Ben
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Posts posted by Ben
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Jeez, let EJ post whatever he wants. I am sure he's aware of the safety stuff.
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Got haircut earlier this month.
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Keep in mind, the update will be coming in September, according to JMods.
The content will require a quest to complete in order to get access to the island. They will contain many contents, which includes:
Planned Features
- A new quest, Bone Voyage.
- An above ground and underwater area.
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Uncover the history of the Wyverns and God wars.
- Two new types of wyverns: Ancient and Normal Wyverns, which require 66 and 82 slayer respectively to kill as well as completion of Bone Voyage
- New unique drops from the Wyverns such as Granite Boots, Granite Longsword and the Ancient Visagewhich can be used to create the Ancient Wyvern Shield, a shield similar in function to the Dragonfire Shieldyet for Magic.
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Skill expansions as well as dual skilling methods.
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The Volcanic Mine, requiring 155 Kudos and 50 Mining and offering experience rates comparable to some of the best existing methods in game. In addition to this you will receive small amounts of ores and fossils. It is a new group skilling activity which focuses on the mining skill, similar to Wintertodt in that the players can contribute to the success of the team by performing one of several activities:
- Controlling the flow of lava.
- Removing rocks from the walls.
- Solidfying the floors.
- Mining and depositing minerals.
- Hardwood Farming, allowing players to grow Teak and Mahogany trees.
- Tracking and Herblore, in which the player tracks a plant-like animal similar to kebbits. Successful capture will allow the player to harvest herbs from its back.
- Bird House Traps, which require Crafting and Hunter to create, can be placed on Fossil Island and offer the best experience from 5 to 35 hunter, whilst also rewarding Crafting experience.
- Ultra Compost, a new type of compost, as well as volcanic ash which can be added to a harralander potion in order to create a compost potion, requiring 21 herblore.
- Underwater Agility & Thieving, with no set courses which allows players to freely parttake in activities which will grant Agility and Thieving experience. Experience rates are approximately 30k XP/hr at 99 agility and 110k XP/hr at 99 thieving. Activities include swimming around while looting treasure chests as quickly as possible while holding your breath.
- Seaweed Farming, in which Giant Seaweed can be grown at 23 Farming and provides two soda ash when burnt.
- Underwater Fishing, where the player can use drift nets to catch passing fish or chase down their prey with a harpoon or trident. Estimated experience rates of 50k XP/hr in Hunter and Fishing at level 60. However, Fishing this way will offer the player the chance to gain Hunter or Agility experience.
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The Volcanic Mine, requiring 155 Kudos and 50 Mining and offering experience rates comparable to some of the best existing methods in game. In addition to this you will receive small amounts of ores and fossils. It is a new group skilling activity which focuses on the mining skill, similar to Wintertodt in that the players can contribute to the success of the team by performing one of several activities:
- New PoH room.
There are my thoughts on this:
With the way this requires, I am excited about this. Volcano mining, farming, herblore, much more. This is a Skiller's dream. I honestly can't wait to explore this once I complete the quest.
Dev blog about this: http://services.runescape.com/m=news/dev-blog-fossil-island?oldschool=1Wiki article: http://oldschoolrunescape.wikia.com/wiki/Fossil_Island
Other than my thoughts - what about yours?
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Both. You can put soft-shell inside the hard-shell. Taco Bell did this, and I'm sure some other taco fast food restaurants do this.
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1 minute ago, Joshy said:
Got it after Benroy's response, but thanks anyway.
I'm thinking of incorporating a dragon in place of these goblets with the volcano in the center as if you were peaking out of a. I think having two volcanoes would look silly. Place some typical looking fossils into the wall. I think this would be like peaking of a building on the island just before getting to the volcano. The following is clearly not the work. It's just a high-level overview of my concept.
-snip-
Another approach would be to turn the goblets into some kind of fancy indoor goblets aboard a ship, and to have the outside be the front of a fancy ship on its way to the island Maybe add some (round ship-like) windows to break some barriers and add more outside view. Again: A high level overview of my concept.
-snip-
4I like this. I hope someone in Creative Team will be interested in doing this work. Fossil Island is something unique; they will be released targeted to September, which is 3 weeks away. The update is huge, with mining training method and prayer training method coming in the way as well with the quest, which, I believe it should be at the medium level.
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http://services.runescape.com/m=news/monkey-madness-ii-log-in-competition?oldschool=1
This article is saying to mirror this image, and there's how the winner of the contestant did: http://imgur.com/NnDHyhB
So, it is saying to use the image or similar to this.
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4 minutes ago, Joshy said:
I don't 100% understand what they mean by mirror. Are they meaning they want to keep the flame; otherwise: Change the rest of the image or re-use the image with some new features?
I believe this is similar to new master quest they released in May 2016. Let me find it.
I think this is saying use the theme of the image since Fossil Island is a new island and content with a quest.
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Unfortunately, I don't think any of the Creative Team actually play OSRS because it requires an RS player. It would be neat to see the team get GFL recognized by the OSRS community.
Got distracted while training hunter >_>
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August 17, 2017
This week we're announcing a new log in screen competition. We're looking back at a successful PvP Championship, and looking ahead to the excitement of Wilderness Wars. The ways in which ammunition and runes can be collected has received a noticeable overhaul. Plus there's a plethora of quality of life improvements and fixes.
Runes & Ammunition Pick Up
It's now possible for players who have a rune pouch in their inventory to pick up runes and place them directly into the rune pouch. There must first be a matching stack within the rune pouch, and there must be space for the runes. The ability to place the runes within the rune pouch is toggled by first speaking to the Magic tutor in Lumbridge.
Similarly it's now possible for ranged players to talk to the Ranged tutor in Lumbridge in order to toggle the ability to have ammunition returned to their worn inventory, bolt pouch, or blowpipe when picking it up. Again, there must first be a matching stack of ammunition, and space for the ammunition.

