - Weekly Update (03/06/21)



On Friday, June 4th we edited the release blog to confirm we were going to make changes to A Night At The Theatre based on your feedback. We were considering one of two options: Relegating the quest to be a miniquest, or redesigning the quest to be a proper narrative experience. We’ve opted for the second, and we’ll be undertaking that work immediately.

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[h2]Hotfixes and Changes - June 9th[/h2]

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Stage
Changes Made
General
The difficulty mode of the Theatre of Blood is now displayed when completing a room.
Reduced the amount that the story mode bandage boosts your magic level by.
Maiden (Hard Mode - Solo)
Disabled the Ramp damage from Maiden in raids with only 1 player, as the mechanic cannot be avoided in that scale.
Removed the South 1 Nylocas spawn in raids with only 1 player.
Maiden (Story Mode)
Increased the health of the Blood Nylocas at Maiden in Story mode.
Nylocas (Hard Mode)
Reduced the wave delay after Nylocas Prinkipas spawns in the Nylocas room.
Buffed the stats of the Nylocas Prinkipas as they were incorrectly very inaccurate.
Fixed an incorrect double nylocas spawn on wave 20.
Capped the maximum damage the Nylocas Boss Mage split damage deals to 75, the mechanic should be punishing but one mistake can currently wipe the entire team, which was unintentional.
Nylocas (Story Mode)
Reduced the forced delay between nylocas waves in story mode.
Reduced the amount of maximum nylocas that can exist at the same time in story mode.
(These changes should make it faster for players that are comfortable with the waves, slower for those that are struggling to keep up).
Reduced maximum recoil damage from hitting the nylocas boss on the wrong style.
Sotetseg (Hard Mode)
Another attempted fix at preventing Sotetseg from firing big bombs that are invisible to certain players.
Reduced the amount of damage the shared bomb at Sotetseg deals when split correctly in lower scales.
Xarpus (Story Mode)
Updated Xarpus's attack speed to be the same as regular ToB.
Verzik Vitur (Hard Mode)
The lightning attack in Verzik Phase 2 now deals the correct amount of damage when improperly interacted with. The maximum bounce range for the Lightning attack has been increased by 50%.
When damaged by a tornado during the Verzik encounter within the Theatre of Blood, the number on the healing hitsplat is now displayed correctly.
The Nylocas should now detonate consistently when a player is close enough.
Nylocas at Verzik no longer reflect damage from incorrect styles or have immunity from hitting with an incorrect style.
Added a chatbox message when the Acid Bomb at Verzik bounces to you.
Verzik Vitur (Story Mode)
Increased Story Mode Verzik P3 Health by 200.
Increased the amount of damage the tornado deals in Story Mode.
Increased the amount of damage the acid bomb does in story mode.
Slightly increased damage from nylocas at verzik in story mode.
Increased bounce-stun duration in story mode by 1 cycle to match other modes

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We expect to update the quest in July. The current quest will remain available until then and we will update you when we have more to share.

We'd like to thank you for all of the feedback since yesterday's game update. We've collated some of the most notable pieces and detailed our plans in the table below and what we would like to do going forward.

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[h2]Player Feedback and Our Actions (click here to see more)[/h2]

