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RuneScape: Dragonwilds News

Fellhollow has arrived! Eye on Ashenfall | 0.10.0

[h3] The Fellhollow region has been added to the game.  [/h3][p]This region is accessible to the north of Ghornfell. Speak to the Wise Old Man after completing “Dragon Slayer” to enter the region and get started. [/p][p]11 new enemy types have been added, found within the Fellhollow region. [/p][p]We’re not listing them all here because you’ll get scared. [/p][p]Added new vaults to the map within the Fellhollow region. [/p][p]NPCs can be located within the Fellhollow region with new quests for the player to complete. [/p][p]Added two new NPCs, Death and Postie Pete[/p][p]Added Death’s Shop, a new in-game store where players can exchange resources with Death himself for rewards.  [/p][p]He’s a busy skeleton, but he’s also not stupid enough to leave souls on the table. What do you think he does with them? [/p][p]Added new material progression tier – Tier 5.  [/p][p]Includes Steel Armour, Green Dragonhide and Splitbark armour. [/p][p]Added new Vestige rewards. [/p][p]Added a new debuff/status effect: Withering.  [/p][p]Players can become Withered and experience Soul Rifting when exposed to too much Wither Rot. [/p][p]Cleansing pools in the region will allow the player to remove the debuff and cleanse the effect.  [/p][p]Added a new Tier 3 Building Kit – the Castle Kit. [/p][p]Includes foundations, walls, stairs, floors, doorways, windows, everything a growing base needs!  [/p][p]Added new food to the world spawns.  [/p][p]New foods include Pumpkin, Watermelon, Wheat and Tomatoes in the overworld [/p][p]Added recipes utilising these new ingredients.   [/p]
[p]Added Mounts to the game.[/p][p]Surprise! We’ve been keeping this a secret. [/p][p]Players will be able to summon and ride a mount, in this case a Terrorbird, around the overworld to expedite travel. [/p]
[p]Added the Farming Skill up to level 65. [/p][p]Added new processing stations: Compost Bin, Water Barrel, Raincatcher Barrel and Oak, Ash and Willow Farming Plots! [/p][p]Added Plant Cure, craftable by combining Animal Bone with Weeds.[/p][p]Seeds will now spawn in hostile AI loot pack drop tables.[/p][p]Added the Composting mechanic when using the Compost Bin station.[/p][p]All of the following foods can be added to the compost bin to turn into compost: [/p]
  • [p]Any farmable produce[/p]
  • [p]Any plant or meat[/p]
  • [p]Any cooked or burned food[/p]
  • [p]Weeds [/p]
[p]Added new tools: Shovel, Compost Bucket, Secateurs and Watering Can [/p][p]Added Wood, Bronze and Steel variants of the Shovel and Watering Can. [/p][p]Added the ability to plant and grow trees from seed at Level 20 Farming. [/p][p]Added the Skill Spell “Uproot” [/p][p]Uproot everything in a radius, collecting all gatherable food produce. [/p][p]Added the Skill Spell Upgrade: Increasing the radius of Uproot. [/p][p]Added the Skill Spell “Humidify” [/p][p]Conjure forth a raincloud that rolls forward, watering all Farming Plots in its path. [/p][p]Added the Skill Spell Upgrade: Humidify’s rain now also cures any plants it comes into contact with. [/p][p]Existing Kwuarm sources, including enemy packs, will now be replaced with Kwuarm seeds for farming. [/p][p]Added buildable decorations including the Scarecrow. [/p]
[p]We've adjusted several aspects of combat balancing based on player feedback - most notably: [/p]
  • [p]We were previously combining damage scaling off of projectile AND weapon type meaning that the damage numbers were scaling more rapidly than other combat types. Yes, that means we're nerfing the Crystal Bow. A lot.[/p]
    • [p]Crystal Bow Changes:[/p]
      • [p]Stamina cost increased from 30 to 65[/p]
      • [p]"Force" from initial hit reduced from 600 (holy moly) to 50. [/p]
        • [p]This means that there's a much lower "hit react" to this in successive hits, which means you won't be able to stun-lock enemies when you hit them. [/p]
      • [p]Initial hit damage reduced by 50%.[/p]
  • [p]Burning status effect damage has been rebalanced.[/p]
  • [p]"Attack Steering" feature has been implemented. [/p]
    • [p]There's a grace period once you start an attack to adjust your melee and ranged attack rotations to make Melee Combat and Bow Quickshots feel more fluid and responsive. It'll feel great, even if you don't notice it right away! [/p]
[p]Multiple fixes for rare crashes [/p][p]Spells placed in the spellbook can now be removed. [/p][p]Begone, seventh slot of Axetral Projection! [/p][p]Radial Progress Bar will now correctly display progress when processing Dirty Water. [/p][p]Proggers in the chat. [/p][p]Fixes to accessing (or not accessing!) content in Creative Mode. [/p][p]Reduced likelihood of Gravestones spawning in unrecoverable locations. [/p][p]Don’t push your luck though, Death is here and he’s clearly not in the mood to do you any more favours. [/p][p]Stamina will now regenerate during conversations. [/p][p]We know Vannaka might leave some of you breathless but not like that. [/p][p]The “Special Attack” for the Crystal Bow now responds to the players’ aim more accurately. [/p][p]Fixes to triggers for gameplay effects in a few vaults. [/p][p]The signal down there must be dreadful, in all fairness. [/p][p]Fixes for music starting or stopping incorrectly in a range of locations. [/p][p]Improvements to the character creation and Steam invite flow. [/p][p]Fixes to the building stability system. [/p][p]Fixes to General Velgar’s weaknesses and resistances. [/p][p]Poison and Burning status messages no longer replicate incorrectly. [/p][p]The fire might be a hint, no need for us to repeat ourselves. [/p][p][/p][p]This is our first Major Update for RuneScape: Dragonwilds, and we are especially proud of the work that has gone into making this the update that it is. We're very excited for you to get into game and try this for yourselves. We'll be talking to you throughout the release week, and we have lots more to show you, but on behalf of the entire RuneScape: Dragonwilds team:

Thank you for making this year, and our game, so special. Merry Wintumber, and a happy new year - if you survive…[/p]

Runescape Dragonwilds' first major update is one big poison swamp, but at least we get mounts

If you've never heard of Runescape Dragonwilds before, forget everything you thought you new about Runescape. Okay, maybe not the fantasy adventuring. Or the multiplayer. But you'll be leaning on your survival instincts more than your MMO grinding skills when it comes to exploring the continent of Ashenfall. Dragonwilds' first major update, Fellhollow, promises more of the same as we explore the eponymous new region. From new quests and enemies to an explosive boss fight, here's what you can expect from the gargantuan update.


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Fellhollow Launch Day Stream

[p]Join Mod Doom, Senior Community Manager, as he teams up with JMods to take on Fellhollow on our launch day! [/p]

RuneScape: Dragonwild's Fellhollow update gets a zombie-bashing and magical farming look-in ahead of its release next week


It's funny to think that RuneScape: Dragonwilds, one of those cosy-ish, survival crafty type of games doesn't have farming just yet, but I suppose that's understandable given it is an early access game. Doesn't matter much either, as farming will be coming to the game next week as part of its Fellhollow update, which just got another look-in through a new gameplay trailer that also shows off all sorts of undead bashing you'll be doing.

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Dedicated Servers | An Update from Associate Technical Director, Mod Icecream

[p]Hey 'Scapers, [/p][p]Dedicated servers have been something that we've heard from you about a great many times since we launched into Early Access - your hopes, your excitement and your enthusiasm. [/p][p]Throughout the journey since Early Access launched back in April, the team have been hard at work making excellent progress across all fronts: optimisation, performance, bugfixing and content development. While that work has been going ahead, we've also been working on developing our network systems to support Dedicated Servers. [/p][h2]We are delighted to confirm that we are on track for our release of Dedicated Servers with the 0.11 update, which we have provisionally earmarked for the end of March. [/h2][p]Users will have two options:[/p]
  • [p]Hosting their own servers, using the Steam Server Binaries, on a computer at home or in the cloud.[/p]
    • [p]This will require some technical knowledge, as ports will need to be opened in your router, or tinkering with cloud services if you wish to use AWS or Azure, for example.[/p]
  • [p]Renting a server from one of our preferred hosting partners. [/p]
    • [p]This will be familiar to players who have spooled up servers in other Survival Craft games with friends. We are working with a hosting partner to make this as straightforward as possible in a simple and affordable way, so you can get right into the action. [/p]
    • [p]These will be available in one of two forms of server:[/p]
      • [p]Moddable, customizable servers where you can adjust the rules and settings as you like, or... [/p]
      • [p]"Vanilla" Dedicated Severs which cannot be modified, and will be fully secure. These will be flagged differently in the server list, so players can select servers knowing they are secured, and what you see is what you've earned authentically. [/p]
[p]We obviously want to be able to support increased player counts, too! [/p][p]We have already been testing these systems internally but are working on improving server browsing, as well as how we can facilitate adapting player saves to distinguish files, and allow your progress on these dedicated worlds to stand out and be protected. Next, we'll be focusing on customisation and world management options, and wider debugging overall. While we've been optimising the game since launch, we want to continue to refine this, even more so knowing that we want to increase the maximum player count further and reduce players' rental costs. Designers are also leaning in to help us better understand how to balance the game for a larger amount of players, and for worlds that exist for longer. Think damage multipliers, vault reset rates, reforestation, etc. We'll continue to pursue this beyond the initial release, of course. [/p][p]We are still in the process of selecting the best hosting partner possible to support what we're looking to achieve, and refine the onboarding experience. We know it can be daunting, so we want to make the experience as easy and pleasant as possible.[/p][p]We hope we can share more news on this as we get closer to the release of 0.11, so please stay tuned for more updates.[/p]