Fossil Island Log In Screen Competition
To coincide with the arrival of Fossil Island we'd like to offer the Old School community the opportunity to exercise their creativity. The artists of Old School more than answered our call for the competition with Monkey Madness II, so we're incredibly excited to see what you have in store for us this time around.
The Old School log in screen works by taking this image and mirroring it. The submission must be a .jpg, like the linked image. It must also be the same size. The flames and other window boxes will be placed on top of it in the positions they currently adopt in game, they can't be shifted down or sideways. The image is automatically mirrored.
Submissions should be sent to [email protected] and must:- Include "log in screen" in the subject of the email
- Have your design attached as a JPG
- Include your RuneScape display name in the body of the email
The deadline for the log in screen competition is Monday 4th September. The winner will be selected and will be announced with the game update on Thursday 7th. In addition to seeing yourlog in screen in game, the winner of the competition will also receive 12 months of RuneScape Membership!

Wilderness Wars
We announced earlier this week that we'll be attending Insomnia61 with a brand new event: Wilderness Wars!
Wilderness Wars will involve 245 soldiers led by 5 Generals. The Generals will possess incredible power with their combat skills buffed significantly allowing for the destruction of any soldier that gets in their way.
Starting off in a random area of the Wilderness, these five armies will battle it out for victory and a chance at getting their fingers on the $15,000 prize pool! There will be mutated bosses with special loot to give teams gear upgrades which will enhance their damage dramatically.
Playing on the eSports Stage at Imsomnia61 at4pm on Saturday 26th we have B0aty, MMORPG, Sick Nerd, Torvesta, and Knightenator. The tournament will be hosted by Mod Archie and Mod Sween and shoutcasted by PureSpam and Skiddler!
Watch the carnage in person at Insomnia61 at4pm BST Saturday 26th, or live on twitch.tv/runescape.

PvP Championship Round-Up
Saturday 12th August and Sunday 13th August saw the most heavily-contested attempt at competitive gaming in Old School RuneScape so far.
We'd again like to extenda huge congratulations to:- The winner of the 1v1 bracket: Monni
- The winners of the 5v5 bracket: Future of Old Style (FOOLS)
- The winners of the 20v20 brackets: Reign of Terror (RoT)
If you missed any of the excitement you can view past broadcasts on the RuneScape twitch channel, or on the Old School RuneScape Youtube channel.
In Other News
The blowpipe will now deal 0 damage when used in Barbarian assault. This change is a result of players abusing an issue which required the ammunition slot to simply contain the type of arrow requested. This was not an intended mechanic of the minigame, and so it has been fixed.
- Tournament World 407 is being taken down until it's needed again
- Tournament Worlds 408 and 409 are now known as Wildy Wars practice in preparation for the upcoming Wilderness Wars event
- The Rag & Bone Wish List has been moved into the Quests section under the moniker Rag and Bone Man II. This is because completion is rewarded with Quest points
- We have removed the red highlight from prayer drain
- The green colour within the Quests, Achievement diaries, and Chat channels have been adjusted slightly in order for colourblind players to differentiate better. In this image example the current interface is on the left, and the new interface is on the right.
- The exact number of scales left in your blowpipe will now be shown when you Check it, this is in addition to showing the percentage remaining
- The capacity of the bolt pouch has been increased from 255 to 10,000
- Cats fighting the Hell-Rat Behemoth will no longer consume entire stacks of karambwanji in one go. Greedy, greedy cats
- Checking the approval of the NPCs on Miscellania will no longer cause the NPCs to change the direction they're facing. Previously they'd do so, and then silly things like try to cut thin air rather than trees. It wasn't good for productivity
- A right-click Fur Clothing option has been added to the Varrock Fancy-dress shop owner to speed up the process of acquiring hunter equipment
- Torn scrolls found when completing Master clues now have their left-click option as Combine
- The chance of encountering Scavenger beasts within Raids now scales based on the initial average combat level of the party. The higher the average combat level, the higher the chance
- The Wizard guild battlestaff vendor now wields a staff to make it easier to identify him
- The 3rd age axe can now be used when making Barbarian pyre ships
- Items dropped on the floor within the Kraken boss instance will now last for 30 minutes. No change has been made for the regular room.
- An issue which caused the camera to jump to the Barbarian agility course when crossing the Basalt rocks south of the Lighthouse has been resolved
Discuss this update on our forums.
Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School TeamArticle Link: http://services.runescape.com/m=news/runes-and-ammunition--log-in-screen-competition-?oldschool=1
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Just now, Tahytn said:
Honestly cant wait for this release, this will most likely get me back into OSRS. During school i usually use google chrome viewer and played off my desktop, but now itd be much more simpilier. It would also be funny if the app got on Top Charts for weeks.
Of course. I want to get in this beta, give out feedbacks, and other stuff.
There is a way to get into beta testing for iOS. I use Discord for communications with others, and I have it as beta. Jagex will have to go through test flight for this. When I sometimes want to play OSRS on phone, I use Splashtop with trackpad simulated, with OSBuddy stretched screen, it makes easier. I can't wait for the development of scaling UI with a full-screen mode for OSRS.
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August 16 2017
Dev Blog: OSRS Mobile 
It has almost been a month to the day that we announced Old School was coming to mobile. Naturally you had a lot of questions surrounding the announcement of what is arguably the biggest thing to ever happen to Old School RuneScape. There has been a constant clamour to know more about just how it's going to work, and understandably so, porting an expansive MMORPG to a mobile device is an incredibly ambitious project.
Touch Experience
Our core focus when porting Old School to mobile was recreating the authentic desktop experience designed by the Gowers. This blog will answer questions you might have regarding the game controls, it will also offer an insight into the considerations we've had in mind throughout development, and we'll also talk Beta testing.
Controls
When RuneScape was born, many of its controls were designed similarly to how you might interact with awebpage; with left-clicks to perform actions and right-clicks to create menus of actions, it was important that the game controls were intuitive and felt natural as back then you were playing within a browser.
We want to make OS Mobile feel as much like you’d naturally expect from a mobile app as possible; sliding in a direction to rotate the camera, pinching to zoom and quick touch gestures to interact with entities or open a menu.
Ultimately, we’re aiming to have multiple options available for players to allow forcustomisation based on how you like to play the game; and when we move into Beta we’ll have these prototypes available for players to try out and provide feedback on.
Keyboard
One key difference between Desktop & Mobile is how a keyboard operates. Instead of a physicalkeyboard you have a digital one, appearing on demand in your screen space. Depending on how you like to play Old School, the keyboard can be totally irrelevant or incredibly valuable, so it’s important to us that the keyboard be both intuitive and available on demand for you. With that in mind, we’ll be making the keyboard automatically appear when you select a text entry field, such as the chat window, and have it be quickly accessible via a simple gesture, should you want it to for other scenarios like menu shortcuts. In addition, we’re adjusting and amending various interfaces and HUDs to ensure they are not covered up by the on-screen keyboard.
Main Game Screen Interface
One of the biggest differences between the Mobile & Desktop clients is the layout of the main game screen interface. In our current iteration, we’ve moved the chat window to the top and split the side panel into two and placed the buttons on either side of the game frame, with the mini-map staying where it is.
The reasons for this are straightforward; native mobile keyboards can only appear from the bottom of the screen, meaning it would hide your chat window when visible; not ideal when it is the most likely place you’re going to type. We also considered how you would hold your mobile when playing Old School and how to maximize the amount of game world you can view, which led us to separate the side-panel. Having them split with the option to hide means they’re both in optimal positions to touch with your left or your right hand and meant that when collapsed you can see much more of the game. However, designs are not set in stone and the end result will very much depend on your feedback.
Once we’re in beta we’ll also be prototyping some additional features that should enhance the touch experience and we’re looking at various designs to ensure the functionality of features like shift-click to quickly drop items continues to be to possible on Mobile.