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Your Feedback
Our Actions
A Night at the Theatre doesn't feel like a quest and doesn't meet the usual standard of Quests.
We agree that A Night at the Theatre was polled as a quest and it's clear that it hasn't met your expectations. We want to deliver on what we promised to you. We have seen a lot of suggestions on ways we could make improvements and we're actively reviewing which solution we should implement.
Within Story Mode, players feel some mechanics do a lot of damage while others barely do any.
Disparity in damage can be down to a number of reasons. Avoidable attacks are designed to be punishing, however we will be making some tweaks based on your feedback. Although there is no game update next week, we'll be preparing a round of hotfixes for next week. We intend to make unavoidable damage (in solo primarily) scaled down further amongst other small improvements. When the changes go live they will be added to this Newspost, so please let us know what you think of them.
The Nylocas phase in Story Mode feels unnecessarily long for some players.
We want to allow players extra time to learn the mechanics, however we agree that this isn't fun gameplay. To remedy this, we'll be removing the forced delay between each wave and reduce the amount of Nylos that can be present at one time in Story Mode. This means the player will be able to dictate the pace, without making the fight easier.
Players have given us feedback that soloing Hard Mode is impossible, as there are a couple of mechanics that don't really work with only one player.
We'll be tweaking the Maiden fight so that it becomes possible to progress to the next room. We're not aiming to make this easier, but we want it to feel at least in reach. We will make improvements based on your feedback thereafter.
Some players felt the mechanics in Story Mode were inconsistent to Normal TOB. There was some concern that this could lead to undesirable habits for newer players.
Story mode has a lot of mechanics changed to make solo possible, unfortunately some mechanics don't really work very well in a solo raid so the damage was simply scaled down even further. We've acknowledged some other changes that altered various timings are seen as undesirable and we are looking to revert these, not to increase the difficulty, but to feel more consistent between modes. You should expect to see a batch of these changes next week.
The reward lamps do not award Prayer XP, although Prayer is technically a Combat Skill.
We would like to clarify that this is intentional and functions similarly to Quests such as Dragon Slayer II, so this will not be changing. We apologize for giving you any false expectations that you might have been able to use it on Prayer and we'll do better to explain similar proposals in future.

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[h2]Theatre of Blood: Hard Mode Changes (June 4th)[/h2]

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NPC
Change
Nylocas
13:30 BST The splash damage from the Ranged Nylocas boss ranged attack has been increased in Hard Mode.
Sotetseg
13:15 BST Increased the damage of the ball attacks in Hard Mode when the intended mechanic is not handled correctly.
Verzik Vitur
13:15 BST Increased the damage of the green ball attack in Phase 3.
13:15 BST You can no longer tick-eat the damage of the yellow ball attack in ToB hard mode.

[/expand]


[h2]Issues and Hotfixes (June 4th)[/h2]

[expand]
Issues Raised
Current Progress
12:15 BST The scoreboard is not displaying correctly.
12:30 BST [FIXED] This issue is now resolved and the scoreboard will now display times correctly.
12:40 BST The maze is not resetting correctly in Story Mode.
12:50 BST [FIXED] The maze will now reset correctly.

[/expand]

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It’s all kicking off at the Theatre of Blood this week – are you tough enough for Hard Mode? We’ve also made some adjustments to Clans, keeping it running smoothly so you can concentrate on knocking seven bells out of one another. Hurrah! Let’s take a look…

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[h2]Theatre of Blood: New Modes [/h2]



Have you always wanted to tackle the Theatre of Blood but aren't sure if you’re ready for its toughest challenges? Or maybe you have mastered this deadly arena and want to ramp up the challenge to the max? Well, we have good news either way…

Now, you'll be able to select Hard or Story Mode, and experience the Theatre of Blood on your own terms. When you create your party at the notice board, you’ll be able to select a mode of play, and parties will be showcased alongside their modes.

Verzik Vitur has issued a new challenge, and the mysterious stranger has a new request for you to fulfill... time to head to the Theatre!


Hard Mode

This is the most challenging version of the Theatre of Blood, and it's seriously gnarly. We haven't just increased the monsters' stats, like in Chambers of Xeric's Challenge Mode. Most rooms have completely new mechanics, or a tougher twist on the existing ones. You must have completed the normal Theatre of Blood at least once to access this terrifying new mode. It's as hard as the title suggests, but here are the rewards that will make it all worthwhile:


Weapon Ornament Kits

These untradeable ornament Kits allow you to transform the following items into Saradomin-themed versions: Ghrazi Rapier, Sanguinesti Staff and the Scythe of Vitur. The latter item also boasts a second ornament kit, the Sanguine Ornament kit, which will give you a more vampiric look to your weapon. Fangtastic!



You can simply click on the kit, followed by the corresponding item, but if you wish to change all weapons in one fell swoop, you'll need three Holy Ornament Kits and a Sanguine Ornament Kit. If you change your mind about your new gear, the process can be quickly reversed by right-clicking and selecting 'dismantle'.



The kit is destroyed on a PvP death, dropping the regular item it was attached to. These kits are now included in the Collection Log for Theatre of Blood.


