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Sunday, October 15, 2006

Player interfaces - 27 September 2006

We've now been able to rework some of the core interfaces used for controlling your character. The combat, worn-items and options interfaces have been completely changed, getting away from the old designs which featured text on tiny buttons and replacing them with clearer graphics.
Naturally these changes will take you a little while to get used to, so please check out the Knowledge Base page that explains what's happened before you do something dangerous like rushing into the Kalphite Queen's hive...


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Skill Tutors - 27 September 2006

This week the Duke of Lumbridge has recruited a number of tutors to help our new runescape players, both F2P and members. Adventurers fresh from Tutorial Island can often find themselves a bit lost in Lumbridge, so he decided to offer a bit of a helping hand.
The tutors (marked with a "?" icon on your minimap) are mostly based in Lumbridge, with just one residing in Varrock. As well as offering free advice on skills at any level, they also give you basic equipment should you lose it and even some training weapons and basic supplies.Other additions include:
A Lumbridge bank, found at the top of Lumbridge Castle.
A revamp of the way signposts work.
A glassblower on Entrana.
An improved Newcomer map - to offer more information on where you are in the world. Available from certain General runescape Stores.
Useful reminders on what to do if you should happen to die while young.
A free teleport to help the lost adventurer who has no clue where they are. Please note – this teleport cannot be used to evade combat.
Along with the new guides you'll find the swamps south of Lumbridge have received a bit of landscaping with more rocks being exposed for mining, new fishing spots in the river and Father Uhrney moving his hut even further away from the hustle and bustle of city life. With all this recent tectonic movement going on, a small island has appeared in the middle of the River Lum enabling those crossbow-equipped adventurers to cross to Al Kharid and back.


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Postbag from the Hedge - 27 September 2006

In this month's edition of the postbag, we have the answers to all those questions that have been bothering you for so long:
Who's the better swordsman - Vannaka or Harrallak Menarous?
Where did Baba Yaga get that amazing house?
Why do hill giants keep their boxer shorts so shiny and clean?
Plus a poem from a crab, and much more...

Don't forget to keep sending us your artwork for the forthcoming Gallery!


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Slug Menace - 20 September 2006

For Holgart, the peaceful village of Witchaven was the perfect place to retire and spend the rest of his days fishing. Sadly, some greedy merchant decided to build a huge fishing platform right in front of them, killing off the livelihood of every fisherman in the village. Many adventurers have already visited the platform and its strange guests, but little has been done about their strange powers... until now.
Despite the fact that most of the population of nearby Ardougne had forgotten the village even existed, Mayor Hobb is a proud and resourceful man who will not leave the glory of Witchaven to the history books. Is he responsible for the sudden rise in activity in the area, or is there some other power at work here?

Whatever it may be, it's the perfect opportunity for the Temple Knights to send out their most promising initiate for a spot of investigation and possibly a little heroic evil-destroying action. Will you be able to resist the darkness that lurks in the murky waters? Where does your destiny lie? Only those brave enough to tackle the Slug Menace are likely find out... one way or another.

Keen Temple Knight recruits should know that the rank of Proselyte will be available to anyone who can complete the mission, as well as access to a new set of armour.

Report to Sir Tiffy in Falador park for more information regarding this hypnotic adventure...



In other news...

Along with Slug Menace and the game engine upgrades we mentioned in previous announcements, we've also adjusted a few game features that needed attention. In particular:


Duradel, the Slayer Master in Shilo Village, has been persuaded to rethink the assignments he sets. He's dropped the weaker monsters from his list, so experienced adventurers may find him much more likely to set them a challenge worthy of their combat skills.
If you're smelting iron ore with a ring of forging, you'll now automatically stop when the ring melts.
We've fixed a bug where some of the Vyrewatch kit was the wrong colour.
When you cast a spell at a monster, it should now flinch in pain instead of just standing impassively and glaring at you.
South of the Barrows, the Burgh de Rott fence has been extended as far as the Vyrewall so that unwary adventurers won't wander unexpectedly into the nasty Vampyre Juvinates that roam that region.
This being Morytania, the fence is falling down already, and anyone who's reaching the end of In Aid of the Myreque will be able to find a way through.
If you're stuck behind the fence with the vampyres, don't worry - you will be able to climb out to freedom.
We've added a bit more variety to the sound of woodcutting!
The interface you see when you use a spinning wheel has been enlarged to make room for future spinnable items. Along with this we've added an option for spinning crossbow strings out of tree roots.
The monks who run the ship from Port Sarim to Entrana do not permit you to take gauntlets or hand-armour to their holy island. However adventurers travelling to Entrana through the Abyss were able to take such items onto Entrana via the Law Altar.
Saradomin has recently tightened up his restrictions, so it is no longer possible to take gauntlets or other armoured hand-wear through the Abyss to Entrana.


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Progress update - 18 September 2006

We're sure some of you are wondering when the next update will be and what we've been up to lately - So we thought we'd tell you a little bit about what's been going on. We haven't forgotten about you! We have just been (very) busy upgrading Runescript (our custom scripting language that we use to write the game).
Before we can start using the new version, we need to make sure that everything still works and that the changes won't break existing content. With a game as complex as RuneScape this has been an enormous task, hence the gap in updates last week. Indeed key people have been working evenings and weekends as well to get it all done!

Naturally we are still working on the types of exciting updates you'd expect, but 'under the hood' upgrades like this are also essential to help us do new types of content and continue to raise the standard of future releases.

We are aiming for an update later this week assuming the rest of our internal testing continues to progress without issue. If you're wondering what it will be, do read the behind the scenes document for September. We are still planning on sticking to that schedule and releasing the updates we said we would this month. And that's in addition to the Runescript upgrade work!

Thanks for your patience!


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