Here's a screenshot from a very early build of the mobile client. Note that the chatbox is expanded, as is the skills tab.
Interface Scaling
The world of Mobile & Tablets has resolutions ranging from 640 x 1136 to 1440 x 2048. On the higher resolutions with a smaller screen, the current interface sizes are rather small and can be difficult to accurately navigate with touch, so to address this we’ll be bringing Interface Scaling to both mobile and desktop, allowing you to select the size that works best for you.
Game Feedback
Old School is not great at telling you what you’ve just done. When you click in the game world you’re met with a small X to indicate you’ve performed an action, which is either red or yellow. On desktop, this kind of works because it can be seen but when using touch, the X is generally hidden behind your finger. To address this, we’ll be prototyping several options for players to try out and give feedback on during the beta.
We’re still working on designs for these and will reveal more as we get closer to a beta release.
Game Updates
Weekly game updates are obviously a massive part of the Old School experience, and I know many of you are wondering how they’re going to work with the mobile apps.
Our weekly game updates will continue with Mobile and we have the process in place to have app updates readily available when the update is deployed, meaning you won’t be disadvantaged or lose out by playing on mobile.

We don't do enough cheesy squad photos of the team. Here's one of us ignoring one another whilst scaping.
Compatibility & Performance
Whether you’re developing software, applications or games; compatibility is always a key consideration. For desktop computing, you must consider the operating system, such as Windows or Mac OS and the various versions, the processor power, memory usage and graphics power and you’ll almost always find a minimum spec for anything you can install. Mobile development follows the same principal; your main operating systems are Android & iOS, and you have a plethora of processors, graphics processors and amounts of memory to consider, which all vary by device, and as you can imagine – there are thousands of different devices!
We’ll be doing our best to ensure we have as much compatibility as we can. As with desktop, there will be devices that just don’t play nicely or don’t work at all, but we will be focusing on making sure the most commonly used devices are top of our list.
We’re also working to improve performance in the mobile app to target a broader range of devices, and these improvements will ultimately benefit the desktop client too.
Beta & Beyond
So, the question I’m sure you all want to know the answer to, when will the beta begin?
Before we can start rolling-out a large-scale Beta, outside of getting the game into a good place we must update a lot of our supporting systems. These include systems like bot detection, player supportportals and bug report queues and they all need to not only recognise that you’re on a mobile, but provide useful information like your device specifications.
Beyondthat we’re working with the App Store providers to get the games approved, listed and available for beta; we’re almost there with Google Play and are in the early stages with the Apple App Store.
The Mobile Beta will be performed in the live game, meaning that if you’re invited, you can use your live account and make progress as usual in the live worlds with other players; so, it’s very important we get it right before opening it up.
If all goes as planned we’re looking to start rolling-out initial beta invites sometime after RuneFest thisyear; and once the beta begins we’ll continue to iterate upon it. Adding features, fixing issues and addressing feedback, all while adding more players with each iteration.
Beyond the beta there’s a lot more we can and want to do and we’re surethere’s a plethora of new features players will request for the mobile experience specifically… so your feedback has never been more important and we’ll be discussing these in future developer blogs!