Lil Zik - Metamorphosis

You'll also have a chance to grab yourself some Sanguine Dust. Sprinkle it over your Lil Zik to turn it into a transmog based on the Theatre's bosses! That includes the Maiden of Sugadinti, Pestilent Bloat, Nylocas Vasilias, Sotetseg and Xarpus. You will only need one Sanguine Dust to have access to all of Lil Zik's transmogs, and you can freely switch between them once the pet is transformed.



Hard Mode also has the following perks:

  • Unique/Purple rates are slightly increased.
  • Regular loot quantities are increased.
  • Regular loot quantities are further increased if completed within a specific time limit.
  • The ratio of Avernic to other uniques is slightly lower.


A Night At The Theatre

The Mysterious Stranger lurks outside of the mighty Theatre of Blood, the centrepiece of Ver Sinhaza. This shadowy figure has a new request for you – to humiliate a vampyre noble by the name of Lady Verzik Vitur. Take on the challenges that lie within the Theatre to reach her and bring a blush to her bloodless face!



[h3]Requirements & Rewards (SPOILER WARNING!) - Click to Expand[/h3]
[expand]To complete A Night At The Theatre, you'll need to have done the following quests:
  • Priest In Peril


The following levels are recommended:
  • 90 Combat Level


Upon completion you'll be rewarded with:
  • 2 x 20,000 Experience Combat Lamps
  • 2 Quest Points
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This quest can be completed on any mode, but has been designed primarily for Story Mode.


Story Mode

Story Mode will offer the same standard structure as normal, with the actual mechanics mostly unchanged. This will include lower stats across all of the NPCs and Story Mode can be completed solo or as part of a group. However, you'll have the benefit of three lives to compete with. Those three lives will be counted as a safe death, and if you lose one, you'll be teleported to the entrance of the last boss you fought (apart from Hardcore Ironmen, who will still lose their status on the first death). If you die after all three lives are used, a normal death will occur and you'll have to claim back your items and retry from the beginning.



Alhough Story Mode yields rewards, they have a heavily reduced rate compared to the existing mode, and you won’t have a chance to grab any of the Theatre's uniques (including the pet). You will, however, get to lose yourself in the thrilling narrative without the usual amount of pressure! Go on, take a bite…


Other changes

On the scoreboards, there are two new options for Story and Hard modes, so you can keep track of your times and completions at different difficulty settings.

Personal Bests have also been split into group size, similar to Chambers of Xeric. Your existing Personal Best has been automatically moved to the five man group size, as it has the fastest potential scaling.

In any mode, each boss will now drop their corresponding book as you defeat them, allowing players to absorb the story as they progress. These informative tomes can still be found on the bookcase within the treasure room too.

When using mid-raid chests, you can select from previous quantities of a particular item you have bought, rather than inputting the number every time

Special attack power will continue to regenerate when you are inside Theatre of Blood and Chambers of Xeric raids. Special attack energy will be restored to full when entering Theatre of Blood, while remembering how much energy you had when you entered the raid. When you exit the raid, your energy will return to where it was when you entered. This is the same system implemented in the Six Jads challenge.

Players can now only buy one stamina potion from mid-level chests. This is to discourage players from obtaining an excessive amount of stamina potions.

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[h2]Clans [/h2]

Last week saw the long-awaited release of the Clans system, and we've got to say, we couldn't be happier to see so many communities emerge! Here's a little bit of insight, as of around 11:00 BST on Wednesday June 2nd:
  • 5,700 Clans formed
  • 119,000 Players in a Clan
  • 6.2million Clan Chat messages sent

We've also loved hearing your great ideas for how we can continue to improve the Clans system. Some of those ideas vary in scale, ranging from small quality-of-life tweaks to major new ways to customise your Clan. We can't offer those larger changes just yet, but rest assured: we've already been working on some of your feedback changes, which will be coming soon. We'll continue to look at your suggestions for future Clans updates, but in the meantime, here's this week's tweaks:

World 477 (US) & 497 (UK) are now a themed worlds for Clan recruitment.

Players will now automatically rejoin a guest channel if they were in one when they last logged out. This will only work after the update goes live, so you'll still have to rejoin the chat on your first login.