As always, we're very interested to hear what you have to say about this blog. Discuss it on our forums.Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School TeamArticle Link: http://services.runescape.com/m=news/dev-blog-osrs-mobile?oldschool=1
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I managed to get another highlight while playing OW tonight.
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I've had this happened before. Some electronics broke because of it. When it storms like this, be sure to turn off electronics just in case.
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August 10 2017
Dev Blog: Fossil Island
Fossil Island has existed as an idea in the heads of designers since 2005, as a concept in the game since 2007, and was unveiled and polled back in April. With its release nearing, it's time to divulge more details about the mysterious isle. In the first of two blogs we explore the underwater areas beneath Fossil Island, and we take a brief look at the Mushroom Forest and the skilling methods which can be found on offer inside it. The primary developer on this project, Mod Maz, will answer your questions, and we'll also be sharing concept art of varying stages of completion.
Click to see a larger version of the concept art in its early stages
Underwater
In this section of theblog we'll offer a detailed breakdown of the unique mechanics found underwater, and we'll take a closer look at the skilling activities found in the depths.
Air mechanics
As showcased on a recent Q&A stream, the underwater area carries with it a unique air mechanic. Diving to access the underwater environment requires diving apparatus. When underwater an oxygen meter will appear. This bar begins at 100% and reflects your supply of oxygen. When wearing the fishbowl helmet your oxygen levels will not deplete. However, when you aren't wearing the fishbowl helmet your oxygen levels will begin to decrease.
The fishbowl helmet can be worn in the area immediate to the initial diving site, so you don't need to be concerned about your air supply. However, the majority of the underwater area is the domain of the mermaids. You'll find that onemermaid in particular has a reason for disliking fishbowls.
In order to access thisarea you will have to abandon your fishbowl helmet and manage your oxygen carefully by utilising the environment.
Restoring your oxygen levels can be done via a number of methods. Large bubbles will appear in certain areas underwater, moving your character to within these bubbles will restore your oxygen. Air can be harvested from growing weeds (akin to taking water from cacti). Many puffer fish can be found underwater, these can be caught and squeezed to take air from them and then release them. There are some areas which are abovewater, if you're able to find these you can restore your oxygen.
Fully running out of your oxygen (the bar reaching 0%) will result in your character being asphyxiated and returned to the surface of the island above the underwater area.
Underwater fishing
The underwater fishing activity requires at least 47 Fishing and 44 Hunter to begin, and will reward xp in both skills. Drift nets are tradeable and can be crafted by using jute on a loom at level 26 Crafting. These drift nets can then be strung up underwater to catch fish over time. The nets will break upon harvesting your catch.
Left alone the drift nets will passively catch fish at a slow rate, or you can actively pursue fish with a trident to drive them into the nets. Pursuing the fish will ensure that the rate of reward andxp is higher. The type of fish harvested and the xp gained will scale according to your current base level.
The amount ofxp granted from this activity is by no means comparable to the highest xp rates found elsewhere. The xp is approximately 40% of the xp you'd ordinarily get through other methods, but gives it in both hunter and fishing at the same time.
Underwater agility and thieving
The entirety of the underwater area is essentially an agility course unlike those you've experienced before. Inessence it's free-form agility, comprised of obstacles to navigate, and chests and clams to loot.
Thieving underwater is comprised of stealing various riches from treasure chests and large clams. Opening the chests and the clams and looting from them naturallyrequires the thieving skill. Thieving xp is inherently given when successfully thieving whilst underwater. When looting the chests and clams you will also receive the bulk of the agility xp which can be found whilst underwater.
Failing certain obstacles can result in the loss of oxygen, and navigating around the underwater area isn't as simple as it may seem due to the presence of underwater currents.
Looting from large clams and treasure chests will yield mermaids tears. These can be traded with the fishbowl-hating mermaid for fossils, seaweed seeds, and the trident.

Mushroom Forest
One of the most striking environments found on Fossil Island is the Mushroom Forest. The surrealness of the forest is on a grandscale, and is among the most unique places in all of Gielinor. With this in mind it's best for you to explore its rich narrative.
Prayer training
Within the Mushroom Forest is a pool full of fungal life. Adding pyrophosphate and calcite (both of which are found around the island) will fuel a chemical process which willrecalcify fossils into enriched bones which can be used to grant prayer xp. The fossils which are used are non-tradeable, as are the resultant bones you receive. Mod Maz also answers a question regarding this activity in the next section of the blog. The image immediately below this one shows the pool and the activity interface.
Click to see a larger image which shows the prayer activity interface
Bird house traps
Bird house traps can be constructed to lure in and capture birds. They have already been covered in great detail, and all of the information you need can be found in April's dev blog.
Tracking and herblore
The tracking activity on Fossil Island has already been covered in in April's dev blog. In this blog we're able to offer a preview of how the activity will appear, complete with temporary placeholder graphics! How about those bright pink paw prints?
Q&A with Mod Maz...
Was the underwater area present when Fossil Island was first envisioned?
Absolutely. Mod Mark and I wanted to try to fit in a little bit of most environments into Fossil Island, featuring volcanos, swamps and under the water.
What difficulties did you face in developing the mechanics found underwater?
Previous underwater content was tightly restricted to just a few quests and a very small environment with just one or two things to do. To facilitate the ability to interact with many different items underwater, I had to hook into fundamental game systems such as those used when you wear/drop and pick up items. This was quite challenging to do without interfering with the rest of the game as a whole.
What rewards are offered by the mermaids?
Mermaids are fickle creatures, often over emotional or just plain strange, so they have decided to offer their own take on a trident – not for combat, but specifically made for underwater fishing. This is in addition to the fossils that they have found under the water and seaweed seeds.
Does the seaweed farming work in the same way as all other farming? i.e. you need to rake the patch, use compost, plant seed.
Apart from being underwater, yes! Fertilise your patch, plant your seed and go do some drift net fishing or agility whilst it grows, then you can harvest some giant seaweed. You can even use a very soggy leprechaun to store your tools.
How long does seaweed take to grow, and is the patch unlocked once you can access the underwater area, or is it an additional unlock?
The seaweed patch is only locked behind your ability to get under the water. It’s quite close to the entry point too. It'll take between 20-30 minutes to grow.
What can be fished underwater via the two different methods (hunter & passive)?
Fish and fossils! The only real difference between these two methods are the time and effort you want to put into it. Set your nets and go do something else and you’ll very slowly gain fish over time, sacrificing the hunter XP as you aren’t actively hunting the fish. Or if you want to fish quicker, get your trident out and go scare some fish into your nets. This will earn you hunter and fishing XP, as well as allowing you to harvest your fish with the occasional fossil dredged up too.
Once the displays are completed, what use is there for fossils?
This was one of my primary concerns when designing the island. I did not want it to be a one-shot piece of content that you never go back to so there are several uses for them. The ancient mycelium pool used by the original inhabitants of this island seem to have the ability to restore fossils into bone, but not any normal bone. In addition to this, the Ancient Wyvern Shield uses them for charges. There is also a planned future repeatable use for them in the museum, but that will come in a subsequent release.
How does the prayer activity work?
So it appears that the mycelium pool can convert fossils into enriched bones via a chemical process. This uses pyrophosphate and calcite, both gained from several places around the island. Whilst the reaction is happening in the pool you must keep your fossils below the liquid level, as they tend to float. If you don’t do this, you will lose some fossils to the chemical reaction. Once done, you can rinse them off and use them to get prayer XP at another location on the island.
Is there anything else you’d like to tell the players about Fossil Island?
Two things! There is a lot of lore behind fossil island, but for the most part it is optional, so those of you that are lore hounds will hopefully be fulfilled as well as those of you are there for the activities. The other is that there is SO much more I want to add to the island over the coming years. The players contributed so many good ideas that we had to cherry pick just a few for development, but we feel that others deserve a place there too. This will be an ongoing TAPP project for me for a long time to come, so expect more activities!
Other artwork
Below are some of the designs used for the Varrock Museum displays. Click to see the large images.



Coming next time
Click to see a larger preview of the lava mining activity
As always, we're very interested to hear what you have to say about this blog. Discuss it on our forums.
Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School TeamArticle Link: http://services.runescape.com/m=news/dev-blog-fossil-island-underwater-and-mushroom-forest?oldschool=1
Thoughts on this devblog? I'm hyped for this since it's aimed to come early September.
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4 hours ago, Leks said:
this is like, A friends dream lmao
Right lol
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August 10 2017Anybody who has refrained from levelling to 99 or maxing can breathe a sigh of relief, as today sees the release of the new milestone fireworks and notifications. The polled changes to karambwanji and karambwan fishing are effective as of today. The PvP Championship is just days away. And we offer an update on the development of the Make All interface, Fossil Island, and the grotesque guardians!

Level up
We love to celebrate the achievements of our players. Today sees the release of all new firework animations for players reaching level 99 in a skill, and a more grandiose animation for those of you who achieve level 99 in all skills.
Reaching level 99 in a skill will now yield a bright and colourful animation, whilst maxing your character will result in a longer-lasting red and gold animation. Very fancy.
The max fireworks are on the left, and the level 99 fireworks are on the right.
In addition to this you will now receive a notification in your chatbox for every 25 total levels gained, plus a separate message will be displayed when reaching the maximum total level.
Karambwan and Karambwanji changes
During Content Poll 54 we polled a number of changes which would make fishing for karambwan a more viable option for legitimate players.
As of today's update, Tiadeche's Karambwan Stall now has a stock of 50 karambwanji at a default cost of 10gp each. In addition to this, raw karambwanji are now stackable in your inventory. As raw karambwanji are the bait required to fish for karambwan, this should make fishing much more accessible.
It is no longer possible to cook raw karambwanji, except when required during the Tai Bwo Wannai Trio quest. All existing cooked karambwanji will be exchanged for raw karambwanji upon login. This was essential to do because otherwise the change to make karambwanji stackable would effectively ensure a very cheap, stackable food source.
For balancing reasons fishing karambwans now grants 50xp rather than the previous 105xp.