The bank sign in the Clan Hall no longer blocks line-of-sight, so you can cast the telegrab spell through it.

The default guest Clan Chat colour is now distinct from the Clan Chat colour, and can be customised.

We've relaxed the restrictions on what you can do while wielding a vexillum. You can now teleport, enter the Wilderness, fletch, blow glass and perform emotes while your vexillum is equipped.

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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

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[h2]Smaller Changes [/h2]

You'll now be able to select a custom colour for all of your different chats using RGB and hex code colours!



Purchasing rewards from the Last Man Standing store now requires 48 hours of playtime as a member.

Players can now set how their friend login/logout messages display: On, Timeout and Off.

Iron players are no longer able to enter the shared God Wars boss room instances if another player is already fighting in there.

Inventory space checks are now performed correctly for coffin loot in the Hallowed Sepulchre, so that items only overflow onto the ground if they need to.

A typo has been fixed in Serafina's Diary.

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, or the community-led OSRS Discord in the #gameupdate channel.

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Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team

Kourend Chronicles: A Kingdom United

Welcome to the Kourend Chronicles, a six-part series of tales from Kourend's murky past! You can see a full list of all the stories so far on our A Kingdom Divided round-up.

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On any ordinary day, the Grand Museum of Civitas illa Fortis would be bustling with visitors hoping to get a glimpse at the rare treasures within – the icon of Ralos, the armour of the Cloud Titan and, of course, the Royal Accord of Twill, finally taking pride of place in the glass cabinet found in the Hall of Kourend's centre.

Queen Zyanyi Arkan stood by the glass, looking over the aged parchment with a practised eye. The fat, pale snake that habitually hung around her shoulders flickered its tongue and gently bumped its snout against the glass.

“You can hardly tell that it’s a replica,” she remarked. The curator beside her smiled but didn’t seem quite sure what to say – she was too busy eyeing the snake, no doubt hoping it had already had its lunch. The pair of Kualti on either side of the Queen impassively stood by.

“Of course, after the last incident I don’t blame them in the least for sending a copy,” the Queen continued, “It’s really quite fantastic workmanship.”

The third Kualti, Yorah, was doing their level best to remember their training and remain still as a statue.

In just under an hour, Yorah would meet the High Priest to hand over their predecessor’s dagger and cement their place as one of the Kualti. All those years in the army, and the rigorous training they’d undergone as a Knight of Varlamore, had been building to this very ceremony.

But Yorah felt as though Ozomah’s dagger was burning a hole through the ceremonial pouch hanging from their waist. It was all they’d thought about since they’d received it that morning – if it was lost, then so was Ozomah’s memory… along with Yorah’s place in the Kualti. Every so often they felt the sudden urge to check that it was still there – although of course, they didn’t act on it. A Kualti must never be distracted from their one, crucial purpose: to protect the Queen.

Nonetheless, a distraction there was – a flash of white, between the columns that told the story of Kourend’s history. A person? Yorah’s eyes narrowed. Nobody except the Queen, her Kualti, the curator and the High Priest had clearance for this area – but none of them had any reason to be sneaking around.

Subtly, so as not to distress the Queen, they craned their neck. Yes – moving down the room just past the Column of Imafore’s Betrayal was a bone-white cloak. As soon as they saw it, it vanished again. Yorah made eye contact with one of the other Kualti and nodded, firmly. One of them whispered something in the Queen’s ear. Her snake tilted its head, curious.

“An excellent suggestion,” she said, turning towards the clueless curator, “I’d like to see the Tempestus model. It’s new, isn’t it?”

The Queen effortlessly hefted the snake across her shoulders and the group eased away. Yorah let themselves relax somewhat. Whoever the interloper was, the Queen was at least out of their reach.

Silently, Yorah readied their hasta and advanced down the centre of the hall, eyes darting to and fro. Another flash of white – just a ray of light reflecting off an old Kourendian shield. Another! Now Yorah was certain. They were not alone.

A creak of ancient wood pinpointed the intruder’s location – the Dagger room, at the end of the hall. Yorah’s heart leapt into their mouth. If you planned to steal a Kualti Dagger, there was no better time to do it than an initiation ceremony; the one time when every eye in the kingdom would be otherwise occupied.