What's coming up?
The PvP Championship is just days away! Check out the stream schedule to plan your weekend of viewing on twitch.tv/runescape. Join us on Saturday 12th and Sunday 13th August and support your favourite pkers and teams!
Development on the Make All interface is still ongoing. The core is mostly in place, and is carefully being rolled out through the game. Extensive testing would then follow before it is fit for release. We're aiming for release in a few weeks.
Fossil Island is nearing its early September release. The first of two development blogs will be going out later today to whet your appetite for knowledge.
The development of the Grotesque Guardians will be kicking off this month.
In Other News - World 400 has been added in preparation for the PvP Championship. Only players participating in the tournament will be able to access this world.
- Purple sweets have been removed from the tournament world chests.
- The Fight Caves have now been removed from the tournament worlds.
- Castle wars bracelets can now be purchased, used, and sold on F2P worlds.
- Jugs of wine and half full wine jugs are now counted as food in more PvP situations.
- The message for polishing buttons from the digsite has been added to the chat filter.
- The examine information of Ice arrows has been updated to include the Twisted bow.
- A typo on the Legend's Quest mossy rock has been fixed.
Discuss this update on our forums.
Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School Teamlevelling to 99 or maxing can breathe a sigh of relief, as today sees the release of the new milestone fireworks and notifications. The polled changes to karambwanji and karambwan fishing are effective as of today. The PvP Championship is just days away. And we offer an update on the development of the Make All interface, Fossil Island, and the grotesque guardians!Article Link: http://services.runescape.com/m=news/fireworks-and-karambwan?oldschool=1
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Played as goalie and ended up scoring for the team.
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1 hour ago, Joshy said:
The RuneScape team needs to have some entry level and free to play (F2P) activities available. I also suggested making guides to help redirect some of the traffic to a place like GFL. RuneScape has a lot of activities, skills and quests. I could not find any GFL related content on the RuneScape Official Forums (RSOF). This is a big mistake.

People are literally looking for clans and RSOF is a very limited forums constrained by resources and rules. This often leads people to joining forums like ours. I play less than once per week and I've had no problem recruiting people into the other clan I'm in.
Another strategy to consider is this whole clan affiliation/collaboration thing.
3I've been considering to post a recruitment thread in an RS fan-site called Zybez. The site has what we need in order to gather people. There will also be another activity in F2P through OSRS - which is, by the way already free. Jagex recently made Castle War free-to-play.
Unfortunately, to post in Zybez, according to the rules, we gotta link them back. This is possible, so I will have to talk to Leks about this. Also, I will be bumping the thread on the clan recruitment. They have a rule that you can only bump every 10 minutes.
Official Forums thread: http://services.runescape.com/m=forum/c=bgQhW-XAfzQ/forums.ws?320,321,664,65892404
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August 03 2017
It has been slightly more than two months since the release of the Inferno, and as the number of players successfully besting TzKal-Zuk continues to increase, today marks the release of an Inferno Slayer task. Tournament worlds are re-opened in preparation for the PvP Championship which takes place in little over a week's time. Poll 56 has a strong emphasis on Quality of Life changes. Plus the usual range of patches, fixes, and QoL tweaks.

Inferno Task
Firstly, it's important to specify that this task will be solely for those who have already killed TzKal-Zuk.
Today sees the release of the most challenging and rewarding Slayer task yet. Upon being assigned a TzHaar task, players who have successfully already done so will be offered the chance to again challenge TzKal-Zuk.
Completion of this task will yield 100,000 Slayerxp from killing TzKal-Zuk, and it offers an increased chance of the Jal-nib-rek pet.
The Slayer helmet damage and accuracy boosts will be effective against all monsters inside the Inferno, andnaturally the Expeditious Bracelet and the Bracelet of Slaughter do not affect the task. Dying during the task or leaving the Inferno prior to completion will see the task wiped, as with the TzTok-Jad task.

Tournament Worlds
Worlds 408 and 409 are being converted to Tournament worlds in preparation for the PvP Championship. As the PvP Championship is our most ambitious non-Deadman competition to date, we felt it fitting to allow the participants to practice in an environment as close to the Championship as possible. Naturally everybody else is encouraged to join the fray and test their mettle too!
As with priorreleases you'll be given the freedom to select your own stats, and you'll have a wide range of equipment to choose from. The Tournament worlds will be active until the 17th August, so you have two weeks to hone your combat prowess!
Be sure to watch all of the action from the PvP Championship on twitch.tv/runescape on Saturday 12th and Sunday 13th August!

In Other News
As the release of Fossil Island draws nearer, we've been hard at work implementing various requested fixes and quality of life changes to improve your playing experience.
Colour tags have been added to the following messages- "Your cannon is out of ammo!"
- "Your kitten is hungry."
- "Your kitten wants attention."
- "You have run out of prayer points, you must recharge at an altar."
- "You have a funny feeling you're being followed..."
- "You have been frozen!"
- Your Trident of the Seas or Trident of the Swamp running out of charges
- Completion of your Slayer task.
- Degradation messages for: Barrows equipment, Tentacle whip, Arclight, Crystal halberd, Crystal bow and Crystal shield.
- A right-click option to Quick buy from Gertrude has been added.
- Ancestral armour has been added to Hofuthand's prices interface.
- A confirmation message has been added when dropping a light source into the AhZaRhoon fissure.
- A number of fixes have been made to the Sea Slug cutscenes.
- A typo present in the completion message of a Karamja achievement diary task has been fixed.
- The messaging when peeking using the Lighthouse dungeon ladder has been fixed.
- A 100 charge remaining warning has been added to the Trident of the Seas and Trident of the Swamp.
- A 100 charge remaining warning has been added to the Tentacle Whip.
- A 1% scale, and a 100 dart remaining warning has been added to the Blowpipe.
- Messages detailing how many bonemeal you have left to gain from Robin have been added.

The literally playable poll
Poll 56 has a strong emphasis on quality of life changes. Recently we asked what you'd like to see changed to improve your playing experience, and here's what we'd like to offer:
Question: Should you be able to recolour individual pieces of graceful after the initial set recolouring purchase from Brimhaven Agility Arena? For example: if you previously recoloured graceful equipment and then lost it, you'd now be able to recolour individual pieces rather than have to recolour an entire set. There would still be a cost attached to individual pieces.
Question: When on task, should the Slayer helmet effect be applied when attacking respiratory systems encountered during the fight with the Abyssal Sire? This would apply the accuracy and damage boost of the Slayer helmet.
Question: When hovering over the special bar of a weapon with a special attack, should a textbox appear which details the effect of the special attack?
Question: Should the stock of teleport cards in Diango’s Toy Store be increased from 10 to 100? Teleport cards are used to charge the Chronicle which provides teleports to the Champions’ Guild.
Question: Should a barbarian fishing spot be added to the top of the waterfall next to the Chambers of Xeric?
Question: When picking up ammunition which you already have equipped, should that ammunition be automatically equipped rather than going into your inventory?
Question: When picking up runes found within your rune pouch, should the runes automatically be placed into the rune pouch rather than going into your inventory?
Question: Should the capacity of the bolt pouch be increased from 255 per slot to 10,000 per slot?
Question: Should the ‘Glider’ option on gnome pilots be moved to become the first option? Currently the first option is ‘Talk’.
Question: Should a chatbox message be added which will inform you that the effects of a super-antipoison/antidote++ are about to expire, and another added to inform you when it has expired?
Question: Should a right-click ‘Chase’ option be added to all cats?
Question: Should a left-click option be added to the animation room of the Warriors’ Guild which would automatically place the highest-tier armour to be animated?
Question: Should we remove the retreat of the animated suits of armour within the Warriors’ Guild?
Question: Should we change jewelery placeholders so that fully-charged, and completely depleted placeholders have a distinct placeholder, whilst all other states share a placeholder? For example: A ring of dueling (8) would have a placeholder, and another placeholder for charges 1-7. An Amulet of glory would behave in the same manner, but would also have a placeholder for a depleted amulet.
Question: Currently when withdrawing doses of potions from the barrels in the Nightmare Zone it will provide you with new potions in your inventory. Should we change this so that it will fill up already existing potions of a lower dosage? For example: if you had a (1) Overload in your inventory, and you withdrew 3 more doses, you would currently be given an additional (3) Overload. With this change your original (1) potion will be made a (4) potion.
Question: Should an additional option be added to the Ring of Duelling which would teleport you closer to the lobby of the Duel Arena? The existing teleport to the entrance would remain.
Question: Should the high gamble option at Barbarian Assault offer a chance at rewarding players with Elite clue scrolls?
Question: Should the dark mage, found near the Underground Pass, offer an option to recharge Iban’s staff for a fee? An uncharged staff would cost 100,000gp to recharge, and an upgraded staff would cost 250,000gp to recharge. It would still be possible to recharge the staff for free inside Underground Pass.
Question: Should elemental rune packs be added to the TzHaar-Mej-Roh’s store in Mor Ul Rek?
Question: Should Brian O’Richard automatically give players a Mystic jewel when entering Rogue’s Den?
Question: Should the appearance of the quests interface be recoloured slightly to aid colour-blind players? In our image example the current interface is on the left, and the new interface is on the right. Image
Question: Should successfully defeating the Champion of Champions, Leon d’Cour, be rewarded with a cape similar to Toby’s in Varrock? Image
Question: Should a grapple shortcut be added to the Observatory to allow ease of access once players have completed Observatory Quest?
Question: Should a separate tracker be added for lizardmen shaman? This will be separate from lizardmen, but lizardmen shaman kills will also contribute to the lizardmen tracker. It cannot track kills in retrospect.

Discuss this update on our forums.
Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Ronan, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School TeamArticle Link: http://services.runescape.com/m=news/inferno-slayer-task-tournament-worlds-and-poll-56?oldschool=1 -
On 7/31/2017 at 8:28 AM, Joshy said:
I don't know what musa point is, lol. That picture was at karamja. I was very surprised by how empty it was there too
It's because there may be better F2P fishing spots.
I really wish you'd try OSRS as F2P.
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1 hour ago, Shuruia said:
The order is fine as it is. You don't have to look at it from a "chain of command" perspective, since the ranks are grouped together based on which category they fall under.
Red = Higher echelons
Cyan = Server operation
Pink = Auxiliary teams
White = Player tiers
The only rank that I think would overlap two categories is technical administrator, which I suppose you could argue should also fall under the red category. You could also say that division leaders should fall under the blue category, but their role in the community isn't supposed to be inherently limited to mere server operation.
From what I thought and believe:

White: Staff
Blue: People who aren't staff, but help and volunteer their time taking care of GFL's server
Yellow: Teams
Gray: Member and players.
Anything above TA is technically staff since Managers doesn't have badges, but they are just higher-ups(which it keeps messing my mind).
Pardon me for using cancerous line thick. I'm confused when I use ShareX.
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July 27 2017
The Blast Furnace has experienced a high turnover of late, and has consequently invested in new personnel to assist your smithing efforts. The Lighthouse has been improved to allow players to assess competition for Dagannoth kills. The Blast Mine overlay is here, so you're now able to track the number of ore you've collected. The Amulet of Chemistry has had a new toggle option for the thrifty potion makers among you. Plus the usual range of patches, fixes, and QoL tweaks.
Blast Furnace
Here's introducing Numpty and Thumpy, the Blast Furnace's newest recruits. On Blast Furnace-themed worlds they'll automatically repair broken pipes, cogs, and the drive belt. To meet their wage demands you'll find that on these worlds, the cost of the Blast Furnace has now been increased to 72,000gp per hour.
Lighthouse Dungeon
The Lighthouse Dungeon has always been a heavily contested area, and until today you were required to venture down to the lowest level to see whether the Dagannoths were yours for the taking. All that has changed now, as we've implemented two changes to improve visibility on any would-be competition.
It's now possible to see players and Dagannoths onlower level when stood above the ladder, and alongside this comes a peek option on the Iron Ladder which will give you a summary of the number of players present on the floor of the dungeon.
Blast Mine
An overlay interface has been added to the Lovakengj Blast Mine which will now allow you to track just how many of eachore you have collected so far.
Amulet of Chemistry
The Amulet of Chemistry offers a 5% chance of giving an extra dose when equipped whilst potion-making. It has fivecharges, and then breaks. Today's update brings with it a toggle option which will stop your character from making more potions once the amulet breaks. This is perfect for those of you keen to get your money's worth. By default you will not stop making potions when the amulet breaks.
Deadman Season End
The Autumn Season has now ended. The top 2000 players will be invited to the Autumn Invitational which begins on September 18th and will reach its climax on-stage at RuneFest on September 23rd. Those of you in the top 2000, you'll receive your invitation in the coming weeks. Keep an eye on your message inbox!
World Changes
All Seasonal Deadman worlds (392, 401, and 405) are no longer visible as the Season has ended.
World 392 is now a PvP World.
Worlds 352 and 387 are now Blast Furnace-themed.
In Other News Where we make the literally unplayable, playable. - Players can now store the Helm of Raedwald in the armour case of their PoH.
- Ed now has more dialogue when the Helm of Raedwald is worn.
- The text on various gravestone interfaces has been changed from red to yellow to benefit colourblind players.
- Players will now stop walking into the wall when using the pipe shortcut in Taverley dungeon.
- Jellies should no longer wander deep into the Mutated bloodveld area of the Catacombs.
- Brutal Black Dragons have now been added to the slayer log.
- An agility shortcut icon has been added to the minimap in Brimhaven dungeon.
- The message informing you that you received a ticket in the Brimhaven Agility Arena will now correctly notify you when you receive two tickets (as per the Karamja Elite diary reward).
- Barricades in Castle Wars will no longer provide XP for those casting spells on them.
- Ava's ammo-retrieval effect no longer works for Members in F2P Castle Wars.
- Re-logging in Castle Wars while carrying a bronze pickaxe will no longer force you to the lobby. What was that about?
- The dialogue is now correct when asking about a Magic skillcape.
- The fairy ring at the Lighthouse now has a transportation icon on the minimap.
- Untradeable loot notifications will now show the quantity of items if there's more than one in the stack.
- Punctuation has been added to Chieftain Brundt's Clue dialogue.
- One of the Grand Exchange bankers now functions as a Financial Wizard on Deadman worlds.
- The Unicorn cage in Ardougne zoo has been changed to be an unsafe area in Deadman Mode. As a result it's no longer possible to attack through the fence.
Discuss this update on our forums.
Mods Archie, Ash, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Ronan, Roq, Ry, Stone, Sween, TomH, Weath, West & Wolf
The Old School TeamArticle Link: http://services.runescape.com/m=news/improvements-to-blast-furnace-blast-mine-and-lighthouse-dungeon?oldschool=1
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I voted for 5 because it's pretty great.
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Another question to prevent this thread dying: for those people involved in religion, how often do you read the Bible?
I read daily. I'm on 111 of 150 Psalms as it's called Psalms a day.
People with no religion can answer this question too, and to satanist: there is a Satan Bible. I remember being shown by my non-religious friend a few years ago, I'd recommend looking them up.
People can still answer what I posted in OP.





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[OSRS Dev Blog] Sulliuscep Mushrooms
in Off-Topic & Random Questions
Posted · Edited by Benroyjam
mod_ash
August 22 2017As the time for Fossil island's release draws near, we've taken a close look at the swampland on the island, where a piece of content originally designed to introduce swamp-related items has the potential to be a new and viable training method for Woodcutting. In order to do this however, we'd have to raise its current nominal XP rates, so we'd like your opinion on the matter first!
Sulliuscep mushrooms can be found in the swampland of the island. Requiring level 65 Woodcutting and access to Fossil Island to chop, a player will receive bittercap mushrooms as opposed to logs when chopping them. There’s a small chance to obtain Mort Myre fungi and a rare chance of obtaining a new Sulliuscep cap.
This mushroom cap, similar to the Golovanova fruit top, can be used to make a Mushroom pie that, when eaten, will give a +4 Crafting boost and will require 60 Cooking to bake.
A total of six Sulliuscep mushrooms can be found in the swamp. Unlike normal trees, mushrooms have unique root systems! Only one of the six mushrooms can be chopped at a time. Once the mushroom falls, another respawns somewhere else in the swamp. This is based on a player variable; as such, hopping worlds will not manipulate this.
The swamp itself is a dangerous place; you'll likely have to deal with some unique critters as you traverse it, to avoid getting hurt. If the Sulliuscep mushroom is in a particularly dangerous area that you just daren't hang around, you'll be able to make a special kind of fungicide to clear that mushroom and move onto the next one. A large part of this content is the interaction and traversing of the swamp. No standing still on one mushroom for too long!
Our hope for the content is to fill in the gap found in within Woodcutting between Willows, teaks and Redwoods – providing a faster training method than that Willows offers, but less speedy than what teaks can offer with tick manipulation methods.
Poll questions:
As always, please head over to the forums to share your feedback on anything mentioned in the blog, so we can adjust the questions and hopefully open the poll tomorrow.
Mods Archie, Ash, Delta, Ed, Ghost, Jed, John C, Kieren, Mat K, Maz, Roq, Ry, Stone, Sween, TomH,
The Old School TeamWeath, West & Wolf
Article Link: http://services.runescape.com/m=news/sulliuscep-mushrooms?oldschool=1