In a single, graceful movement they kicked the door open, ready to strike.

“State your business!” they called, “This is a restricted area!”

Nothing. Only the rows and rows of Kualti daggers, arranged neatly by the ruler under which their owner served. A glittering array of gold and blue – and nothing else. Yorah glanced up at the ceiling, found it equally empty, and stepped cautiously into the room.

It was impossible, they thought, as they slowly peered behind each cabinet. They’d seen the intruder enter – and the only exit was the door back to the Kourendian Hall. There wasn’t even a window to jump through. No human being could hide so well.

“Reveal yourself and state your business!” Yorah called out again. The sound bounced off the cabinets, echoing off the empty walls.

With a sudden jolt of fear, Yorah clasped their free hand around the pouch at their waist, feeling for the handle of Ozomah’s dagger. It was still there, cold and ownerless. In a matter of hours, it would sit in one of the many empty spots in Zyanyi’s cabinet; another memorial to a fallen Kualti.

Yorah exhaled and felt their heartbeat slow to normal. There was no danger – perhaps they’d never seen anything to begin with. Or perhaps the figure in white was Ozomah’s spirit, clinging on in hope of one last test. It was as good an explanation as any.

Outside, they could hear one of the Bards from the College striking up a song. The crowd was waiting, and no doubt the Queen was waiting too. At least none of the other Kualti had been there to see them barge in on thin air. Shaking their head, they left the room and closed the door behind them.

[h3]A Kingdom Divided - Coming June 16th[/h3]

Kourend Chronicles: The Plot and the Potion

Welcome to the Kourend Chronicles, a six-part series of tales from Kourend's murky past! You can see a full list of all the stories so far on our A Kingdom Divided round-up.

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The rain hissed across the cobblestones as the thief swept silently through the shadows. At this time of night, in this weather, the streets of Kingstown were practically deserted. But through the rain she could just make out the silhouette of her target, shifting from foot to foot as they huddled beneath the doorway of Councillor Hughes’ former residence.

Despite the miserable weather, the thief felt a shiver of excitement run up her spine. Since the arrest of Councillor Hughes a few weeks ago, the Saviours of Kourend had been surveying the area to see if the Cult of Yama returned to the scene of the crime – but this was the first time anything interesting had happened.

As the door opened and the hooded figure hurried inside, the thief dashed forward. A convenient gap in the wrought-iron fence let her wiggle through and scuttle over to the window. She wiped away the grime with the corner of her sleeve. From here, she could clearly see the dining room, and the overhang of the eaves let her shelter a little from the rain, too.

It didn’t look like a demonic ritual. The former councillor’s home was brightly lit by candles. There wasn’t a cobweb in sight. On the table, where the thief had expected to see unnameable implements and bloody chalices, was a tastefully painted ceramic fruitbowl. The thief tried not to feel too disappointed.

The hooded figure removed their cloak and hung it up on a hatstand by the door. He didn’t look much like a cultist, either. He was old, almost entirely bald except for the ring of lanky grey hair hanging about his ears. In every other respect he looked like every other person in Kingstown – posh, maybe, but not a demon-worshipping madman. Then again, Sophia Hughes had looked the same up until her arrest.

The man remained by the door, still shivering from the cold. The thief craned her neck to see if she could spot who he was speaking to, but her view was obscured by an ornate trophy cabinet. She was about to climb back through the fence to see if she could get a better vantage point when a snippet of conversation caught her interest.

“We must do something about the girl,” He said.

What girl?

The thief settled back down among the roses.

“No. It’s too soon. It would only arouse further suspicion,” said the other person in the room. It was another man, the thief guessed, and the voice seemed familiar, though she couldn’t place it.

“Too soon?!” The man by the door scoffed, “I’d say we’re nearly too late. Sophia is in prison.”

“Councillor Hughes will not betray us.”

“How can you be sure?

For a moment there was no sound but the pitter-patter of the rain against the eaves. Then the hidden figure spoke.

“When we began this enterprise, we made an agreement –“

“And you think she’d keep to it? The woman’s mad. Conducting insane rituals, dealing with demons – how can we still trust her, after all this?”

“Calm yourself,” the other cultist snapped.

“If Sophia goes to trial, and lets even the tiniest thing slip…”

“Councillor Hughes will let nothing slip. She will not get the chance.”

The man by the door opened his mouth but ultimately remained silent. Outside the window, the thief closed her eyes and did her best to commit the conversation to memory.

“Do you need further assurances?”

The man by the door shook his head.

“Speak up, will you?”

“No,” he said. “I understand.”

“Now what’s this about the girl?”

The thief’s ears pricked up again.

“We’re already under so much scrutiny. Lawry can hardly be trusted, and there’s the matter of this adventurer, poking their nose in where it doesn’t belong…”

“Oh, please,” the other cultist dismissed him with a wave of his hand. “We’ve taken every precaution.”

“And what if it’s not enough?”

It was the other cultist’s turn to hesitate.

“Listen, I’ve had years to think this through. The only way we can protect ourselves is to be rid of the witness. Wouldn’t that be kinder than all this cloak and dagger nonsense?”

A shadow passed over the window and the thief ducked out of view beneath the sill just in time.

“We’ll just announce that she passed away,” the cultist continued, darkly. “Who would question us?”

“What is this really about?” the other cultist asked.

A fearful silence descended. When the cultist by the window spoke again, he did it so quietly that the thief had to strain her ears to hear.

“What we did – what we’ve been doing – it’s terrible. Evil.”

“It’s what you agreed to,” said the other cultist. “It’s what we all agreed to.”

“And when we get caught? The five houses will have our heads.”

If we get caught. Follow the plan and everything will be fine.”

Above the window, the cultist made a noise somewhere between a laugh and a sob.

“Fine? Don’t tell me you still believe what that man – that thing – told us? You don’t really think he’s just doing us a favour, do you?”

“Be very careful what you say,” the other cultist hissed. “You never know who might be listening.”

Beneath the windowsill, the thief froze. But at the sound of footsteps across the wooden boards she exhaled slowly, before peeking into the window again. From the back, the man looked a little more familiar – but she still couldn’t place him.

“Perhaps you’re right.” The other cultist’s voice was perfectly neutral.

The man looked up at him expectantly.

“But it doesn’t matter. One way or another, the girl will soon be removed from the equation. Then nothing will stand between us and absolute power.”

The first cultist sighed. Whether in relief or exasperation, the thief couldn’t tell. Her thoughts were racing. A girl, a witness, a stranger, a terrible crime… what did it all mean?

“What about the potion?” The second cultist asked.

“All prepared. I’ll deliver it within the week.”

The second cultist nodded, satisfied.

“Then let’s try and keep our heads until this situation resolves itself.”

The pair were making their way towards the door. The thief hesitated, unsure if she should follow them. In any other situation she’d be loathed to abandon her watch, but this was urgent. If there was a witness to be dealt with, the cultists could only be talking about one girl. She had to warn her before it was too late – there was not a second to waste.

As the first cultist wrapped himself in his cloak and said his goodbyes, the thief darted out through the fence and raced as quickly as she could back towards the Warrens. There would be time to find the cultists later. Right now, she had to get home.

The Queen was in danger.

Kourend Chronicles: Lab Notes

Welcome to the Kourend Chronicles, a six-part series of tales from Kourend's murky past! You can see a full list of all the stories so far on our A Kingdom Divided round-up.

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[h3]Pentember 1st[/h3]

I am pleased to report that we have successfully retrieved the majority of the items in the Redoubt, with the exception of the Hammer itself. We expended just two assistants in the course of our investigation, and there is no hurry to replace them.

More importantly, it seems our assumption was correct. Each one of Dinh’s creations – with the exception of a few early experiments – are made from the same metal, and infused with the same magic you and I have become familiar with. Although the metal has proved unusually difficult to melt down, I have no doubt in my mind that should we find a vein of the appropriate ore, it would only be but a matter of time before we could fit our strongest soldiers with similar weapons and armour – in fact, I would highly recommend it.

However, there have been some… concerning developments. Several of my assistants, and even some of the guards, have reported a feeling of unease when working with the objects. Now, as you know, I have very little time for such superstitious nonsense. But it seemed unusual for the lizardmen to be affected. So I experimented.

Alone in a well-lit chamber with one of the lesser artefacts, the first human subject lasted four hours and twelve minutes before reporting deep unease and requesting to leave. Their lizardman counterpart managed six hours and twenty minutes.

Overnight, the results changed dramatically – one assistant (who has since been reprimanded) attempted to hurl one of the objects out of the laboratory window after just three hours and seven minutes. He is currently in the cells. This morning I found him cowering beneath his bunk, babbling about ‘being watched’.

Having determined that no physical effects resulted from the exposure, I of course attempted the experiment on myself. Armour and weapons that strike deep fear into our enemies would, of course, be highly beneficial – but unfortunately, after one night’s vigil, I was unable to pinpoint the source of the subjects’ fear. In fact, I felt remarkably at ease. I’d go so far as to say that I feel a kind of kinship with these objects – a strange sense that they want to aid our cause.

Still, should we seek to build on Dinh’s designs for our own armoury, I recommend doing away with the - admittedly striking - eye motif. Perhaps your own symbol would be a good replacement?

Before I sign off, there’s also the other matter you asked me to look into. I can confirm that the Bulwark of legend was among the artefacts abandoned in the tower – and if the rest of our contact’s information is solid, then I will also concede that it does indeed share some similarities with the Doors of Dinh.

It’s my hypothesis that the Bulwark was intended as some kind of early prototype – but it’s missing some key factor that made the Doors fit for purpose, an issue I discovered quite by chance after freezing an assistant during testing. That one will need replacing, I’m afraid.

How much do we know about Dinh’s life? His interests? His… allegiances? I sense the power of the Dark Altar in his work, but cannot entertain the idea that this lowly smith somehow learned more about it than you or I have managed. No, he must have obtained this power by some other means.

In any case, this missing piece of the puzzle has given me an idea. If we did decide to follow our contact’s proposed course of action and weaken the Doors, all we’d need to do is remove - or weaken - this extra layer of protection. We already know that without Dinh’s knowledge and expertise, the Doors cannot be repaired to the same standard. He took no apprentices. His hammer is well-defended, in territory we control. I’m not suggesting that we indulge our contact’s ridiculous plan, of course - but if managed carefully, the weakening of Kourend’s only defence against the Wintertodt would make a marvellous distraction from our true goal.

Regardless, it’s something of a moot point. When such powerful magic is involved, any disruptive action would be on the scale of decades, not days.

But I suppose there’s no harm in having a contingency plan. We have all the time in the world.

Yours faithfully,

X

Clans Full Launch - Weekly Update (26/05/21)



[h2]Hotfixes and Issues (May 26th)[/h2]

[expand]
Issues Raised
Current Progress
12:00 BST World 548 is not a PvP World.
12:29 BST (FIXED)
12:20 BST (STEAM ONLY) Clan Vexillum textures are currently not appearing correctly.
12:20 BST This issue will need to be coldfixed and will likely be implemented in the next game update (June 2nd).
12:31 BST (MOBILE ONLY) Players can't apply for Clans correctly.
12:31 BST This issue is currently being investigated by the team.
12:41 BST When doing certain skilling actions and wearing a clan Vexillum, the player becomes invisible.
13:43 BST A hotfix has been implemented to prevent certain actions being prevented whilst holding the Vexillum. We will continue to monitor and hotfix any other actions we deem necessary.
13:30 BST Some players have reported that when their clan members log out, their icons revert back to a guest icon when they are offline.
13:30 BST We unfortunately can't get rank information about someone who is offline, this is something we can't currently change but will be raised in our review.
15:00 BST Players are reporting issues with disappearing when using chairs inside the Clan Hall.
15:10 BST A hotfix has been deployed to resolve these issues. We will continue to monitor and hotfix any other actions we deem necessary.
15:00 BST The Blade of Saeldor can be recoloured to match the player's Clan clothes.
15:10 BST This issue is currently being investigated by the team.

[/expand]

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We're covering all things Clans this week, and can also reveal the four finalists for our A Kingdom Divided login screen competition! Plus, updates to music, merch and more!

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[h2]Clans Full Release[/h2]



Clans is finally here! For the full lowdown, get yourself up to speed with our comprehensive Clans Guide. We're looking forward to seeing your Vexillums flying high as you gather in the Hall for a celebratory pint or two!

Thanks to your feedback, we've made some slight changes to the text and icons for Clan ranks:

  • The Moderator's icon has changed from the silver crown to a gavel (hammer).
  • Hoarder is now spelt correctly.
  • The icons for Privates and Corporals have been corrected.
  • A new star icon has been added for the Sheriff title.
  • The previous Sheriff rank (Black Scimitar) has been renamed Ninja.

You can find the full list of ranks at the usual fountain of knowledge - the wonderful Old School Wiki!

Our release post covers all aspects of the Clan experience, but if you still have questions, you can bring them directly to us when we celebrate the launch of Clans on our weekly Q&A on Twitch! Join us on Thursday, May 27th at 17:00 BST in the Grand Exchange over on World 525.

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[h2]Music Player Changes[/h2]

With the new music modes launched a few weeks ago, a toggle has been added to the Audio tab in Settings. It's switched to Modern by default, but can be reverted to Classic if that's more your style.

In Modern mode, music tracks are assigned to large areas with tracks shuffling depending on your location. Classic mode is the legacy behavior, where each map square has its own music track.

Not sure which you prefer? You can easily compare the two using the Wiki maps! This mostly represents Classic mode (bar a few minor tweaks), while this shows Modern mode.

Right now these changes only impact the free-to-play map as Modern has not been rolled out anywhere else yet.

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[h2]Future Game Updates[/h2]

We've got some exciting updates coming in the next few weeks, so let's take a look at how things will unfold.

With next week's game update, you'll be able to try out the new Theatre of Blood quest: A Night At The Theatre, along with the two new ways to play: Story and Hard mode.

Then, to prepare for the launch of A Kingdom Divided, there will be no game update on Wednesday June 9th. But you won't have to wait long to experience the next chapter in the Great Kourend storyline, as A Kingdom Divided will be available to play on Wednesday June 16th!

By this point, all of the Kourend Chronicles will be released, and we'll be announcing the winners of the two competitions celebrating this quest series. You still have time to submit your entry for the second of these, the 'Story So Far' video competition - get your entry to us by June 4th. You can find all the details in our competition forum thread!

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[h2]AKD: Login Screen Competition Finalists[/h2]

We loved sifting through your entries for the first A Kingdom Divided competition! The team has now assessed all of your submissions and voted on the top four candidates, whose work will be included in a Poll on May 28th. The winner will be implemented into the game on June 16th, and feature on the login screen for all players to see! They'll also bag a £200 Amazon voucher and 12 months of membership.

There were a lot of great artwork submitted for this competition and it was a tough choice narrowing it down to just a few, so we wanted to say a massive thanks to everyone who took part. With that said, here are the four finalists:



A: Nancyy
B: Need Plums
C: Cherrycake4
D: Parkshinhide

Voting will close on Tuesday June 1st, so get your votes in now!

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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

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[h2]Merch[/h2]



There's plenty of nostalgic loveliness in store right now, as the latest merch celebrates all the wonderful things that launched in this month over the past 20 years!

  • Slayer Helm Range (Slayer Helm Pin and Keyring, and Limited Edition Red Slayer Helm Pin)
  • Limited Edition Rune Knight Armour Range (Saradomin, Zamorak and Guthix)
  • Limited Edition Glitter Max Cape Keyring (celebrating 10 years since the Max Cape was introduced and our first Max Cape Pin!)
  • Dharok's Greataxe Keyring, commemorating the introduction of the Barrows
  • Plus, restocks of the Woodcutting and Untrimmed Slayer Skillcape Keyrings!

Visit the store to grab yours here.

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[h2]Extras[/h2]

  • On Deadman worlds, the Camdozaal Vault teleport restriction is now checked before the teleport delay timer runs out.
  • Dagon-hai robes are now correctly listed as members-only items in the Defence skill-guide.
  • The Bonecrusher necklace now protects with higher priority on death.


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, or the community-led OSRS Discord in the #gameupdate channel.

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Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team